Backgammon is one of the oldest games for two people, and has been thrilling and entertaining players all over the world for over 5000 years. To win, you must move all your checkers to your home board and take them out of it. If you want to learn how to play backgammon, just follow these simple steps.
Steps
Part 1 of 4: Preparation
Step 1. Get to know the game board
Backgammon is played on a board on which 24 narrow triangles called spikes are drawn. The colors of the triangles are alternated, and are grouped into four quadrants of six. The four quadrants are the inside board (house) and the outside board of both players and are separated by a strip called the "bar", which divides the board into two parts of the same width.
- The players sit opposite each other, facing two opposite sides of the game board. Each player's house is the right quadrant that everyone faces. The inner quadrants are opposite to each other, as are the outer ones, which are to the left of each player.
- The goal of each player is to move their pawns from the opponent's home board to their own, following a horseshoe-shaped path, counterclockwise.
- The triangles are numbered from 1 to 24: the number 24 is the furthest away from the player and the number 1 is the one furthest to the right on the home board. The players have to make the checkers go the opposite way, so the first point of one player is the 24th of the other and vice versa.
Step 2. Prepare the table
Each player must arrange their 15 pieces in order to start playing. The pieces are of two colors, usually white and red, or white and black. To arrange them on the table, each of the two players must place two checkers in point number 24, three in number 8, five in number 13, and the other five in number 6.
Remember that the points are numbered differently for each of the players, so the pieces are not overlapping
Step 3. Roll one die each to decide who should go first
The player who rolls the highest number goes first. If they both get the same result, the roll is repeated. The total result obtained will count as the first move for the starting player. For example, if a player has rolled a 5 and his opponent a 2, the first player starts the game using 7 as the first roll.
Step 4. Remember that you can double your stakes at any time
In backgammon, the winner does not earn points, but the opponent loses. So if you win, your opponent will lose the points marked on the doubling die, or even double or triple that value. The doubling die is not a common die to roll, but rather a scorekeeper. It starts with the value 1, but you can increase it every turn, before rolling the dice.
- If you want to double the stake, and your opponent accepts, then the double roll is turned to mark the new value, and is placed in your opponent's court. He becomes the owner and can propose another double during any of his future turns.
- If the opponent does not accept the double, he must concede the game and lose the original value of the stake.
- You can double your stakes multiple times, but as usual, you don't double up more than three or four times in the course of a game.
Part 2 of 4: Moving the Pawns
Step 1. Roll the dice
Use a cup to roll two six-sided dice per turn. The numbers obtained represent two different moves. For example, if you roll a 3 and a 5, you can move one piece three spaces and another five, or you can only move one piece 8 spaces.
- Make sure you roll the dice to the right of your side of the board, from a reasonable height, so they can bounce and roll before stopping.
- If one of the dice falls on a piece, goes off the board or hangs against the edge, you will have to re-roll.
Step 2. Move the checkers to an open point
One tip is open if it is not occupied by two or more opponent's pieces. You can move the checkers to an empty point, one occupied by one or more of your checkers, or one occupied by a single opponent's checker. Remember that you can move counterclockwise from your opponent's house to yours.
- You can start with any piece of your choice, but it's a good idea to remove the pieces from your opponent's house right away.
- 2 pieces are enough to block a point, but you can accumulate as many as you want in one.
- Remember that you can move a piece twice or two pieces once. For example, if the result of your dice roll is 3 and 2, you can move a checker 3 spaces and then 2, if both moves ended in an open point. Alternatively, you can move a checker two spaces into an open point and then another 3-space checker into an open point.
Step 3. If you roll a double roll, you can use each result twice
If you roll the same number with both dice, you have the right to make two extra moves. For example, if you roll a double 3 you can make four 3-space moves.
Again, you can move four checkers 3 spaces, one checker four times 3 spaces if it always ends its move on an open point, or any combination of moves and checkers. If the total spaces covered are 12, and each move ends on an open tip, you won't have made a mistake
Step 4. You lose your turn if you cannot move any pieces
For example, if you rolled a 5-6, but you can't move any checkers to an open point by moving it 5 or 6 spaces, you will lose your turn. If you can only move a number of spaces, you can make that move and not the other. If you can only play one number or the other, you have to choose the higher one.
This rule also applies if you have rolled a double. If you cannot move the pieces of the obtained value, you lose the turn
Step 5. Try to protect your pieces
Avoid leaving a single checker in a point; in that position, called blot ("discovered"), can arrive the opponent's pieces, which can eat, or hit ("hit"), your piece. An eaten pawn comes back into play in the bar, and must restart on the course from the 24th point. At least in the early stages of the game, always try to have at least two checkers in a point.
