## How To Play American Acey-Deucey

Download the game and follow the Backgammon rules: Players get 15 dice board game based on the numbers received in each dice roll. The winner can choose to double down using the Double or Nothing feature. Züri Liga Analyse didgeridoo-digeridoo-yidaki.com In such cases your opponent should not roll until you start to pick up your dice, but good etiquette also demands that when you. - You play your dice rolls as separate numbers and if either only one or the other number is playable you must play the higher number. - If you roll a double such as you play the number four times. - All checkers must enter the home board, before a player may begin to bear them off.## Backgammon Rules Rolling Doubles Origin of doubling cube in backgammon Video

Backgammon for complete beginners. Part 5 - Rolling doubles.If either move would be legal, but not both moves, you must use the higher number. If no legal move is available, you lose your turn.

If you roll doubles, you have a total of four moves to make. In other words, if you roll double 5s, you can take four moves of five spaces using any combination of checkers subject to the usual rules related to making moves.

If a single checker of either color is located on a point, that is known as a blot. If one or more of your checkers are on the bar, you must get those checkers back on the board before moving any others.

For example. So essentially instead of moving 2 pieces 2 space each you get to move 4 pieces 2 spaces each. You must move the full count of the roll, if possible.

If you cannot move you lose your turn. These days, most backgammon sets come with a doubling cube. If you decided to play with the doubling cube, you will start the game off at one point.

If at some point in the game one of the opponents feels they have an advantage to win, they can pull out the doubling cube and double the points of the game from one to two.

Figure 3. Two ways that White can play a roll of. 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 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 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.

Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open. 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 as he can and then forfeit the remainder of his turn. In general, if your opponent is leading and is one point away from winning the match, you have absolutely nothing to lose, but certainly something to gain, by offering a double, regardless of the actual position of the board.

Beavers — These refer to the cube action done in the game. A beaver will occur when your opponent offers a double, you accept the double and redouble the value of the game and still keep the doubling cube.

The redouble after the accepting the double and then keeping the cube is called a beaver. The value of the game doubles automatically during the opening roll.

You can get an automatic double if both players get the same dice outcome or similar value in the opening roll. If you happen to get tied twice, then you double the value of the game twice.

Hi, Thanks for those explanations. The are very clear and simple. I am trying to learn how to play backgammon at the moment and this article is a great help!

Carry on the good work! Thanks John. Save my name, email, and website in this browser for the next time I comment.

Backgammon Traditional Board Games. Rom 1 comment. Whenever doubles are rolled in the game, they may be played twice.

For example a roll of 3 and 3 can be used to move 3 spaces up to 4 times. If a single checker is on a space it is considered vulnerable.

If the opponent lands on this checker it is removed from the board and placed on the bar. They roll them onto the board on the corresponding numbered space on their opponents home board.

Before removing pieces from the game can commence, all 15 a players checkers must be in their home board. Once a player has successfully entered all their pieces into their home board, they can start bearing off.

This is done by rolling a number equal to how many spaces are left until the checker leaves the board.

So a checker on the 6 point would need a roll of 6 to bear off. The game is over and a winner is declared whenever someone removes their last checker from the game.

This often becomes a race to roll the correct number near the end of the game as each player has moved their pieces into their own home board and began bearing them off one-by-one.

A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right.

Figure 2. Movement of the Checkers To start the game, 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 checkers according to the numbers showing on both dice.

After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers.

The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.

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

Figure 3. Two ways that White can play a roll of. 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 may move any combination of checkers he feels appropriate to complete this requirement.

A player must use both numbers of a roll if this is 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 turn.

In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. 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 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. Figure 4.

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