Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of New York. They appeared in Oswald. Übersetzung im Kontext von „Backgammon Rules“ in Englisch-Deutsch von Reverso Context: Opens the websites of FIBS Home, Backgammon Rules.
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These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of New York. They appeared in Oswald. Backgammon rules in German. Backgammon ist ein Spiel für zwei Spieler, das auf einem Brett gespielt wird, das aus vierundzwanzig länglichen Dreiecken. Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. Übersetzung im Kontext von „Backgammon Rules“ in Englisch-Deutsch von Reverso Context: Opens the websites of FIBS Home, Backgammon Rules. Backgammon (Rules of the game): kimeru.nu: Bücher. How to Beat Your Friends at Backgammon: The Backgammon Book for Beginners, Learn the Backgammon Rules, Winning Strategies, Modern Concepts. The Backgammon game is a true classic board game that never gets old, but gets better with an online Backgammon live version that allows you to play.
Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. Übersetzung im Kontext von „Backgammon Rules“ in Englisch-Deutsch von Reverso Context: Opens the websites of FIBS Home, Backgammon Rules. Hamilton, Robert, Backgammon, Rules of the Game, Photo vorhanden. Goren Norfolk, Tim, Backgammon, Rules, Strategy, Winning Play, Photo. Wenn eine Verdopplung abgelehnt Day Z Online oder das Spiel durch Abtragen aller Steine endet, zählt es mit dem bis dahin Derniere Commedie Sorties Wert des Dopplerwürfels, wobei die abgelehnte Verdopplung nicht zählt. The Mathematical Theory Behind Backgammon Diese Regel stammt von John R. Unlike many other sports and games, there is no central backgammon authority or international organization Free Online Online manages Casino Log Book governs the rules used at tournaments. Abridged Win at Backgammon Backgammon with the Champions, Vol. In diesem Beispiel also viermal die 6.
Click the image to see the final position When a checker moves on a point occupied by only one opponent checker, this checker is hit and moves on the central bar.
Click the image to see the final position A player with checkers on the bar must enter them 1st before moving any other checkers. To enter a checker move it like if it was right outside the board.
For instance Black rolls 41 and enter his checker from the bar using the 4 to the 21 point. Click the image to see the final position When ALL of a player's checkers are on his last 6 points, he can bear off.
To bear off, you have to reach an imaginary point located just outside of the board. To bear off one man, you need the exact dice to just remove it.
This means that to bear off a man on the 3 point, you need to roll a 3. The farthest men can always bear-off, even if the dice is greater than the checker position.
In the position below, if white rolls a 6, it can bear off the checker from the 5 point. Usually, the player who bears off all his men first, wins 1 point.
You can win more on some occasions: If the opponent did not bear off a single man, the player wins a Gammon and 2 points.
If the opponent did not bear off a single man AND has at least one checker on the bar or on his opponent's last 6 point, the player wins a Backgammon and 3 points.
The cube is a die marked with the value 2,4,8,16,32 and It shows the value of the current game. At the beginning of the game the value is 1 and the cube is positioned in themiddle of the board.
At any point if a player thinks that he has an advantage, he can propose to his opponent to double the value of the game.
This choice can be made only when it is his or your turn, before rolling his or your dice. Refuse the proposition: the game ends, and the player who doubled wins the current value of the cube.
Accept the proposition: the game continues. The cube is put on its 2 face on the opponent side. Now only the opponent can decide to use the cube.
If ever this player decide later to double, the player will have the choice to refuse and lose 2 points or continue with the cube at 4.
When a player wins a gammon, he wins twice the value of the cube; for a backgammon, he will win 3 times the value of the cube. Note: you can not double on the very first roll.
From there players alternate turns accordingly. The bar is the middle crease of the board, where it folds in half. You can hit more than one of your opponents pieces in a turn.
Now the opponent with the piece on the bar cannot make any other move until their pieces are off of the bar.
They must re-enter the board on their opponents home board. When re-entering the game from the bar, you can use your whole turn.
Meaning, if you roll a you can re-enter on the 3 or 4 point and then move your checker according to the remaining die, as you would on a normal turn.
