Play backgamon

play backgamon

How to play backgammon in They appeared in Oswald Jacoby's and John Crawford's best-selling introduction to the game, The Backgammon Book. Backgammon online spielen kostenlos. Auswahl der Funktionen/Optionen: Live- Gegner aus aller Welt, Spielsääle, Ranglisten, umfangreiche Statistiken. Find backgammon positions and problems in different categories. Add positions yourself or study the game in the strategy section or test your skill in the quiz.

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If you're not sure how to do that, click here for instructions. Congratulations, you have unlocked a new feature on the site! You can now make your own opponents, with custom names and faces.

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Backgammon is one of the oldest known boardgames. The object of the game is to move your pieces along the board's triangles and off the board before your opponent does.

There are a few different ways that this game is played. In this version your pieces move counterclockwise from the upper right, while your opponent's move clockwise from the bottom right.

You can change the direction of play in Options if you prefer going from bottom right to top right. Additionally, the game is sometimes played in rounds with a scoring system deciding the eventual winner.

In this version, each round is its own game, with no point scoring involved. Your opponent bears off when their pieces are all in the upper right section of the board.

The player who manages to bear off all their pieces first is the winner. When a player wins before their opponent has borne any pieces off. When a player wins before their opponent has borne any pieces off, and still has at least one piece left either in their first quadrant or on the bar.

Backgammon is the 28th game we make here at CardGames. It's been requested a lot over the years, but the main reason it was never created was the custom graphics needed for it.

Well, finally we did it! Backgammon is the first game developed by CardGames. Winning a single game can take a long time, so we decided to just make the simplest version, without the doubling dice and tracking wins over many games.

However, if we get a lot of requests for that we might add it later. The game board and pieces are custom graphics made here at CardGames. As always, bugs, requests, comments can be sent to admin cardgames.

This website uses cookies to store your preferences, and for advertising purposes. Read more in our Privacy Policy or manage your privacy settings. Click Deal to start the game.

Or, you can move one checker 3 spaces and then 5 more spaces. If either of the dice lands on a checker, outside of the board, or leaning against the edge of the board, then it is not considered valid and you will have to reroll.

Move your checkers to an open point. An open point is any point on the board that is not occupied by two or more opposing checkers. You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it.

Remember that you should always move your checkers counter-clockwise, moving from your opponent's home court to your own.

You only need 2 checkers to block a point, but you can have as many of your checkers as you want on a single point. Remember that you can either move one checker twice or move two checkers once.

For example, if you roll a , you can move one checker 3 points over and then 2 points over, as long as it lands on an open point both times.

Alternately, you can move one checker 2 points over to an open point, and move another checker 3 points over to an open point. Play the numbers on the dice twice if you roll doubles.

If you roll the same number on both dice, then you've earned yourself two extra moves. If you roll double 3s, for example, then you can make four moves of 3 points each.

As long as the total moves add up to 12 and each move lands in an open point, you're in good shape. Lose your turn if you can't play either number.

For example, if you roll a , but you can't find an open point when moving any checker either 5 or 6 times, then you lose your turn.

If you can only play one of the numbers, then you can play that number and lose your turn on the other number. If you can only play one number or the other, then you have to play the higher number.

If you can't play the doubled number you've rolled, you lose your turn. Keep your checkers safe.

Do your best to keep at least two of your checkers on a point, at least early in the game. Try to dominate the board. Before you start moving your pieces into your home court, you should try to have many points occupied by 2 or 3 checkers instead of just a few points occupied by 5 or 6 checkers.

This will not only give you more options to move to open points, but will also make it harder for your opponent to move to an open point. Hit a blot to move your opponent's checkers on the bar.

If you hit a blot , a point occupied by just one of your opponent's checkers, then the opponent's checkers will be placed on the bar.

You should try to hit the blots whenever possible, as long as it helps you move your pieces as close to your home court as possible.

This is a great way to slow down your opponent. Enter your pieces when they are taken out. If a player hits a blot with one of your pieces on it, then you have to place your own checker on your bar.

Your task is now to move that checker back onto the opposing home board. You can do this by rolling the dice and then moving the checker onto an open point on your opponent's home board, if you roll an open number.

If you do not roll an open number, then you lose your turn and you will have to try again on your next turn. This is because you're moving your checker two points over from the bar.

You may not use the sum of the two numbers to choose a space. For example, if you roll a 6 and a 2, you cannot add them and move your piece onto the 8th point.

You can only move your checker onto the 6th or the 2nd point to reenter. Move your other checkers after you have gotten all of your checker s off the bar.

Once you get your checker s off the bar and back onto the board, you can move your other checkers again. If you only had one checker to enter, then you can use the other number that you rolled to move one of your other checkers.

If you can only enter one checker during a dice roll, then you will have to try again on your next turn. If you have more than two checkers on the bar, you can only move your other checkers once all the checkers on the bar are entered.

