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The official rules of play as adapted by the
BACKGAMMON ASSOCIATION OF
AMERICA.
E.S. Lowe Division Sprinatioia, Massachusetts 01101
E4314BACKGAMMON
an excellent game for two players*
The History of Backgammon tells how it was de-
veloped from games played by the Romans and
Greeks 3000 years BC. Similar games were also
played in ancient China and India.
About the 10th century AD, the present gameboard
with its four “tables” of six Points each was designed.
About 1743, Edmund Hoyle compiled a set of rules
for playing which haven’ t changed significantly since.
With the introduction of the “Doubling Cube”, in
the 1920s, the interest in Backgammon was greatly
revived in Europe and the United States.
*While the moving of the pieces in the game is done
by only two players, three or more may join in the
play of the game. One player as a single,plays against
the others as a team. The Captain of the team how-
ever, throws the dice and moves the men.
enLAWS OF BACKGAMMON BLACK'S OUTER TABLE BLACK'S HOME TABLE
THE GAME
1. Backgammon is played by two persons.
2. Thirty men — fifteen of one color and fifteen of
another — are used, and are set-up on a stan-
dard board of four quarters (called ‘Tables’’)
having six points each. The colors of the Men in
Backgammon sets vary: White and Red; Red
and Black; etc., always two contrasting colors. In
all standard descriptions of the game, however,
the lightest color is referred to as “White” and the
darker color as ‘‘Black.”
. For Entering and Bearing off, the points in both
Inner Tables are considered as numbered from 1
to 6 and both Outer Tables as numbered from 7
to 12.
. The Player's home table may be either at his right
or left depending on where he is seated. If there is
a question of which way to arrange the men,
both Inner tables should be set-up towards the
best source of light. It is suggested that anyone
aspiring to learn the game should immediately be
familiarized with being able to play in both direc-
tions, clock-wise and counter clock-wise; be-
cause in every game, if one Player’s Inner table is
at his right it means automatically that his Oppo-
nent’s Inner table is at his Opponent's left.
WHITE'S OUTER TABLE WHITE'S HOME TABLE
Set up at beginning of each game.
. Each Player starts with two men on his Oppo-
nent’s 1 point, five men on his Opponent's 12
point, plus three men on his own 8 point and five
men on the 6 point in his own Inner Table. You
will note that each Player's opening set-up is a
mirror image of his Opponent’s.
. Direction of play is from Opponent’s Inner table
to Opponent’s Outer table, to Player’s Outer
table, and then to Player’s Inner (home) table.7. Play of men is determined by two dice, thrown
(cast) from a cup in Nie, the dice are shaken
before casting.
THE THROWS
8. For the opening throw each ree throws a
single dice. Every tie requires another opening
throw, Whoever throws the higher number plays
first, and for his move,plays the numbers up on
both dice. After that, each player in turn throws
two dice.
9. The dice must be rolled together and come to
rest flat (not ‘“‘cocked”) on the board at the
player's right, otherwise they must be thrown
again.
10. Each Player must leave the dice on the board
until his play is completed. Should he pick them
up before the completion of the play, his Oppo-
nent may declare the play void and require him
to replace the man or men moved and throw
again. A move is deemed accepted as taken, if
the Opponent throws the dice for the next turn,
even if this throw results in cocked dice.
11. If an Opponent throws his dice before a Player
has completed his turn, the Opponent must
throw again.
THE PLAY
TWO separate moves are made in each turn, accord-
ing to the TWO numbers that appear uppermost on
the dice. A player may move one man twice, accord-
ing to both numbers on the dice, or, he may move two
men — one man according to one number and
another man according to the other number.
In using the numbers on the dice, you count each
point as “one” in your move, including occupied
points. Any number of the same colored men may
occupy a single point.
LANDING ON A POINT
On each turn a man lands on two points, even if the
player is moving only one man. Each landing corres-
ponds to one of the numbers on the dice.
A Player can land a man on:
@ any point that is unoccupied —
« any point that is occupied by any number of his
own men —
® any point that is occupied by ONLY ONE of his
Opponent’s men.
He CANNOT LAND on any point occupied by two or
more of his Opponent’s men.
PLAYERS “HOLD” POINTS
When a Player has TWO or MORE of his men ona
Point he HOLDS that point. An Opponent cannot
land on any points a Player HOLDS. Other names for
HELD peint are “covered,” “blocked,” or “‘made”’
points.Plays must be made for both dice, if possible, either
number may be played first. If only one man can be
moved and there is a choice, the HIGHER number
MUST be played.
THROWING DOUBLES
When Doubles are thrown (both dice show the same
number) a player makes FOUR separate moves. For
example;
Double 2's are thrown:
The Player can choose to do one of the following:
® move one man: 2-2-2-2, advancing 8 points
® move two men: 2-2-2 with the first and 2 with the
second,
® move two men: 2-2 with each man.
*® move three men: 2-2 with the first; 2 with the
second; 2 with the third.
* move four men: move 2 with each man.
BLOTS AND HITS
When there is only one man on a point, that man is
called a BLOT and is vulnerable to ‘‘capture’’ by the
opponent. If a Player lands on an Opponent's Blot,
that man has been HIT. The man is removed from the
board and placed on the BAR. The Opponent must
ENTER that man before he can make any other
move. After HITTING a blot, the Player’s man is not
required to remain on a HIT point. [t can advance
according to the count on the other dice, etc.