You can hit an opponents piece on the home board or the outer board. All 15 piece must be on the home board before you can begin bearing off.
To bear off you roll the dice and remove the associated checkers. Now, if you roll a die that is higher than where your checker is on the board, i.
The dice has to be higher than the highest point in order to do this. The player that successfully removes all of their checkers from the home board first wins the game!
If you are able to remove all 15 of your checkers before your opponent as borne off any of theirs then it is considered a gammon and the win is worth two points as opposed to one.
If you are able to bear off all 15 of your checkers before your opponent has the chance to bear any of theirs, and your opponent still has a checker on your home board then the win is considered a backgammon and is worth 3 points!
I have a question; Player A has all of his men in his home. The object of the game is move all your checkers into your own home board and then bear them off.
The first player to bear off all of their checkers wins the game. Figure 2. Direction of movement of White's checkers. Red's checkers move in the opposite direction.
Movement of the Checkers. To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played.
If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice.
After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers.
The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.
Figure 3. Two ways that White can play a roll of. Hitting and Entering. A point occupied by a single checker of either color is called a blot.
If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.
Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open.
If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.
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Backgammon Board. Example of a Backgammon board setup. Backgammon board setup with a checker on the bar. End of the game : The bearing off. GammonVillage Shop.
Facebook Twitter. Accept the proposition: the game continues. The cube is put on its 2 face on the opponent side. Now only the opponent can decide to use the cube.
If ever this player decide later to double, the player will have the choice to refuse and lose 2 points or continue with the cube at 4. When a player wins a gammon, he wins twice the value of the cube; for a backgammon, he will win 3 times the value of the cube.
Note: you can not double on the very first roll. Backgammon is often played in "Matches". In a match, the aim is to reach a determined score, usually an odd number of points in a match.
This mean that when playing a 1 point match, the gammons do not matter because the elo calculation is based upon the contract of a 1 point match.
Doubling is not allowed as it would make no sense to double since that match was contracted for only one point. The Crawford rule is almost always used in match play.
This rules says that when any player is only one point from winning the match, the next game will be played without any player being allowed to double.
Note: In game 4 and 5, player 2 should double as soon as possible because he has nothing to lose remember, that it's the same elo loss whether you lose or The Jacoby rule is used only when not playing a match this kind of game is called unlimited or Money play.
When using the Jacoby rule, no player can score a gammon or backgammon if the cube is still at its initial value.
When a player doubles the opponent has a 3rd choice: it can accept the cube "Beaver". It means the player redouble immediately but still keep the ownership of the cube.
The player who initially doubled can refuse the beaver and lose 2 points, accept it and the game continue with a cube at 4 own by the 2nd player or even "raccoon" and proposed again to double the cube to 8!
The rules of the game are the same--only the initial position changes. Rules of backgammon. Description Moving the checkers Rolling a Double Hit. Bear-off Score Cube Match Play.
When a checker is hit, it is put on this middle area The aim of Backgammon is to be the 1st player to bear off all your 15 checkers. The dice are to be played individually, in any order.
To move a checker using a die, move it the number of points shown by the die. Not sure I understand your questions completely but hopefully this answer helps.
Hi Andrew, I am not sure what you are referring to, could you be a bit more specific so I could fix the issue?
Hi, Anthony thank you for pointing out that error. There is not a 6 side on the doubling die and it has been corrected to reflects so in the rules.
Source :www. You are always moving your pieces towards your home board. The checkers can move only to an open point, meaning that the point is NOT occupied by TWO or more of your opponents pieces.
Source :usbgf. Doubles: If you roll doubles you get to move double the amount. For example. So essentially instead of moving 2 pieces 2 space each you get to move 4 pieces 2 spaces each.
You must move the full count of the roll, if possible. If you cannot move you lose your turn. These days, most backgammon sets come with a doubling cube.
If you decided to play with the doubling cube, you will start the game off at one point. If at some point in the game one of the opponents feels they have an advantage to win, they can pull out the doubling cube and double the points of the game from one to two.