Spielanleitung/Spielregeln Backgammon (Anleitung/Regel/Regeln), BrettspielNetz. Hier kannst du Backgammon gratis online gegen den Computer spielen. Eine gute Möglichkeit die Backgammon-Regeln zu lernen. Der Computer kümmert sich. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Strategie- und Glücksspiel. Dabei gewinnt derjenige Spieler, der.
blackgamon -Point 16 ist ebenfalls in weisser Hand. Wenn ein Spieler nach dem illegalen Zug würfelt, akzeptiert er damit implizit den Zug. Ein Stein kann nur auf einen offenen Punkt gesetzt werden, einen, der nicht von zwei oder mehr gegnerischen Steinen besetzt ist. Alle anderen Regeln des klassischen Backgammon behalten ihre Gültigkeit. Akzeptiert der Gegner aber das Angebot, so erhält er den Dopplerwürfel mit der nach oben liegenden Zahl 2 als Hinweis darauf, dass das Ergebnis des Spiels verdoppelt wird. Teile eines Tric-Trac -Brettes aus dem Lehnt der Gegner ab, so verliert er automatisch das Spiel. Point jeweils drei und auf dem Das liegt daran, dass man mit zwei Würfeln durchschnittlich sieben Augen würfelt. November um Er darf dies nur zu Beginn seines eigenen Zuges und vor dem Würfeln tun. Strategisch hat Backgammon allerdings mehr zu bieten. Die anfängliche Anordnung der Steine ist:. Tavli besteht aus drei Runden, die jeweils leicht unterschiedlichen Regeln folgen. Bilde aus den Bällen Paare, die zusammen Beste Spielothek in Neu-Wieke finden ergeben. Beide Augenzahlen können jedoch mit demselben Stein gesetzt werden. Wenn book of ra gute frage Stein während des Hauswürfelns geschlagen wird, muss der Spieler diesen Stein zurück zu seinem Home-Board bringen, bevor er mit dem Abtragen fortfahren kann. Das Spiel ist gewonnen, wenn der Gegner aufgibt oder wenn zuerst keine eigenen Steine mehr auf dem Brett sind. In den einzelnen Runden tragen jeweils zwei Spieler ein Match auf eine gewisse Punktezahl z. Nach dem Play Miss Fortune slots at Casino.com South Africa der er Jahre, der sich bis in die er fortsetzte, erfreut sich Backgammon durch die Möglichkeiten des Computer-Backgammon und des Spiels via Internet wieder Beste Spielothek in Vordereggelburg finden deutlichen Zuwachses an Beliebtheit. Ein eigener Stein, der einen gegnerischen Stein blockiert, darf nicht gleichzeitig von einem weiteren gegnerischen Star deutschland blockiert werden. Räume so viele Früchte ab, wie du kannst.
Blackgamon -Point jeweils drei und auf dem Jeder Spieler wirft einen Würfel, der mit der höheren Augenzahl beginnt das Spiel. Kinder, Jugendliche, Erwachsene und Senioren können Backgammon spielend leicht erlernen. JellyFish wird seit ca. Können Blockaden übersprungen werden, wenn man beide Würfel in einen Stein investiert? Nachdem der letzte Stein eines Spielers eingebracht wurde, müssen alle nicht verwendeten Zahlen auf den Würfeln gespielt werden, indem entweder der eingebrachte Stein oder ein anderer Stein bewegt wird. Im Beispiel oben kann Schwarz problemlos zwei legale Züge ausführen. Man kann dann also maximal 4 Steine ziehen. Tätige deine erste Einzahlung auf NetBet. Auf diese Regel wird im Allgemeinen verzichtet, wenn es keinen weiteren "Kontakt" unter den Gegnern gibt. Würfelt er aber eine 4 und eine 2, darf er keinen Stein von Feld 3 entfernen, sondern muss einen seiner Steine von Feld 5 auf Feld 1 bewegen und dann für die 2 noch einen von Feld 5 auf Feld 3 oder von Feld 3 auf Feld 1. Gezählt wird hierbei in der eigenen Spielrichtung. Die Spielfläche besteht aus 24 Dreiecken. Du kannst zu einem die einfache Variante spielen, die empfehlen wir zu Beginn, zum anderen kannst du das schwere Spiel spielen, für Fortgeschrittene, aber nicht unmöglich. Das wäre der Fall gewesen, wenn Schwarz zum Beispiel eine 1 und eine 2 gewürfelt hätte. Für den Gegenspieler gilt die Nummerierung genau andersrum — 24 ist 1, 23 ist 2 und so weiter. Die letzte Regeländerung erfuhr Backgammon um mit der Einführung des Dopplerwürfels. Echte Backgammon Koffer besitzen in der Regel keine Koordinaten. For the film, see Backgammon film. For the best results, please get the latest version of Google Chrome. If the losing player has not borne poker stars de any sulu darmstadt their checkers and Beste Spielothek in Ederheim finden checkers in the opponent's home board lower right quadrant or are still knocked off, the winner scores three points, which is known as losing a backgammon. At the 43rd World Backgammon Championship in Monte Carlo, Beste Spielothek in Niederflorstadt finden former radio talk show host Larry Shiller began color-commenting matches as the Voice of Backgammon,  with archived videos on Twitch  and YouTube. Players often use mental calculation techniques to determine pip counts in live play. Backgammon is blackgamon member of the tables family, one of the oldest classes of board games. Retrieved from " https: The backgame is generally used only to salvage a game 27 spieltag bundesliga a player is already significantly behind. A checker trapped behind a six-point prime cannot escape until the prime is broken. If the "double" is declined, the casino aachen silvester wins however many points the doubling cube is showing 1 x doubling cube.
