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It may also land on a point occupied by exactly one opposing checker, or "blot". In this case, the blot has been "hit", and is placed in the middle of the board on the bar that divides the two sides of the playing surface.
A checker may never land on a point occupied by two or more opposing checkers; thus, no point is ever occupied by checkers from both players simultaneously.
Checkers placed on the bar must re-enter the game through the opponent's home board before any other move can be made.
A roll of 1 allows the checker to enter on the point opponent's 1 , a roll of 2 on the point opponent's 2 , and so forth, up to a roll of 6 allowing entry on the point opponent's 6.
Checkers may not enter on a point occupied by two or more opposing checkers. Checkers can enter on unoccupied points, or on points occupied by a single opposing checker; in the latter case, the single checker is hit and placed on the bar.
More than one checker can be on the bar at a time. A player may not move any other checkers until all checkers on the bar belonging to that player have re-entered the board.
If the opponent's home board is completely "closed" i. When all of a player's checkers are in that player's home board, that player may start removing them; this is called "bearing off".
A roll of 1 may be used to bear off a checker from the 1-point, a 2 from the 2-point, and so on. If all of a player's checkers are on points lower than the number showing on a particular die, the player may use that die to bear off one checker from the highest occupied point.
When bearing off, a player may also move a lower die roll before the higher even if that means the full value of the higher die is not fully utilized.
For example, if a player has exactly one checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker one place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6; this is sometimes useful tactically.
As before, if there is a way to use all moves showing on the dice, by moving checkers within the home board or bearing them off, the player must do so.
If the opponent has not yet borne off any checkers when the game ends, the winner scores a gammon , which counts for double stakes.
If the opponent has not yet borne off any checkers and has some on the bar or in the winner's home board, the winner scores a backgammon , which counts for triple stakes.
To speed up match play and to provide an added dimension for strategy, a doubling cube is usually used. The doubling cube is not a die to be rolled but rather a marker with the numbers 2, 4, 8, 16, 32, and 64 inscribed on its sides, to denote the current stake.
At the start of each game, the doubling cube is placed on the bar with the number 64 showing; the cube is then said to be "centered, on 1".
When the cube is centered, the player about to roll may propose that the game be played for twice the current stakes. Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately.
Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to the player who last accepted a double.
For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.
There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.
In money games, a player is often permitted to " beaver " when offered the cube, doubling the value of the game again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the " raccoon ". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke The Murphy rule or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing. When a player decides to double the opponent, the value is then a double of whatever face value is shown e.
The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The Jacoby rule , named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The Crawford rule , named after John R.
Crawford , is designed to make match play more equitable for the player in the lead. If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match.
To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the Crawford game.
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the Holland rule , named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s but is now rarely used. There are many variants of standard backgammon rules.
Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
A player also receives an extra turn after a roll of or of doubles. Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the , and points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions. There are also different starting positions.
Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the six point and midpoint and two checkers on the 23 point.
Russian backgammon is a variant described in as: In this variant, doubles are more powerful: Gul Bara and Tapa are also variants of the game popular in southeastern Europe and Turkey.
The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5. Coan ki is an ancient Chinese board game that is very similar.
Plakoto , Fevga and Portes are three versions of backgammon played in Greece. Together, the three are referred to as Tavli.
Other minor variants to the standard game are common among casual players in certain regions. For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in your home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture.
Strategies can derive from that. The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.
The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.
For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.
The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count". The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage.
Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "Money" and "Match" play.
Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match.
For example, a player leading a 9-point match by a score of 7—5 would be very reluctant to turn the doubling cube, as their opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game.
In money play, the theoretically correct checker play and cube action would never vary based on the score. Your municipality sets the dates for the local campaign.
Anyone who lives, works, belongs to a club or attends school or university in a participating municipality. There is no recourse to legal action.
For more information on data protection, please see city-cycling. Rules of participation … Aims When can I get involved? Who is able to participate?
How can I sign up? How do I collect kilometres? Who is in the lead? In a two-player game an Ace has no effect.
Draw cards When a Two is played the next player must either draw two cards or play another Two an Eight cannot be played in this case.
If several Twos have been played by consecutive players, the next player must either play another Two or draw two cards for each two in the sequence.
The penalty cards cannot be played in the same turn - after the penalty cards have been drawn, the turn passes to the following player, who can continue with any card of the same suit as the last Two, or another Two or an Eight to change suit.
Variations Crazy Eights is one of the easiest games to modify by adding variations. Deal The number of cards dealt to each player initially may vary.
Drawing Cards In the normal game, you may always use your turn to draw a card. Some allow the drawn card to be played immediately if it is a legal play.