Step 6. Try to dominate the board
Before you start moving your checkers in your house, you should try to occupy many points with 2 or 3 checkers, rather than a few points with 5 or 6 checkers. This way you will not only have a better chance of finding open spikes when you have to move, but you will make it harder for your opponent to find free spikes to move on.
Part 3 of 4: Eat and Come Back
Step 1. Occupy an uncovered point to move the opponent's checker into the bar
If you can move a checker into a blot, a point occupied by only one opponent's checker, this will be placed on the bar. You should try this whenever you can, if movement helps you get your pieces closer to the house. This is a great tactic to slow down the opponent.
Whenever your opponent's checker has landed on the bar, it cannot be moved until it is returned to your house
Step 2. Re-enter your pieces that have been eaten
If your opponent occupies a point that contains one of your checkers, you must put it on the bar. At this point you have to get the checker back into your opponent's square, rolling the dice and moving it to an open point that you can reach. If you do not roll any valid numbers, you will lose your turn and have to try again.
- For example, if you roll a 2, you can fit your checker back into the 23rd point, if it is open.
- You cannot choose the sum of the two numbers to find an open box. For example, if you roll a 6 and a 2, you cannot move the checker to the eighth point: you can only choose the sixth or second point.
Step 3. Move the other tokens when you have returned all the ones in the bar
If you only had to return one piece, you can use the second roll to move one of the pieces in play.
- If you have two pawns in the bar, you will need to get them both back before you can move the others. If you can only indent one, you won't be able to use the second roll.
- If you have more than two pawns in the bar, you can only move the others after you have re-entered all of them.
Part 4 of 4: Getting the Pawns Out
Step 1. Learn how to win a game
To win, you must be the first player to take all the pieces off the board. To do this, you will need to roll a dice result that allows you to reach or pass the edge of the board.
For example, if you roll a 6 and a 2, you can bring out two checkers at their respective points. Alternatively, you can bring out any checker that is on a point lower than sixth
Step 2. Move all the checkers to your home board
You can only take out your pieces when they are in your house, in tips 1-6. Don't forget, however, that they can also be eaten on your indoor table.
If the opposing player has a checker in the bar, they may still enter a blot in your house, if any, forcing you to return a checker to the start of the path
Step 3. Start taking out the tokens
To take out a checker, you must roll a move equal to or greater than the number of the point it is on. For example, if you rolled a 4 and a 1, and you have checkers on the third and first point, you can take them out. If you roll a double 6, you can take out four checkers from the sixth point or any combination of 4 checkers in the 6 points of your square.
- If you still have a roll to use and no pieces to remove, you will still need to use the move, if allowed. For example, if you have only two checkers left on the sixth and fifth point, and you roll a 2 and a 1, you can move one checker from the sixth to the fourth point and another from the fifth to the fourth point.
- The only time you can take out a checker from a lower point with a roll greater than the point number is when there are no other checkers on the higher points. You can use a 5 to take out a checker from point three only if you have no other checkers on the four, five and six (and of course you don't have any checkers outside the square).
- If by using the highest dice roll first you find yourself unable to use the lowest one, you will need to use the lowest number first. For example, if you roll a 5 and a 1, and you have a checker on the fifth point, you will first need to use the 1 to move the checker to the fourth point and then take it out with the 5.
Step 4. Bring out all 15 of your tokens
The player who manages to do this first wins the game. Not all wins are created equal, though. Your opponent can lose in one of three ways:
- Normal defeat. Occurs when you take out your checkers first while your opponent has yet to take out all of theirs. Your opponent will only lose the value on the doubling die.
- Gammon. If you take out all the pieces before your opponent manages to take out one, he will suffer a gammon and lose twice the value of the doubling die.
- Backgammon. If you take out all the checkers and the opponent still has some checkers in the bar or in your house, he will suffer a backgammon and lose three times the value of the doubling die.
Step 5. Play again
Backgammon matches are often played over several games, because each of them is worth a certain number of points. You could establish a quota to be reached in order to decide the winner.
If you want to play more games but your time is up, make a note of your scores up to that point so you can resume the match in the future
wikiHow Video: How to Play Backgammon
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Advice
- If you rolled the same number on both dice (for example 4 and 4), make a double. If you have double, instead of making two moves equal to the number obtained, you can make four moves equal to that number. For example, if you rolled 3 and 3, you can move 3 points four times.
- If the dice (or even one of them) fall off the board, you must re-roll both of them.