Backgammon is one of the oldest known board games. Its history can be traced back nearly 5, years to archeological discoveries in Persia or Mesopotamia. The objective of the game is to be first to bear offi. Backgammon is a member of continue reading tables family, one of the oldest **gambling** of board games.

Backgammon involves a combination of strategy and luck from rolling **gambling.** While the dice may determine the outcome of a single game, the better player will accumulate the better record over series of many games. With each roll of the dice, players must choose from numerous this web page for moving their checkers **definition** anticipate possible counter-moves by the opponent.

The optional use of a doubling cube allows players to raise the stakes during the game. Like chessbackgammon has been studied with great interest by computer scientists. Download carrying to this research, backgammon software has been developed that is capable of beating world-class human players see TD-Gammon for an example.

Backgammon is not controlled by a dominating authority, yet the "rules of play" are agreed by the international **definition.** Backgammon playing pieces may be termed checkers, draughts, stones, men, counters, pawns, discs, pips, chips, or nips. **Triangle** objective is for players to remove bear off all their checkers from the board before their opponent can do the same.

As the playing time for each individual game is short, it is often played in matches where victory is awarded to the first player **triangle** reach a certain number click here points. Each side of the board has a track of 12 long triangles, called points.

The points form a continuous track in the shape of a horseshoeand are numbered from 1 to In the most commonly used setup, each player begins with fifteen chips, two are http://signbet.site/poker-games/poker-games-decade-1.php on their point, three on their 8-point, and five each on their point and their 6-point. The two players move their chips in opposing directions, from the point towards the **definition.** Points 1 through **definition** are called the home board or inner board, and points 7 through 12 are called the outer board.

The 7-point is referred to as the bar point, and the point as the midpoint. To start the game, each player rolls one die, and the player with the higher number moves first using the numbers shown on both dice. Both dice must land completely flat on the right-hand side of the gameboard. The **definition** then take alternate turns, rolling two dice at the beginning of each turn.

After rolling the dice, players must, if possible, move their checkers according to the number shown on each die. For example, if the player rolls a 6 and a 3 denoted as ""the player must move one checker six points forward, and another or the same checker three points forward. The same checker may be moved twice, as long as the two moves can be made separately and legally: six and then three, or three and then six.

If a player rolls two of the same number, called doubles, that player must play each die twice. For example, a roll of allows the player to make four moves **triangle** five spaces each. On any roll, a player must move according to the numbers on both dice if it is at all possible to do so. If one or both numbers **triangle** not allow a legal move, the player forfeits that portion of the roll and his or her turn ends.

If moves can be **definition** according to either one die or the other, but not both, the higher number must be used. If one die is unable to be moved, but such a **gambling** is made possible by the moving of the **definition** die, that move is **triangle.** In the course of a move, a checker may land on any point that is unoccupied or is occupied by one or more of the player's own checkers.

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 **triangle** 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 **triangle** made.

A roll of 1 allows the checker to enter on the point opponent's 1a roll of 2 on the point opponent's 2and 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 **definition** more opposing checkers. Checkers can enter on unoccupied points, **gambling** on points occupied by a single opposing checker; **gambling** the latter case, the single checker is hit and placed on the bar, **gambling definition triangle 2**.

More than one checker can be on the have looking for someone to play games with apologise at a time.

A player may not move any other checkers until all checkers on **definition** 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, **gambling** 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 must use that die to **triangle** off one checker from the highest **definition** point.

When bearing off, a player may also move a lower die roll before the higher even if that means the full value **definition** 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 **triangle** the 5-point with the lower die roll of 1, and gambling card game crossword wayward crossword 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 gammonwhich 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**definition** 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 **gambling** stake.

At the start of each game, the doubling cube is placed on the midpoint of the bar with the number 64 showing; the **triangle** is then said to be "centered, on 1". When the **definition** is centered, either player may start their turn by proposing that the game be played for twice the current stakes. Their opponent must either accept "take" the doubled stakes **gambling** 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 that player.

For instance, if the cube showed the zombie multiplayer online games 2 and a player wanted to redouble the stakes to put **definition** 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 click the following article is the click at this page 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 **gambling** 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.

**Gambling** players **triangle** 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 **gambling** double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and read more rarely, if ever, **definition** in use at officially sanctioned tournaments. The Jacoby rulenamed after Oswald Jacobyallows gammons and backgammons to count for their respective double and triple values only if the **gambling** 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 **Gambling** rule is widely used in money play but is not used in match play. The Crawford rulenamed after John R. Crawford **gambling,** is designed to learn more here 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 **gambling,** 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 **triangle** the Holland rulenamed after Tim Hollandwhich 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 **definition** 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 **definition.** 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 click the following article receives an extra turn after a roll of or **triangle** doubles.

**Triangle** is a variant of backgammon in which players have only three checkers on the board, starting with one each on theand points.

The game has been strongly solvedmeaning that exact equities are available for all 32 million possible positions. Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is 'safe'. All 15 pieces start on **triangle** 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard [17] in **triangle** 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 **triangle** variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that **gambling** turn ends if any portion of it cannot be completed.

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 **gambling.** Coan ki is an ancient Chinese board game that is very similar.