Changing Suit The special card that changes suit is nearly always the Eight, at least in places where the game is called Crazy Eights. Some play that you can only play an Eight that matches the previous card's suit or rank.
Multiple Equal Cards Some allow a player holding two or more equal ranked cards to play them all at once, provided that the first of them is a legal play.
Last Card Some groups have a special word that must be said by a player when they have just one card left. End of Stock Pile When the stock pile is exhausted, the rules given in most books to not envisage shuffling the play pile to make a new stock.
When a wild card is played, the player nominates a suit. The next card played must either be a card of that suit or the player's own wild card.
My score is 6. I play the 6 and nominate hearts. If the next player's score is 7 that player must either play a heart, or play a wild 7 to nominate a suit, or draw a card.
The next player is not allowed to play for example the 6 even though the rank is the same as my wild Six. When a player's wild card rank also has a special effect, the player nominates a suit and the card also acts as a special effect card as follows.
The next player is skipped and the following player must play the nominated suit or a wild card. For example, suppose that our house rule is that 4 skips the next player, 4 is my wild card, and I play the 4 nominating diamonds.
The next player is skipped and the player after that must play a diamond or one of their own wild cards. The direction is reversed and the next player in the new direction must play the nominated suit or a wild card.
For example, suppose that Aces reverse direction. We are playing clockwise and I play the A nominating spades. The direction reverses to anticlockwise and the player to my right must play a spade or one of their own wild cards.
The next player must either draw two cards or play a Two of the nominated suit. For example, the players in order and their scores are A 2 , B 5 , C 6.
Player A plays the 2 nominating clubs. Now B must either play the 2 or draw two cards. If B plays the 2, C must either draw four cards or play any Two since the 2 was not wild.
If B draws 2 cards, C must play a club or a wild 6 or draw a card, since clubs was the suit nominated by A.
Assuming that we are playing with a single deck, player B is forced to draw two cards, and C will then have to play a diamond or a wild card.
Playing with a double deck, B's only legal play to avoid drawing two cards would be the other 2. Other variants described on this and other websites See the following pages on this site: Crates , described by Richard Hussong.
Spoons , described by Bruce McCosar. Last One , contributed by Mark Alexander. Bartok , in which the rules are modified during the game.
Mao , in which the rules may not be discussed. More pages with rules of Crazy Eights variants: Justin Tuijl's description of Jack Change , another variation.
Crazy Eights rules are available on the Card Game Heaven site. This page is maintained by John McLeod john pagat.On the board found in Shahr-e Sukhteh the fields are fashioned by the coils of a snake. Backgammon has been studied considerably by computer scientists. Archived from the original on 25 February Acey-deucey Gul bara Plakoto Sugoroku Tapa. On the third day, Khosrow's Beste Spielothek in Weiher finden, Wuzurgmihr, successfully rises and explains the logic of the game. Both dice must land completely flat on the right-hand side of the gameboard. Who is in the lead? If a player rolls two of the same number, called doubles, that player must play each die twice. The popularity of backgammon surged in the mids, in part due to the charisma of Prince Alexis Obolensky who became known as "The Father of Modern Backgammon". Touraj Friendscout bewertung —on the subject of the first written mention of early precursors of backgammon—writes:. Players use the same bottom deutsch of dice in turns. Last Onecontributed by Mark Alexander. The earliest Beste Spielothek in Unterberken finden documented by the Oxford English Dictionary was in As a reciprocal challenge, Wuzurgmihr constructs the game of backgammon and delivers it to the Indian king who is unable to decipher the game. Board game Race game Dice game Mind sport. Sizzling hot 2017 chomikuj Support hat eine hervorragende Kundenbewertung bekommen, denn er ist rund um die Uhr erreichbar und kann auch auf Deutsch kontaktiert werden. Der Bookie schneidet in diesem Bereich deshalb nicht ganz so gut ab. Green ist mit seinen Sportwetten noch nicht sehr lang aktiv, deshalb fallen Bewertungen besiege slider unseren Experten schwer. Glücksspiellizenz aus Malta sehr gute Reputation mehr als 30 Welcome casino bonus no deposit viele Zusatzdienste Bedienbarkeit der Magic city casino stage 305 ist gewöhnungsbedürftig. Blackjack, auch 21 genannt, ist eines der ältesten und bekanntesten Casino Spiele der Welt. Die besten Video Slots Jackpot: Anlässlich seines jährigen Jubiläums hat Mr Green einen magischen Teleporter entwickelt, welcher Sie jede Woche auf ein neues Bonusabenteuer rund um die Welt schickt - und das für ein ganzes Jahr.