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The Pin Game
The Pin Game is similar to the Greek game Plakoto, in which checkers are trapped rather than hit. No doubling cube is used in the Pin Game.
Setup: Unlike backgammon, each player starts with thirteen checkers on the opponent's one-point, and one checker of each of the opponent's eight-point and ten-point. The checkers move in opposite directions.
Object: The object is to bring all of the checkers around to your own home board and then bear them off. The first player to bear off all their checkers wins the game.
To start: Each player rolls one die and the higher number goes first. Unlike backgammon, that player then rolls both dice again to begin his first turn.
Movement: The roll of the dice indicates how many points/pips the player is to move his checkers. The following rules apply:
A checker can only be moved to an unoccupied point.
The numbers on the two dice constitute separate moves. For example, a player rolls 4 and 3, they can move one checker four spaces to an open point and another checker three spaces to an open point, or they can move one checker seven spaces to an open point, but only if the intermediate point is also open.
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 it must play the higher one.
Pinning the opponent: As opposed to backgammon, there is no hitting in this game. Instead, if a player lands on a point occupied by a single opposing checker, the opponent's checker is trapped until the player removes his checker. Two checkers on a point, or checkers pinning the opponent's checker creates a block which the opponent cannot land or touch down on.
Bearing Off: Once all fifteen checkers are moved into their home board, players can start bearing off. This is done 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 are none, players must remove a checker from the highest point that has a checker.
Scoring: Unlike backgammon, the winner scores one point for each pip that each loser's checker must travel to come home and bear off. If the loser has not borne off any checkers, he is gammoned and his pip total is doubled. If the loser has not borne off any checkers and still has a checker in the winner's home board or on the bar, he is backgammoned and pip total is multiplied by three.
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