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Backgammon is a game for two players. The game is played on a board with 24 triangles in alternate colors called ‘points’. They are numbered 1 to 24. The board is divided into four quadrants. Each quadrant contains six points. The lower right-hand quadrant is known as your ‘home board’. The upper right-hand quadrant is your opponent’s home board. The two left-hand quadrants are called the ‘outer board’. A divider runs down the middle of the board. This is known as ‘the bar’. Checkers that have been hit are placed here.
On the right-hand side of the board are two trays, one for each player.
Checkers are stored here when they are removed from the board. Yours go into
the lower one, your opponent’s into the higher.
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Outer
board |
Opponent’s home
board |
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| Bar |
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Outer board |
Home board |
Starting the game
Each player starts the game with 15 checkers. The starting position is shown
below:
You move your checkers counter-clockwise. Your checkers are red in these
diagrams, while your opponent’s are white.
The object of the game
The goal of the game is to move all 15 of your checkers into your home board
and then remove them from the board before your opponent removes his. The first
player to remove all their checkers wins the game.
The dice determine how many points a checker can move. At the start of the
game, both players roll one die each. The player who rolls the highest number
moves first, and must play the scores shown on the dice. If both players roll
the same number, the dice are rolled again until they show different
numbers.
Where checkers can land
If the point has any number of your own checkers or it is empty you are
allowed to move your checker there. You may have up to 15 checkers on any
point. You cannot move a checker to a point which has two or more of your
opponent’s checkers on it.
Hitting
checkers
You may move to a point which has one of your opponent’s checkers on it.
This move will result in your opponent’s checker being ‘hit’ and moved out of
play onto the bar.
Each point at PartyGammon.com is labeled with a number from 1 to 24. Each
player sees the board from his own perspective, so your 24 point is your
opponent’s 1 point. Here are a few example moves to help you understand moving
around the board:
Your opponent rolls a 6 and you roll a 1. He moves a checker from his 13
point to his 7 point using the 6 shown on the first die, and then a second
checker from his 8 point to his 7 point using the 1 shown on the second die.
This move leaves two of you opponent’s checkers on a point. This is called
‘making a point’.
Play moves to you once your opponent has
completed his moves. You roll a 6 and a 5. The best move in this situation
would normally be to move one of your checkers from your 24 point to your 13
point. In this case, this move is blocked by your opponent’s made points. The
best move in this situation is to move one checker from 13 to 7 and one from 13
to 8. This leaves a single checker on the 7 point. A single checker on a point
is known as a ‘blot’ or a ‘loose checker’.
Your opponent rolls two 6s on his/ her next throw. This presents a very
special case. You are allowed to move four checkers instead of two whenever a
double is rolled.
This roll also demonstrates ‘hitting’. Your blot will be hit by a checker
moved from the opponent’s 24 point. Your checker will be placed on the bar and
will need to re-enter the board in the opponent’s home board after it has been
hit. Your opponent moves two checkers to his 18 point and two checkers to his 2
point.
Re-entering
checkers
Remember, you must make sure none of your checkers are on the bar before you
can move the checkers already on the board. You roll a 5 and a 4. This means
you can move the checker on the bar to either the 21 point (using the 4) or the
20 point (using the 5). You move the checker from the bar to the 20 point and
then a checker from the 24 point to the 20 point (‘making’ the 20 point). A
point you have made in your opponent’s home board is called an ‘anchor’.
Your opponent then rolls a 6 and a 5. Your blot on the ace point gets hit
when he plays 7 to 1 and 6 to 1.
You roll a 6 and a 1. Both the 24 and the 19 point are made by your opponent
so your checker has no spot to re-enter to. This means that you have ‘fanned’
and cannot move. Play returns to your opponent.
These few rolls demonstrate most of the dynamics of the game, but there is
one situation we did not encounter: It is sometimes impossible to play your
entire roll. The key rule to remember is that if you can play the full roll you
must, if you can't play the full roll you must play the higher of the two
numbers you have rolled.
Bearing off
You can start removing your checkers from the board one they are all in your
home board. This is known as ‘bearing off’. Your dice roll dictates which
checkers you can bear off.– For example, a roll of 4 and 2 will allow you to
bear off one checker from the 4 point and one from the 2 point.
If there is no checker on the point indicated by the roll, you must make a
legal move using a checker on a higher-numbered point. You are required to
remove a checker from the highest point available if there are no checkers on
higher-numbered points. You don’t have to bear off if you can make another
legal move.
A checker which has been borne off cannot re-enter the game. You can only bear checkers
off if all your checkers are in your opponent’s home board. This means that if
one of your checkers is hit while bearing off, you must stop bearing off until
it has re-entered and reached your opponent’s home board.
Backgammon dice
There are 36 possible combinations of dice in backgammon. Use the table
below to check the odds and probabilities of each roll; it’ll help you make the
best decision and improve your chances of winning. If you lose, don’t blame
Lady Luck.
Examples:
- If you need to roll a double 5, you need to hit the one possible
combination.
- If you need to roll a 9, you need to hit one of five possible combinations:
Double 3s, 3 and 6, 6 and 3, 4 and 5 or 5 and 4.
- If you need to roll a 6, you need to hit one of 17 possible combinations: 1
and 6, 6 and 1, 2 and 6, 6 and 2, 3 and 6, 6 and 3, 4 and 6, 6 and 4, 5 and 6,
6 and 5, 6 and 6, 5 and 1, 1 and 5, 4 and 2, 2 and 4, double 3s, or double
2s.
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What are your chances of hitting a certain blot?
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To roll
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Percentage*
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Chances in 36 rolls
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(see dice table)
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| 6 |
0.47 |
17 |
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| 4 |
0.42 |
15 |
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| 5 |
0.42 |
15 |
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| 3 |
0.38 |
14 |
|
| 2 |
0.33 |
12 |
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| 1 |
0.3 |
11 |
|
| 7 |
0.16 |
6 |
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| 8 |
0.16 |
6 |
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| 9 |
0.14 |
5 |
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| 10 |
0.08 |
3 |
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| 12 |
0.08 |
3 |
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| 11 |
0.05 |
2 |
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| 15 |
0.03 |
1 |
double 5s |
| 16 |
0.03 |
1 |
double 4s |
| 18 |
0.03 |
1 |
double 6s |
| 20 |
0.03 |
1 |
double 5s |
| 24 |
0.03 |
1 |
double 6s |
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*Approximately |
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However, your chances are different when there are blocked made points.
For example:
- If you need to roll a 7 and there are no points blocked in between, you
need to hit one of six possible combinations: 4 and 3, 3 and 4, 5 and 2, 2 and
5, 6 and 1, and 1 and 6. If the first four points are blocked, you need to hit
one of four possible combinations: 5 and 2, 2 and 5, 1 and 6, and 6 and 1. This
is because you are unable to move either the 4 or the 3 in this case.
- If your opponent needs to roll a 10 to hit your checker, and
there are no points blocked in between, he needs one of three possible
combinations to hit your checker: 5 and 5, 6 and 4, or 4 and 6. If his fifth
moving point is blocked, he needs one of two possible combinations: 6 and 4 and
4 and 6. This is because he is unable to move the 5 in this case
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