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Play Backgammon for free. The software is downloadable and has a chat feature included when playing against other players. Tournaments can also be played for Fun. To start playing simply download and open a new table or join a table.

Rules



Objective

The object of the game is for a player to move all of his checkers into his home and then bear them off.

The first player to bear off all of his checkers wins the game.

Section 1

  1. First Moves Introduction

    The first move is the most important move of the game. This is because you’re establishing an attack on a sector of the board.



  2. Doors

    The primary objective is to try to trap the opponent’s checkers.
    You can do this by creating what is called doors.
    Dig b shows a perfect 6 door close. The black checkers have closed in the white checkers and can’t escape.
    This is because you cannot skip opponents checkers if there is a minimum of 2 checkers stacked.



  3. Hitting and Entering

    Hitting is a main factor and the best way of trapping checker pieces.

    You can only hit the opponents checker when one is on its own. If it is stacked with another one then it cannot be taken.

    If a checker is hit then it will try to enter opponents home.

    All of these will be explained in the following examples:

    If a checker is exposed and is hit it is removed from the board and must enter on the following go.

    For example you have played 5 & 4 from here.

    The following role for the black checkers is 6 & 2. The black checker can then hit the white checker because it is a single white checker, then it’s removed.

    Also it will also force the white checker to go back into the black checkers home.

    On the following turn the white would then throw the dice and would put their checker in black checkers home. As you can see on diagram the black checkers home is numbered 6-1.



    White need to access their following turn and would access these spaces accordingly with the dice. So for example 4 & 3 would be able to access in either space 4 or 3. If the dices show 6 & 3 they would not be able to play the 6, because it is blocked by the black checkers.
    Therefore the white checkers are forced to play the 3. If the piece cannot enter they would then they forfeit there turn.

    This is where helps to have lots of doors in your home to trap your opponent.




  4. Bearing Checkers Off

    Once a player has moved all of his fifteen stones into his home board, he can begin bearing off. A player bears off a stone, by rolling a number that corresponds to the point on which the stone resides, and then removing that stone from the board. If there is no stone on the point indicated by the roll, the player must make a legal move using a stone on a higher-numbered point. If there are no stones on the higher-numbered points, the player can remove a stone from the next highest point. A player is under no obligation to bear off if he can make an otherwise legal move. A player must have all of his active stones in his home board in order to bear off.

    If a stone is hit during the bear-off process, the player must bring that stone back to his home board before continuing to bear off.

    Gammonds & Backgammonds

    At the end of the game, if the losing player has borne off at least one stone, he loses only the value showing on the doubling cube (the original wager or one point if there have been no doubles). However, if the loser has not borne off any of his stones, he is gammoned and loses twice the value of the doubling cube. More so, if the loser has not borne off any of his stones and still has a stone on the bar or in the winners' home board, he is backgammoned and loses three times the value of the doubling cube.

    Commission when playing for Real Money

    Single Game (Money)

    Commission is taken from the final win sum (the winner pays for both players)

    Up to $20:4%

    Example: Joe and Alex play a single game with initial stake of $5. Alex won by gammon. $9.20 will be added to Alex's balance and Joe's balance will be deducted by $10. (commission is $0.4)

    $20 up to $100:3%

    Over $100:2%

    Series Game (Match)
    Commission is taken from the stake sum and adding 0.25% for each additional point in a game over 1. (the winner pays both)

    Up to $20:
    base commission (for 1 point): 3%, every point: +0.25%, max commission: 7%

    Example: Diane and Julia play a Series (match) up to 3 points with stake of $10. Diane won the series 3-1.The commission for 3 points is base commission of 3%+2*0.25%=3.5% The commission from each player is $10*3.5%= $0.35. (the winner pays both their commissions)$9.30 will be added to Diane's balance and Julia's balance will be deducted by $10.

    $20 up to $100:
    base commission (for 1 point): 2.5%, every point: +0.25%, max commission: 6%

    $100 and over:
    base commission (for 1 point): 2%, every point: +0.25%, max commission: 5%

    We encourage matches between 2 players with a similar rating level therefore:

    Maximum $5 commission when both ratings of the players are over 1650.

    Decrease of 50% in commissions when both ratings of the players are over 1700.

    Decrease of 25% in commissions when the difference of rating is 50 or less.

    Increase of 50% in commissions when the difference of rating is 150 to 199.

    Increase of 100% in commissions when the difference of rating is 200 or more.

    Increase of 150% in commissions when the difference of rating is 250 or more.

    Increase of 200% in commissions when the difference of rating is 300 or more.

    These rules apply:

    • Increased commission will not be applied if both players have a rating higher than 1650 or less than 1550.
    • A rating lower than 1400 is considered as 1400 and displayed as 1400*.
    • Increased commission will be applied only if the higher rated player wins.
    • Decreased commission will always be applied regardless of the winner's rating.
    • Maximum comission of 12.5%

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