__Rules__

Set UpShown on the diagram of the board, showing the normal set-up for tournament play. The board has 4 sections - a home and an outer board for each player. There are 6 triangular shaped spaces, these spaces are called point ObjectiveThe 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. |
MovingA player can move to a point only when there are no more than one of the opponent’s checkers on the point. Where a player has at least two checkers on a point then they "own" that point. If there is only one of the opponent’s checkers on a point a "blot" the player can hit it. The checker that has been hit is returned to the bar and must re-enter on an unoccupied space in the opponent's home board. If there is two checkers on your opponent's point, you can go over it but can not land of the point. If a player roles a 4 & 3. This means you can move one checker 4 points and the other 3 points, or alternatively you can move one checker an total of 7 points. If only one or the other dice can be played, then the higher value must be played. A player who rolls doubles plays the numbers shown on the dice twice. You may move any combination of checkers you feels appropriate to complete this requirement. E.g. a double 3 can move one checker 12, or move 4 checkers 3 points ect. A player must use both numbers of a roll if this is legally possible, in the case both can not be played you can move using one number starting with the highest first if possible. |
Hitting and EnteringIf a blot is hit it is taken off the board and sent to the bar you cannot play until you get the hit checker back into play. You are required to re-enter on your opponent's home board. To re-enter you must throw a number of a space on the opponent's home board that does not have 2 or more checkers. Bearing OffIn order to bear of your checkers you must have all 15 on your home board. if a checker is hit you must bring it back to the home board before bearing off again. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. Players do not have to bear off if do not wish to although have to make an legal move on their turn. |
Gammons and BackgammonsAt the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is back gammoned and loses three times the value of the doubling cube.For optional rules click here |