Play65 Backgammon Rules
This section lists Play65 backgammon rules. Check it up before starting to play backgammon online on Play65…
Backgammon Rules - Introduction
Introduction to Play65 Backgammon Rules
When I was still a rookie in backgammon, backgammon rules seem so complicated! I could hardly remember how to set up the backgammon board and found it hard to recall all these terms. But that’s because I started playing backgammon in a youth club instead of in play65 or another online backgammon room (that and the fact that I was very young). Anyway, you must give at least one credit to the whole online backgammon concept - it saves you the hassle of setting up the backgammon board. So, if I may, I’ll skip this step and go directly to play65 backgammon rules.
The object of play65 backgammon game is simply to be the first who: 1. Brings all of his checkers to his home board 2. Bear off all of his checkers from the backgammon board
The movement of the backgammon checkers is determined by the dice when each die shows a different move of a different checker. For example: if you roll 2 and 5, you can move one checker 2 points and another checker 5 points. If you roll a double, you get to move the number shown on the dice twice. Meaning, if you roll double 4, you get to move 4 checkers four points. Note that the checkers can move only forward and only to an open point, which is unoccupied by another checker.
When a point on the board is occupied by a single, solitary checker, it is called a blot. If a checker of yours land on your opponent’s blot, you can hit it and put it on the bar. If you (or your opponent) have one checker (or more) on the bar, the first thing you should do is to enter them into the opponent’s home board by moving it to an open point as indicated by the dice. For example, if you roll 4 and 6, you can enter the checkers to your opponent’s 4 and 6 point, providing they are open. If none of these points are open - unfortunately, you’ll lose your turn
Anyhow, once you have at least one checker on the bar, you must enter as many checkers as possible by using any unused numbers on the dice!
I’ve mentioned this term earlier. Bearing off can begun once you’ve moved all of your checkers into your home board. If you’re done bearing off before your opponent, then you’ll win the backgammon game! To bear off, you first roll the dice. If you roll 2 and 4, you can bear off the checker at the 6 point. If there isn’t any checker on the 6 point, you must use a checker that sits on a higher-numbered point. If no checker there too, you must use a checker of the highest numbered point.
The doubling cube is a die that the numbers shown on it are: 2, 4, 8, 16, 32 and 64. When a player feels he has an advantage over his opponent, he may suggest using the doubling cube, and by that doubling the wager of the game (points, money, fun money, etc.) The doubling cube will used only if the opponent agrees. If he disagrees, he resigns of the game. If agrees, he gets to hold the doubling cube and later suggest a re-double to his opponent, who may disagree and resign, or agree and re-double the wager and so on…
If you lose after you’ve bourne off one checker or more - you lose the value shown by the doubling cube. If you lose but you’ve bourne off any of your checkers - you’ll lose double the value of the doubling cube. If you lose while still having at least one checker on the bar or at your opponent’s home board, you’ll lose three times the value of the doubling cube. That’s about it for the time being. There are other rules such as the Crawford rule, which will be discussed separately in the blog posts. Hopefully, play65 backgammon rules are now clear and you’ll play online backgammon with us!