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Ace-Deo

This is the Greek version of Acey-Deucey.

Setup: Unlike regular backgammon, each player starts with fifteen checkers on the opposing player's one-point.

Object: The object of the game is for the players to move all their checkers around the board to their own home table and then bear them all off. The first player to do so wins.

To start: Each player rolls one die. The higher number goes first. Unlike backgammon, the player then rolls both dice again for his first turn.

Movement: The roll indicates how many points/pips the players move their checkers.
The following rules apply:

    A checker may be moved only to a point unoccupied by two or more opposing checkers. The numbers on the dice constitute separate moves.

    Doubles are played twice.

    Players must use both numbers of a roll if possible, or all four numbers in the case of doubles. If they can play one number but not both, they must play the higher one.
Acey-deucey: If players roll 1 and 2 (acey-deucey), this is what happens:
First, they play the 1-2 in the normal way. Then, unlike normal backgammon, they can name any roll of doubles they wish, and play it as if they had rolled it. This is the end of the turn; players do not get to roll again as in other forms of acey-deucey.

Hitting: A checker sitting alone on a point is a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.

Entering from the bar: Any time players have one or more checkers on the bar, their first obligation is to re-enter them into the opponent's home board. Players re-enter a checker by moving it to an open point corresponding to one of the numbers on the rolled dice. If the player can enter some but not all of their checkers on the bar, they must enter as many as possible then give up the remainder of their turn.

Compulsory hit: Unlike backgammon, at the end of his turn, a player can name one of his own blots to be hit. This request must be made before the opponent rolls the dice. The opponent must then hit the named blot on his turn.

Bearing off: Once the players have moved all fifteen of their checkers into their home board, they may begin bearing off. They bear off a checker by rolling a number that corresponds to the point on which the checker resides, then removing it from the board. If there is no checker on the point indicated, they use a checker on a higher-numbered point. If there are no such checkers, they must remove a checker from the highest point that has one.

Scoring: The winner of the game scores one point. There are no gammons or backgammons. There is no doubling cube.

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