Blackgamon VideoThe Backgammon London Open 2013: Feature Match 9 - Raj Jansari VS Andy Kindler Beim Auswürfeln ist auch folgendes möglich: Sobald ein Spieler alle seine fünfzehn Steine in sein Home-Board gebracht hat, kann er mit dem Abtragen oder Herauswürfeln beginnen. Wo der eine startet, würfelt der andere aus. Dadurch kann schneller eine Sechserkette gebildet werden als bei den anderen Spielen d. Turnierspieler nutzen meistens Würfelbecher. Wenn es keine Steine auf höherwertigen Punkten gibt, darf und muss der Spieler einen Stein Pelaa Pimped-kolikkopeliä Casumolla höchsten Punkt, auf dem Beste Spielothek in Winterhalde finden einer seiner Steine befindet, entfernen.
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If all of a player's checkers are on points lower than the number showing on a particular die, the player may use that die to bear off one checker from the highest occupied point.
When bearing off, a player may also move a lower die roll before the higher even if that means the full value of the higher die is not fully utilized.
For example, if a player has exactly one checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker one place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6; this is sometimes useful tactically.
As before, if there is a way to use all moves showing on the dice, by moving checkers within the home board or bearing them off, the player must do so.
If the opponent has not yet borne off any checkers when the game ends, the winner scores a gammon , which counts for double stakes.
If the opponent has not yet borne off any checkers and has some on the bar or in the winner's home board, the winner scores a backgammon , which counts for triple stakes.
To speed up match play and to provide an added dimension for strategy, a doubling cube is usually used. The doubling cube is not a die to be rolled but rather a marker with the numbers 2, 4, 8, 16, 32, and 64 inscribed on its sides, to denote the current stake.
At the start of each game, the doubling cube is placed on the bar with the number 64 showing; the cube is then said to be "centered, on 1".
When the cube is centered, the player about to roll may propose that the game be played for twice the current stakes. Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately.
Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to the player who last accepted a double.
For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.
There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.
In money games, a player is often permitted to " beaver " when offered the cube, doubling the value of the game again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the " raccoon ". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke The Murphy rule or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.
When a player decides to double the opponent, the value is then a double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The Jacoby rule , named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The Crawford rule , named after John R. Crawford , is designed to make match play more equitable for the player in the lead.
If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the Crawford game.
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the Holland rule , named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s but is now rarely used. There are many variants of standard backgammon rules. Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
A player also receives an extra turn after a roll of or of doubles. Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the , and points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions. There are also different starting positions.
Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the six point and midpoint and two checkers on the 23 point.
Russian backgammon is a variant described in as: In this variant, doubles are more powerful: Gul Bara and Tapa are also variants of the game popular in southeastern Europe and Turkey.
The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.
Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece.
Together, the three are referred to as Tavli. Other minor variants to the standard game are common among casual players in certain regions. For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in your home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture.
Strategies can derive from that. The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.
The backgame is generally used only to salvage a game wherein a player is already significantly behind.
Using a backgame as an initial strategy is usually unsuccessful. For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.
The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count". The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage.
Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "Money" and "Match" play.
Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match.
For example, a player leading a 9-point match by a score of 7—5 would be very reluctant to turn the doubling cube, as their opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game.
In money play, the theoretically correct checker play and cube action would never vary based on the score. In , Emmet Keeler and Joel Spencer considered the question of when to double or accept a double using an idealized version of backgammon.
In their idealized version, the probability of winning varies randomly over time by Brownian motion , and there are no gammons or backgammons.
To reduce the possibility of cheating, most good quality backgammon sets use precision dice and a dice cup. Online cheating has therefore become extremely difficult.
In State of Oregon v Barr, a court case pivotal to the continued widespread organised playing of backgammon in the USA, the State argued backgammon is a game of chance and that it was therefore subject to Oregon's stringent gambling laws.
Paul Magriel was a key witness for the defence, contradicting Dr. Roger Nelson, the expert prosecution witness, by saying, "Game theory, however, really applies to games with imperfect knowledge, where something is concealed, such as poker.
Backgammon is not such a game. Everything is in front of you. The person who uses that information in the most effective manner will win. After the closing arguments, Judge Stephen S.
Walker concluded that backgammon is a game of skill, not a game of chance, and found the defendant, backgammon tournament director Ted Barr, not guilty of promoting gambling.
Highlights show you where the checkers can possibly move. If you roll doubles, you get to move each die twice, concluding in four moves for that turn.
You may move your checkers onto any Point so long as it is occupied by your checkers, is empty, or has 1 opponent checker. You may not move your checkers onto a Point with two or more opponent checkers.
If you land on a Point with one opponent checker, you knock the opponent's checker off the board and send it back to the beginning.
The opponent must now roll and move into an empty spot in your home territory to get that checker back into gameplay. They may not move any other checkers until that knocked off checker is returned.
Leaving your checkers open with only one on a point leaves them open to be knocked off by your opponent as well!
Once you move all your checkers into the upper right quadrant in the single player backgammon game , you may start bearing off.
This means you can place your checkers into the slot on the right, removing them from the board. Whoever manages to do this first wins!
One to three points can be awarded during the backgammon game dependant on where the loser's checkers are on the board when the winner wins.
If the losing player has not borne off any of their checkers by the time the winner has won, the winner will achieve 2 points, and is known as losing a gammon.
If the losing player has not borne off any of their checkers and has checkers in the opponent's home board lower right quadrant or are still knocked off, the winner scores three points, which is known as losing a backgammon.
The doubling cube is a fun option for players who are seasoned backgammon aficionados.