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Dutch Backgammon

Setup: Unlike regular backgammon, each player begins with fifteen checkers off the board. The players enter their checkers in the opponent's home board, and then 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 all off. The first player to do so wins the game.

To start: Each player rolls one die with the highest number going first. Unlike regular backgammon, that player then re-rolls to start his first turn.

Entering checkers: Players enter a checker by placing it on a point in the opponent's home board corresponding to a number rolled. Once the players have entered one or more checkers, they can use subsequent rolls to either move those checkers forward, enter more checkers, or both.

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

    Checkers may be moved only to an open point unoccupied by two or more opposing checkers.

    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 the player can play one number but not both, the player must play the higher one.
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. Unlike regular backgammon, players can not hit a blot until they have brought at least one of their checkers into their home board.

Entering from the bar: Any time players have one or more checkers on the bar, the first obligation is to re-enter those checker(s) 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 players are able to 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.

Bearing Off: Once players have moved all fifteen checkers into their home board, they can start bearing off. Players bear off 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 by the roll, players must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, players must remove a checker from the highest point that has a checker.

Scoring: The first player to bear off all his checkers wins the game and scores one point. If a player bears off all his checkers before the opponent has borne off any, he wins a gammon and scores two points.

The doubling cube is not used.

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