How do doubles work in backgammon




















The cube remains in the middle where no player has control of it. Thereafter, normal doubling rules apply. Actively scan device characteristics for identification. Use precise geolocation data. Select personalised content. Create a personalised content profile. Measure ad performance. Select basic ads. Create a personalised ads profile. In order to win , you have to move all of your backgammon pieces into your own home board and then bear them off before your opponent.

What happens in between the starting and end game though, are nothing short of glorious. Backgammon battles, especially back game recovery victories, can be a great feeling of accomplishment. One of our favorite books on backgammon: Conquering Backgammon — 2nd Edition. Some players tend not follow the rules for some reasons. Most people ignore the Crawford Rule. It is a standard rule for Backgammon match play. It states that once a player is within 1 point of winning a match, the next game is played without the doubling cube.

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.

Not the furry friends that plug up rivers, a beaver in backgammon refers to cube action done in the game when your opponent offers a double, you accept the double and immediately re-double the value of the game while keeping the doubling cube. The re-double 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 in the opening roll. If you happen to get tied twice, then you double the value of the game twice. So you can win more than one point even before you offer a double during the game. Very scary and nerve wrecking if you ask me!

When it comes to backgammon rules doubles are easy to mess up. You have a total of four moves to make. In other words, if you roll double , you get four moves of 5 spaces using any combination of checkers.

Once you have completed your turn it is the opponents turn to roll and the game continues like normal. 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. 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. After the last of a player's checkers has been entered, any unused numbers on the dice must be 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 player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point.

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 player is under no obligation to bear off if he can make an otherwise legal move. Running game doubles - Backgammon double Doubling situations in running games can be divided into four types: last-throw situations, other calculable situations, no-miss situations and formula situations.

Last-throw situations If you cannot get another throw, because Black is certain to get off on his next turn, you must double when you have any advantage at all. The closest situations are: those where you have one man on your five point and one on your two point, when you must double because you have 19 winning throws to 17 losing throws, and when you have either one man on your eight point, or one man on your four point and one on your three point, when you must not double because you have only 17 winning throws and 19 losing throws.

Other calculable situations What is and is not calculable depends partly on how much trouble you want to take. No-miss situations No-miss situations are ones where both sides have all their men on their one point, or most on the one point and the rest on the two point except for one or two on the three point.

The rules are simple: If you need one less turn, in the absence of doubles, than Black, double him. If each side needs five turns to bear off without throwing doubles, you should give a first double but not redouble. If each side needs four, three or two turns to bear off without throwing doubles, you should double or redouble. You should refuse a double, if you need more turns than Black. If you need the same number of turns, you should accept if that number is 4 or more and refuse if it is 2 or 3.

Formula situations In all other running game situations you need a formula. Here is what you White do when deciding whether to double: Calculate your pip count; Calculate your adjusted pip count as follows: add two pips for each man you have left; add one pip for each man on your one point; subtract one pip for each point on which you have a man in your home board; Add 10 per cent, if your adjusted pip count is 25 or more.

Otherwise add nothing.



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