Backgammon: Instructions

How to play

A new game can be opened by clicking the button “New Game“. A player can select the maximum skill level of his opponent, in addition to other settings. A player can also choose to participate in a game which another player has already opened.

When opening or joining a game, the player must select one of 3 modes or be aware of which mode the opponent has selected. The following modes are available:

1. Quick Game

In a quick game, the time limit for your move is greatly reduced. Each player is given just 30 seconds for their first move. While that move is being made, the clock shall count down. Providing the player completes his/her move within 10 seconds, an extra 10 seconds are granted for the next move (this is added to the remaining time on the clock). The maximum time limit is 30 seconds.

For example, if a player needs 15 seconds for his first move, he shall then have just 15 seconds for his next move. However, should he manage to complete his next move in just 5 seconds, he shall have 20 seconds for the next move, not 10 seconds (10 seconds of remaining time + 10 bonus seconds).

For quick games, it is advisable to activate the “Automatic Roll” function to save valuable time. For this reason, the “Automatic Roll” button will blink during the game until the player clicks it to activate the function. The “Automatic Roll” function is explained below.

Should the connection to the server be lost during a game, the rules under “Loss of connection for multiplayer games” take effect.

2. Single Game (Standard Game)

This mode is for a single, one-off game.

Each player is given 2 minutes for their first move. While that move is being made the clock counts down. Providing the player completes his/her move within 20 seconds, an extra 20 seconds are granted for the next move (this time is added to the remaining time on the clock). The maximum time limit is 2 minutes.

For example, if a player needs 30 seconds for his first move, he shall then have 1 minute and 30 seconds for his next move. However, should he manage to complete his next move in just 5 seconds, he shall have 1 minute and 45 seconds for the next move, not 1 minute and 25 seconds (1 minute and 25 seconds of remaining time + 20 bonus seconds).

Should the connection to the server be lost during a game, the rules under “Loss of connection for multiplayer games” take effect.

3. Match

Should the player wish to play a match, he/she can choose to play up to 3, 5 or 9 points. For example, if a player chooses to play a match to 3 points, the winner is the player who first reaches 3 points. The same rules apply for the time limit for making moves as in a standard single game.

In match mode, a fixed stake is played for. For example, should the stake be 10 Euros, the winner receives this amount minus the operating fee. Furthermore, a window showing the current score will open after each game. Both players must click on the “Continue” button to begin the next game.

In Match Mode, the Crawford Rule may come into play: Should a player reach match point (e.g. 8 points in a match to 9 points), the doubling dice may not be used for the following game. In the subsequent games, however, the dice can be used as normal.

NOTE: By choosing to play a match the following rules apply should connection to the server be lost:

Should a player be disconnected from the server during a game a ghost player shall take his/her place. The disconnected player has the opportunity to rejoin the game. Should the player not be able to rejoin the game, the ghost player shall play until the end of the game. At the end of the game the current score will be shown in a new window. From this point, the disconnected player will be given 2 minutes to reconnect and click the “Continue button”. Should he/she not manage to do this, the match will end automatically. However, should the player manage to get back in time and click the button, the score will be recorded as follows:

If the ghost player won the achieved points shall not be counted.

If the opponent won, he/she shall receive these points.

Irrespective of the mode selected the following rules apply during the game: Checkers can be moved over the field by clicking and holding down the mouse button (“drag and drop“).

A doubling cube can be used during the game. The opponent can agree to double (“Take“) or refuse (“Pass“). Once a player has doubled, the opponent receives possession of the cube. This prevents repeated doubling by the same player. The opponent can now “Re-double“ (double an already doubled game). One variant of doubling is Beavers, in which a player who has been offered a double can immediately re-double, and still retain possession of the cube. The opponent can then either pass or take.

A die is displayed on the lower right edge of the Backgammon table. This button can be used to turn the “Automatic roll“-function on or off. If this is activated the dice are automatically rolled after the opponent finishes a turn. The player’s own turn is automatically over after the second checker has been moved. The “Automatic roll“ function has to be switched off in order to activate the doubling cube.

When the game is drawing to a close and there are no opposing checkers to threaten the game, the button “Automatic player“, which is also on the lower right edge of the board, can be used in order to have checkers moved and borne off automatically.

Rules

Backgammon is a game for two players. The board consists of four quadrants divided into six fields. Each player receives 15 checkers. The object of the game is to bring one’s own checkers (either red or white) into one’s “home“ quadrant and to bear them off from there. The first player to do this wins.

The game is played using two dice. A player can decide whether to move just one checker using both dice or two checkers using one die each. Checkers can only be moved onto fields which are either completely empty, occupied by one’s own checkers or by only one opposing checker. Checkers have to be moved in accordance with the direction of play (marked with the red or white arrow), as checkers cannot be moved in the opposite direction.

A player can knock out their opponent by either landing (or stopping) on a field occupied by only one of the opponent’s checkers. This checker is placed on the middle of the board and has to be brought back into play from the beginning. This is accomplished during the next turn. If the checker cannot be brought back into play, the player’s turn is forfeited and the opponent is entitled to another turn.

The checkers can only be borne off once all checkers have been brought back into the home quadrant. The dice are rolled to bear off checkers into the rack.

If a player rolls doubles, s/he is entitled to four moves. This is called Doublets. A player wins a Backgammon if the opponent has not yet borne off any checkers and has at least one checker on the starting quadrant or on the center bar. A player wins a Gammon if s/he bears off all checkers before the opponent can bear off a single one.

The game is over once a player clicks “Finish“ or one of the players gives up and the opponent accepts this.

Kick out player

The move clock can be found on the right of the screen. If the clock reaches zero, you may click on your opponent’s name and then “Kick out”.

The player will be ejected from the game and replaced by the computer, which will complete the game.

Points

A player who has borne off all checkers at the end of a game receives one point. If the opponent still has all checkers on the board at this time, the winner gets two points, and three points if the opponent still has a checker in the starting quadrant.

If a player gives up and this is accepted by the opponent, this move is counted as a Gammon provided that the player who gives up is 60 points behind and has not borne off any checkers into the rack. The player is asked „Do you really want to give up a Gammon?“.

If a player wins a Backgammon the score is tripled, and doubled for a Gammon. In Beavers a player can re-double and retain the doubling cube. An example: Player X doubles the stakes to 2 points, Player Y accepts and re-doubles to 4 points. If Player X passes, s/he would lose 2 points. If s/he accepts, the doubling cube is set to 4 points and stays with Player Y. A multiplier showing points won is displayed in the rack, e.g. 32 means 32 * points won.

Backgammon: Stakes and winnings

5,912 players online