|
|
Russian Backgammon
Russian Backgammon is a true racing game, with both players moving their checkers in the same direction and bearing off from the same table. There is no doubling in this game.
Setup: Unlike regular backgammon, all checkers start off the board. Also, both players enter their fifteen checkers into the same starting table, move them around the board in the same direction, and bear them off from the same finishing table.
Object: 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 may then use the numbers just thrown or roll both dice again to begin 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 a player has entered one or more checkers, they can use subsequent rolls to move those checkers forward, to enter more checkers, or both.
Players must enter all their checkers before they can make any other move.
Movement: The roll of the dice indicates how many points/pips, the player can move his checkers. The following rules apply:
A checker may be moved only to an unoccupied point.
The numbers on the two dice constitute separate moves. If a player rolls 4 and 3, he can move one checker four spaces to an open point and another checker three spaces to an open point, or he can move one checker a total of seven spaces to an open point, but only if the intermediate point is also open.
Players must use both numbers of a roll if possible. If a player can play only one number it must be the higher one.
Doubles: Rolling doubles is especially valuable in this game. This is what happens:
Players play each number twice.
Unlike regular backgammon, players then play the complement of the roll. The "complement" of a number is its difference from 7. (Opposite faces of a die total 7.)
Players roll again, and if they get another double they play it as described above and get to roll yet again.
If players can not use any part of a roll, they lose the rest.
If a player rolls doubles while entering checkers, they enter four men for the one side of the dice. The reverse side of the dice is not played while players still have additional checkers to enter. However, if a player has four or fewer checkers to enter and enter all of them with a roll of doubles, they are allowed to continue with their turn, playing the reverse side of the dice and rolling again.
Hitting: A lone checker on a point is a blot. If an opposing checker lands on a blot, it is hit and placed on 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. The same rules apply as for entering checkers at the start of the game.
Bearing off: Once players have moved all fifteen checkers to the finishing table, they may begin bearing off. Players do so 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, players must make a legal move using a checker on a higher-numbered point. If there are none, players must remove a checker from the highest point that has a checker.
As both players are bearing off from the same table, one player is often hit during the bear-off. A hit checker must be re-entered and brought around the board again before they can resume bearing off.
Scoring: The first player to bear off all his checkers wins the game and scores one point. If the loser has not borne off any checkers, the winner scores two points. If the loser has not borne off any checkers, and still has a checker off the board, on the bar, or in the entry table, the winner scores three points.
|
Play65.com
Play Backgammon with thousands of players from around the world
Pokerbility.com
Your personal poker assistant
|