Understand how to win the game. To win the game, you need to be the first one to bear off or remove all of your checkers from the board and into your tray.

To bear off your checkers, you need to roll both dice and use the numbers to move pieces into the tray. The numbers you roll must be exact or higher than the number of spaces needed to remove each piece from the board.

But if you do not have a checker on the 6 point, you can bear it off from the next highest point on your board, such as the 5th or 4th point. Move all of your checkers into your home court.

You can only start bearing off your checkers once they are all in your home court. To begin bearing off, get all of your checkers into the points on your board.

They can be placed on any of these points. Don't forget that your checkers are still vulnerable when they're in your own home court.

After that, you can't continue bearing off until it's back in the home court. Start bearing off your checkers. When bearing off, you can only bear off checkers that occupy the corresponding point.

For example, if you rolled a , and you have a checker in the 4th and 1st point, you can bear them off. If your roll double sixes and have four checkers on the 6th point, you can bear off all six.

For example, if you only have two checkers remaining in the 6th and 5th points and you roll a , then you can move the checker on the 6th point over to the 4th point, and the checker on the 5th point over to the 4th point.

You can use a higher roll to bear off a die on a lower point. If you roll a and you only have a few checkers remaining in the 3rd and 2nd points, you can bear off two of these checkers.

You must move a lower die roll before a higher one even if it means you can't fully use the full value of a die.

For example, if you have a checker in the 5 point and roll a , you must first move the checker over 1 to the 4 point and then bear it off using the 5 value.

Bear off all fifteen of your checkers. If you bear off all fifteen of your checkers before your opponent does, then you have won the game of backgammon.

But not all wins are created equal. Your opponent can lose in one of three ways: This happens if you bore off all of your checkers first while your opponent was trying to bear off his checkers.

Your opponent will lose only the value on the doubling cube. If you bear off all of your checkers before your opponent bears off any of his, he is gammoned and loses twice the value on the doubling cube.

If you bore off all of your checkers while your opponent still has checkers on the bar or your home court, then your opponent is backgammon and loses three times the value on the doubling cube.

Backgammon is meant to be played more than once, since each game is worth a certain amount of points. You can even set a goal to play until the losing player loses a certain amount of points.

If you are playing for fun, you don't have to use the doubling cube because you aren't playing for points. Not Helpful 6 Helpful There is no rolling again on doubles, just moving twice for each number.

Not Helpful 12 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change? Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.

Not Helpful 7 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces.

Not Helpful 16 Helpful Just leave them there. You can't move them out of your inner table, the only way they can get it is if they're placed on the bar by an opponents man aka checker.

Not Helpful 9 Helpful If you're rolling a 1 or a 2 as your first move, and will be the best. Not Helpful 18 Helpful Can I choose not to bear off an exposed checker and move the exposed checker?

You can only start bearing off men aka checkers once you have all your men in your inner table. Once you do have that it's probably better to try and bear them all off, because the first person to have all their pieces beared off is the person who wins.

However, you can choose to move it instead of bearing it off. I moved my markers incorrectly to the number rolled and it wasn't discovered until my opponent had rolled but not played.

Is it too late for me to place my markers in the correct spot? There is no technical rule about this, so you have to decide between yourself and the other player whether you think that would be fair.

Usually moves are set in stone, but if you can easily figure out and undo everything that has been affected by the false move, ask your opponent if it's OK with them.

Not Helpful 6 Helpful 6.

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Five Nights at Freddy's. My Dolphin Show 8. Madalin Stunt Cars 2. Just a few more seconds before your game starts! If you can only play one number or the other, then you have to play the higher number.

If you can't play the doubled number you've rolled, you lose your turn. Keep your checkers safe. Do your best to keep at least two of your checkers on a point, at least early in the game.

Try to dominate the board. Before you start moving your pieces into your home court, you should try to have many points occupied by 2 or 3 checkers instead of just a few points occupied by 5 or 6 checkers.

This will not only give you more options to move to open points, but will also make it harder for your opponent to move to an open point.

Hit a blot to move your opponent's checkers on the bar. If you hit a blot , a point occupied by just one of your opponent's checkers, then the opponent's checkers will be placed on the bar.

You should try to hit the blots whenever possible, as long as it helps you move your pieces as close to your home court as possible. This is a great way to slow down your opponent.

Enter your pieces when they are taken out. If a player hits a blot with one of your pieces on it, then you have to place your own checker on your bar.

Your task is now to move that checker back onto the opposing home board. You can do this by rolling the dice and then moving the checker onto an open point on your opponent's home board, if you roll an open number.

If you do not roll an open number, then you lose your turn and you will have to try again on your next turn.

This is because you're moving your checker two points over from the bar. You may not use the sum of the two numbers to choose a space.

For example, if you roll a 6 and a 2, you cannot add them and move your piece onto the 8th point.

