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BACKGAMMON RULES

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The Objective of Backgammon
The objective of backgammon is to move all of his/her checkers into his own home board and then bear them off.
The first player to bear off all of his/her checkers wins the game.

 

How to Play Backgammon
To start the game of backgammon, 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/her checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.

 

How to Roll Dice
The "Roll" button is located in the lower right corner of the screen.

Click the "Roll" button to roll the dice.

 

Auto Roll
The "Auto Roll" button is located in the lower right corner of the screen below the
"Roll" button.

Click the "Auto Roll" button, and the dice will roll automatically when it is your turn.

 

Moving the Backgammon checkers
All of the legal moves are highlighted with a yellow line. Click and drag your checkers to the highlighted spot of your choice.

1. A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.

2. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he/she may move one checker five spaces to an open point and another checker three spaces to an open point, or he/she 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.

3. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he/she may move any combination of checkers he/she feels appropriate to complete this requirement.

4. A player must use both numbers of a roll if legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his/her turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he/she can.

 

Undo Button
The "undo" button is located below your inner table (lower right corner below the table). You may undo only the first move of a regular roll. You may undo up to the third move of a doubles roll. To undo a move, click the "undo" button.

 

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/her 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/she 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.

If neither of the points is open, the player loses his/her turn. If a player is able to enter some but not all of his/her checkers, he/she must enter as many as he/she can and then forfeit the remainder of his/her 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.

 

Bearing Off
Once a player has moved all of his/her fifteen checkers into his/her home board, he/she may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

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/her checkers resides. A player is under no obligation to bear off if he/she can make an otherwise legal move.

A player must have all of his/her active checkers in his/her home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his/her home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game.

 

Score
Your remaining pips will be displayed below your character on the left side of the screen.

 

The Clock
The player that creates the table chooses the amount of time per game. For example: If 10 minutes was chosen, then each player has a total of 10 minutes to finish the game. Your clock will only run when it is your turn to play, and it stops when you complete your turn. If you run out of time, then you lose the game and your wager, if playing in a real money game.

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