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Blocking Backgammon

Blocking Backgammon is easier than other games of backgammon, and therefore it is often the first game taught to children in the Middle East.

Setup: Each player starts with fifteen checkers, but unlike regular backgammon they start off the board. The players enter their checkers in the opponent's home board, and then must bring them around the board.

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

To start: Each player rolls one die and the higher number goes first. As opposed to regular backgammon, that player then rolls both dice again to begin his first turn.

Entering checkers: Players enter a checker by placing it on a point in their opponent's home board corresponding to a number rolled. Players must enter all of their checkers before they can begin moving forward.

Owning a point: Unlike regular backgammon, if a player has exactly one checker on a point, that player owns the point and their opponent cannot land or touch down on that point. If the player has two or more checkers on a point, they no longer own the point and the opponent is free to move onto the point as he wishes.

There is no hitting in this game.

Movement: The roll of the dice indicates how many points, or pips, the player is to move his checkers. The following rules apply:

    The numbers on the two 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 only play one number but not both, they must play the higher one.
Last-in-first-out: Unlike regular backgammon, only the last checker to arrive on a point may move off the point. Should a player's opponent have two checkers on a point and the player moves one of his checkers onto that point, the opponent's checkers are trapped until the player leaves.

Bearing Off: Once a player has moved all fifteen of his checkers into his home board, he can start bearing off. Players bear off a checker by rolling a number that corresponds to the point on which it resides, then removing the checker from the board.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player must remove a checker from the highest point that has a checker.

Scoring: The first player to bear off all of his checkers wins the game. Gammons and backgammons do not count extra.

The doubling cube is not used in this game.

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