You can only move your checker onto the 6th or the 2nd point to reenter. Move your other checkers after you have gotten all of your checker s off the bar.

Once you get your checker s off the bar and back onto the board, you can move your other checkers again. If you only had one checker to enter, then you can use the other number that you rolled to move one of your other checkers.

If you can only enter one checker during a dice roll, then you will have to try again on your next turn. If you have more than two checkers on the bar, you can only move your other checkers once all the checkers on the bar are entered.

Understand how to win the game. To win the game, you need to be the first one to bear off or remove all of your checkers from the board and into your tray.

To bear off your checkers, you need to roll both dice and use the numbers to move pieces into the tray. The numbers you roll must be exact or higher than the number of spaces needed to remove each piece from the board.

But if you do not have a checker on the 6 point, you can bear it off from the next highest point on your board, such as the 5th or 4th point.

Move all of your checkers into your home court. You can only start bearing off your checkers once they are all in your home court. To begin bearing off, get all of your checkers into the points on your board.

They can be placed on any of these points. Don't forget that your checkers are still vulnerable when they're in your own home court.

After that, you can't continue bearing off until it's back in the home court. Start bearing off your checkers. When bearing off, you can only bear off checkers that occupy the corresponding point.

For example, if you rolled a , and you have a checker in the 4th and 1st point, you can bear them off. If your roll double sixes and have four checkers on the 6th point, you can bear off all six.

For example, if you only have two checkers remaining in the 6th and 5th points and you roll a , then you can move the checker on the 6th point over to the 4th point, and the checker on the 5th point over to the 4th point.

You can use a higher roll to bear off a die on a lower point. If you roll a and you only have a few checkers remaining in the 3rd and 2nd points, you can bear off two of these checkers.

You must move a lower die roll before a higher one even if it means you can't fully use the full value of a die.

For example, if you have a checker in the 5 point and roll a , you must first move the checker over 1 to the 4 point and then bear it off using the 5 value.

Bear off all fifteen of your checkers. If you bear off all fifteen of your checkers before your opponent does, then you have won the game of backgammon.

But not all wins are created equal. Your opponent can lose in one of three ways: This happens if you bore off all of your checkers first while your opponent was trying to bear off his checkers.

Your opponent will lose only the value on the doubling cube. If you bear off all of your checkers before your opponent bears off any of his, he is gammoned and loses twice the value on the doubling cube.

If you bore off all of your checkers while your opponent still has checkers on the bar or your home court, then your opponent is backgammon and loses three times the value on the doubling cube.

Backgammon is meant to be played more than once, since each game is worth a certain amount of points. You can even set a goal to play until the losing player loses a certain amount of points.

If you are playing for fun, you don't have to use the doubling cube because you aren't playing for points. Not Helpful 6 Helpful There is no rolling again on doubles, just moving twice for each number.

Not Helpful 12 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change?

Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.

Not Helpful 7 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces.

Not Helpful 16 Helpful Just leave them there. You can't move them out of your inner table, the only way they can get it is if they're placed on the bar by an opponents man aka checker.

Not Helpful 9 Helpful If you're rolling a 1 or a 2 as your first move, and will be the best. Not Helpful 18 Helpful Can I choose not to bear off an exposed checker and move the exposed checker?

You can only start bearing off men aka checkers once you have all your men in your inner table. Once you do have that it's probably better to try and bear them all off, because the first person to have all their pieces beared off is the person who wins.

However, you can choose to move it instead of bearing it off. I moved my markers incorrectly to the number rolled and it wasn't discovered until my opponent had rolled but not played.

Is it too late for me to place my markers in the correct spot? There is no technical rule about this, so you have to decide between yourself and the other player whether you think that would be fair.

Usually moves are set in stone, but if you can easily figure out and undo everything that has been affected by the false move, ask your opponent if it's OK with them.

Not Helpful 6 Helpful 6. It is difficult if you are a beginner, but you will get the hang of it the more that you practice.

Not Helpful 6 Helpful 5. What do I do if there are 5 of my checkers blocking 2 of my opponent's checkers. That happens to me all the time. Eventually you will have to move one of the 5 checkers.

You can't win if there are 5 in a row anywhere except in the home, so your opponent will be un-blocked after you decide to move one of them.

Not Helpful 11 Helpful 2. I have 4 checkers on the one spot, I roll a 4 and 5, how many checker can I take off? Answer this question Flag as If I have all my checkers in my home and opponent has one on the bar, can I play it within or I have to break it off?

How do you set up the checkers for a game? What are some good strategies to use in backgammon? Include your email address to get a message when this question is answered.

Already answered Not a question Bad question Other. Tips If you rolled the same number on both dice like , that's a double. If you rolled a double, instead of moving twice the number you got, you move four times the number you got.

For example, if you rolled , you move 3 steps four times.

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