Backgammon Explained
Tom is something of an expert backgammon
player and a key scene in The Double Eagle revolves
around this. Below is a more detailed explanation of
the history and rules of this unique game.
Brief History
Backgammon, or Shesh Besh as it is known throughout the
Arabic world, is one of the world's oldest board games. Its
origins can be traced through the ancient Egyptian game of
Senet, the Persian game Nard and possibly even the Indian
game of Parcheesi. Its name is thought to have been derived
in 1645 from the Saxon "baec" (back) and "gamen"
(game).
The current form of the game emerged in England in the mid
seventeenth century, although it wasn't until 1743 that Edmond
Hoyle codified the rules of play in his Treatise on Backgammon,
the first official set of modern rules in existence.
The Board
Backgammon is a game of chance and skill for two players
played on a board of twenty-four narrow dagger-like triangles
of alternating colours (often red and white) called points.
The board is divided in half by a centre partition called
the bar which effectively splits the board into four quadrants.
The two quadrants nearest to you are your outer and inner
tables while the quadrants furthest away are your opponent's
outer and inner tables.
Getting started
Each player receives fifteen playing pieces, often called
"stones" or "men", of opposite colours,
which are placed on the game board in a special opening formation
(as shown in the illustration above).
The two players sit opposite each other and the goal is to
be the first to move all your pieces into your inner table,
then to remove them from the board. Both players roll one
die and the person with the higher number starts.
Moving the pieces
Stones are moved based on the roll of two dice, with each
player taking turns casting the dice and moving his pieces.
You may apply each die to a separate piece, or the total may
be used with one piece.
When only one number can be played, the player must play
that number. If either number can be played, but not both,
a player must play the larger one. When either number can't
be used, a player loses his turn. In the case of doubles (see
below), when all four numbers can't be played, a player must
play as many numbers as he can
Doubles
If you roll a double, you get twice the points. That is,
if you roll a double 6, you can move four pieces 6 places,
two pieces 12 places, one piece 24 places etc.
Hitting and Entering
If your opponent has more than one piece on a particular
point, then you can't move there. However, if your opponent
has only one piece on a point and you land on it, not only
can you take the point away from him, but you also get to
knock him off the board, and onto the "bar".
Once a player has any pieces on the bar, he can't move any
of his other pieces until he gets off the bar and into the
opposing home board. A stone 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 stone onto either the opponent's four point or six point,
so long as the prospective point is not occupied by two or
more of his opponent's stones.
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 stones,
he must enter as many as he can and then forfeit the remainder
of his turn. After the last of a player's stones has been
entered, any unused numbers on the dice must be played.
Bearing Off
Once a player has all of his pieces on his own inner board,
he can begin removing them from the board (known as "bearing
off"). This is done by rolling the dice. A roll of 3-4,
for instance, allows you to remove a piece from both the 3
and 4 points (points are numbered starting with 1 at the inner-most
position of the inner table).
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 higher-numbered points, the
player can remove a stone from the highest point one of his
stones sits on. 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.
The Doubling Cube
Backgammon is played for an agreed wager (or number of points
in tournament play). During the course of the game, a player
who feels he has a sufficient advantage may propose doubling
the stakes using the "Doubling Cube", a six sided
"cube" numbered 2, 4, 8, 16, 32 and 64. This is
a relatively modern innovation, developed in New York in the
1920s.
He may do this only at the start of his own turn and before
he has rolled the dice. A player who is offered a double may
refuse, in which case he concedes the game and pays the original
wager. Otherwise, he must accept the double and play on for
the new higher stakes.
A player who accepts a double becomes the owner of the cube
and only he may make the next double. Subsequent doubles in
the same game are called redoubles. If a player refuses a
redouble, he must pay the wager that was at stake prior to
the redouble. Otherwise, he becomes the new owner of the cube
and the game continues at twice the previous stakes. Redoubles
can increase up to 64 x the original wager.
Beavering
A player that is doubled may immediately redouble or "Beaver"
and retain possession of the cube. The original doubler has
the option of accepting or refusing as with a normal double.
Scoring
The player who first removes all their pieces from the board
wins. If their opponent has not borne off any pieces at that
stage, the game is worth double the stake. This is known as
a "Gammon". If their opponent has not borne off
any pieces and still has some pieces remaining in their opponent's
inner board, the game is worth triple the stake. This is known
as a "Backgammon".
A quick word on tactics!
While Backgammon is partly a game of chance, the key to
winning lies in understanding probability and possessing the
ability to successfully bluff.
With two six-sided dice, the minimum roll is two, the maximum
twelve. There is therefore a one in thirty five chance of
hitting each of these, since there are six times six total
possible outcomes.
Relating this to the game is crucial in allowing you to asses
how likely you are both to be hit, or hit someone else, or
see through a particular move. For example it is unwise to
leave an uncovered stone seven points away from an opposing
player because they will have a nearly one in five chance
of hitting it, the highest odds in the game. However, leave
it ten or four points away and those odds increase to one
in eleven, a much more acceptable risk
The use of the doubling dice in the modern game creates a
fascinating psychological element to the game. Knowing when
to accept, reject or even double back (beaver) is as important
as the positioning of your pieces. Matches can be won or lost
against the flow of play with judicious use of the doubling
dice.
Further Resources
The following site provides an excellent resource for Backgammon
related books, equipment, software, communities, news, rules,
tutorials etc.
www.gammonvillage.com
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