It is possible to Hit more than one Blot in the same
turn. However, a Player may make other moves in a
tum, instead of Hitting a Blot or Blots if he wishes.
THE BAR
One or both players may have a man or men on the
Bar at the same time.
ENTERING
Remember, A Player may NOT move any other man
while he has a man on the Bar.
A Player may enter a man or men from the Bar only
when the roll of the dice shows a number that
matches a point in his Opponent’s Home Table that
the Opponent does NOT HOLD. A man can be en-
tered on a point that is:
® unoccupied
® already occupied by the Player's man or men.
® occupied by only one Opponent’s man. . in which
case a Blot has been Hit; sending the Opponent’s
man to the Bar.
BEARING OFF (moving the men off the Board)
At the beginning of the game, a Player had five men in
his Home Table, and his first goal was to bring the
other ten men Home. As soon as he has all fifteen
men in his Home Table, he can start to Bear Off:
1. One man may be Borne from each point that
matches the. throw of the dice (if men occupythese two points.)
2. Four men may be Borne from the point that
matches a Double number thrown (if there are
four or more men on that point).
3. When there is no man (or men) on a point that
matches the number(s) thrown, a man (or men)
may be Borne from the HIGHEST occupied
point which is LOWER than the number(s)
thrown.
4. Ifthere isa man or men ona HIGHER point than
the Numbers thrown, NO man (or men) may be
Borne from a LOWER point. The number(s)
thrown must be used to MOVE a man (or men)
on the Board instead.
5. If he wishes, a Player may move a man or men
on the Board, instead of Bearing Off, or do both
if the throw of the dice permits this choice.
SCORING
1. Agame is won by the Player who Bears Off all of
his men first.
2. A gammon (double game) is won if his Oppo-
nent has not Borne offa single man. This doubles
the count.
3. Abackgammon (triple game) is won if his Oppo-
nent has not Bore offa single man, and has one
or more men in the winner's Inner Table or upon
the Bar. This triples the count.
THE DOUBLING CUBE
2-4-8-16-32-64 ) (04
The doubling cube is used for Sa aint Either
player may offer the first double of the agreed point-
count, After that the right to the double alternates,
being always with the player who has accepted the
last double. A double may be offered only when it is
the player's turn to play and before the player has
thrown the dice. A double may be accepted or de-
clined. The refusal of a double terminates the game,
and the player refusing loses whatever the point-
count may amount to at the time. Gammons and
Backgammons double or triple the last point-count.
CHOUETTE
1. Chouette is played by three or more members.
2. In beginning the game each member shall throw
a single dice and the one throwing the highest
number is then the “‘Man in the Box,” the next
highest is the ‘‘Captain.”” The other members, in
accordance with each one’s throw, rank below
the Captain and succeed him in that order.
3. The initial throw shall determine each member's
position but in the event of a tie, only those tying,
throw again for their position. The highest or
higher number always has precedence.
4. Any applicant to Chouette may be accepted. He
becomes the last ranking member in the firstgame in which he participates.
. After the positions have been determined the
Man in the Box and the Captain proceed as in the
two handed game except that all the rematning
members are partners of the Captain.
. The Man in the Box plays alone and scores sepa-
rately with each one of his adversaries. He retains
his position until defeated. In such event, he
retires as a player and takes his place as the last
ranking member (unless there be an added
member). The Captain then becomes the Man in
the Box. :
. The Captain may consult with any aor all of the
partners on any question that may arise in the
course of the game. He is, however, the final
arbiter, except as hereafter provided. Should he
be defeated, he loses his position and takes his
place as last ranking member (unless there be an
added member.) The highest ranking partner
then becomes Captain. The Captain’s decision
as to a play or doubling the Man in the Box is
final and is binding on all members of his side.
Courtesy however, dictates that the Captain
adhere toa unanimous vote of his partnersin any
decision regarding a move or offering a ‘“‘Dou-
ble.”
. A Double offered by the Man in the Box may be
refused by any partner. Each one who drops out
forfeits to the Man in the Box his count previous
to the proposed Double.
10.
11.
Tz
. Should the Captain decline to accept a Double
offered by the Man in the Box he loses his posi-
tion, and forfeits to the Man in the Box his count
previous to the proposed double.
When a Double has been declined by the Cap-
tain, any or all of the other members may accept
it, The highest ranking of those accepting be-
comes Captain until the termination of that
game.
Accepting or declining a double does not change
the rank of the member; except that declining by
the Captain loses him that position even though
the game be eventually won by the accepting
partners.
If the Chouette expands to six or more partici-
pants, it is considered proper for the Man in the
Box to choose a partner if he wishes. He should
select the person whom he has just defeated. In
this way there are no vendettas and everyone
ultimately should get an opportunity to be part-
ner of the Box. Without this rule the Box’s expo-
sure would be too far out of balance in large
Chouettes and if the choice is made at random, it
tends to have the best player in the Chouette
picked almost every game which is not fair to the
others who would like a chance at being the
Box’s partner.