If You Roll Doubles in Backgammon Can You Roll Again

Setup
Backgammon is a game for two players, played on a board consisting of twenty-iv narrow triangles chosen points. The triangles alternate in color and are grouped into 4 quadrants of half-dozen triangles each. The quadrants are referred to equally a player'south home board and outer lath, and the opponent'south home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

Effigy 1. A board with the checkers in their initial position.
An alternate organisation is the reverse of the ane shown hither, with the domicile lath on the left and the outer board on the right.

The points are numbered for either player starting in that player's home board. The outermost point is the twenty-4 point, which is also the opponent'south one betoken. Each player has fifteen checkers of his ain color. The initial arrangement of checkers is: two on each thespian'due south xx-iv betoken, 5 on each player'south xiii point, three on each histrion's eight point, and v on each actor'south six signal.

Both players have their own pair of dice and a dice cup used for shaking. A doubling cube, with the numerals two, 4, viii, 16, 32, and 64 on its faces, is used to go along track of the current stake of the game.

Object of the Game
The object of the game is move all your checkers into your own home board and and then bear them off. The first thespian to comport off all of their checkers wins the game.
Figure two. Direction of movement of White'southward checkers. Cherry's checkers motility in the opposite direction.

Move of the Checkers
To start the game, each player throws a unmarried die. This determines both the player to go beginning and the numbers to be played. If equal numbers come up, so both players roll again until they curlicue different numbers. The actor throwing the higher number now moves his checkers according to the numbers showing on both die. After the starting time roll, the players throw two dice and alternate turns.

The whorl of the die indicates how many points, or pips, the role player is to move his checkers. The checkers are always moved forward, to a lower-numbered indicate. The following rules utilise:

  1. A checker may be moved only to an open up betoken, 1 that is not occupied past two or more than opposing checkers.
  2. The numbers on the ii dice constitute split moves. For example, if a player rolls five and 3, he may move one checker five spaces to an open point and another checker 3 spaces to an open up betoken, or he may movement the one checker a total of eight spaces to an open point, only only if the intermediate point (either three or 5 spaces from the starting bespeak) is too open.
  3. A role player who rolls doubles plays the numbers shown on the die twice. A roll of 6 and 6 means that the player has four sixes to apply, and he may movement any combination of checkers he feels advisable to consummate this requirement.
  4. A histrion must utilise both numbers of a roll if this is legally possible (or all four numbers of a double). When just 1 number can be played, the player must play that number. Or if either number can exist played but not both, the player must play the larger i. When neither number tin can exist used, the player loses his turn. In the example of doubles, when all iv numbers cannot be played, the actor must play as many numbers as he can.

Hitting and Entering
A point occupied past a unmarried 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 role player has one or more than checkers on the bar, his beginning obligation is to enter those checker(s) into the opposing home lath. A checker is entered by moving information technology to an open point corresponding to i of the numbers on the rolled dice.

For example, if a player rolls iv and 6, he may enter a checker onto either the opponent'south 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 turn. If a player is able to enter some but not all of his checkers, he must enter as many equally he can and then forfeit the rest of his turn.

After the last of a player's checkers has been entered, whatsoever unused numbers on the dice must exist played, by moving either the checker that was entered or a different checker.

Bearing Off
Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A role player bears off a checker by rolling a number that corresponds to the indicate on which the checker resides, and then removing that checker from the lath. Thus, rolling a half dozen permits the role player to remove a checker from the six betoken.

If there is no checker on the point indicated past the roll, the histrion must brand a legal move using a checker on a college-numbered betoken. 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. A actor is under no obligation to acquit off if he can make an otherwise legal motility. A thespian must have all of his active checkers in his dwelling lath in order to bear off. If a checker is striking during the carry-off procedure, the actor must bring that checker dorsum to his home board before continuing to bear off. The first role player to deport off all fifteen checkers wins the game.

Doubling
Backgammon is played for an agreed stake per point. Each game starts at 1 point. During the course of the game, a role player who feels he has a sufficient reward may propose doubling the stakes. He may practice this but at the start of his own turn and before he has rolled the dice.

A histrion who is offered a double may refuse, in which case he concedes the game and pays i point. Otherwise, he must accept the double and play on for the new higher stakes. A histrion who accepts a double becomes the owner of the cube and only he may brand the side by side double.

Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.

Gammons and Backgammons

At the terminate of the game, if the losing role player has borne off at to the lowest degree 1 checker, he loses only the value showing on the doubling cube (ane 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 whatsoever of his checkers and all the same has a checker on the bar or in the winner's home board, he is backgammoned and loses 3 times the value of the doubling cube.

Optional Rules
The following optional rules are in widespread use.
  1. Automatic doubles. If identical numbers are thrown on the offset gyre, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to ane per game.
  2. Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double.
  3. The Jacoby Rule. Gammons and backgammons count merely every bit a single game if neither player has offered a double during the grade of the game. This dominion speeds upward play by eliminating situations where a actor avoids doubling so he can play on for a gammon.

Irregularities
  1. The dice must be rolled together and land flat on the surface of the right-paw section of the board. The player must reroll both die if a die lands exterior the right-hand board, or lands on a checker, or does non country flat.
  2. A plough is completed when the player picks up his die. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play every bit made or of requiring the player to make a legal play. A play is accounted to have been accepted as fabricated when the opponent rolls his dice or offers a double to showtime his own turn.
  3. If a player rolls before his opponent has completed his turn by picking up the die, the player's scroll is voided. This rule is mostly waived whatsoever time a play is forced or when there is no further contact betwixt the opposing forces.

Common Questions

  • Can I pass when it's my plough?
  • Can I play 1 number in such a way as to avoid playing the other?
  • What if I can just play one number?
  • Is hit-and-run allowed (too known as "choice and pass")?
  • Is it ok to have more than five checkers on a indicate?
  • Tin can I play depression number start when bearing off?
  • Is stalemate possible in backgammon?

Other Games

  • How do yous play Acey-Deucey?
  • What is Nackgammon?
  • What is hyper-backgammon?
  • What is long-gammon?
  • What is roll-over?
  • More games ...

Forms of Competition

  • What is a chouette?
  • What is match play?

Return to:  Backgammon Galore

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Source: https://www.bkgm.com/rules.html

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