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How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, How To Play Cribbage: The complete beginners guide to learn and master the. It is also easy to learn backgammon rules (especially through an interactive site) so that you can familiarize yourself with the practical elements of the game. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Jacoby-Regel; Beaver; Automatisches Doppel; Ablehnen des Eröffnungswurfes – California Rule Sicilianu · Srpskohrvatski / српскохрватски · Simple English · Slovenčina · Slovenščina · Српски / srpski.## Backgammon Rules Simple Categories Video

Complete Guide to Backgammon: set up, rules, and how to play - BackgammonHQ The main principle of the backgammon rules Backgammon is basically a race game between two players. Each player has 15 checkers (or men) that he needs to bring home faster than his opponent. The checkers move on a board composed of 24 triangles, also known as point. Daneben gibt es eine Fülle von höchst verschiedenartigen Regelungen einzelner Clubs, z. Backgammon-Regelwerk Gibt Imega ganz offizielle Backgammon-Regeln? Synonyme Konjugation Reverso Corporate.### Jahrhundert vornehmlich in den Ostseeraum **Backgammon Rules Simple** - Account Options

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Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. If you choose to use both dice for a single checker, an intermediate point in this example, either four spaces or one space from the starting point must be open.

You must always use as many of your dice rolls as possible, even when doing so is not to your advantage.

If only one legal move is available, you must take that move. If either move would be legal, but not both moves, you must use the higher number.

If no legal move is available, you lose your turn. If you roll doubles, you have a total of four moves to make.

In other words, if you roll double 5s, you can take four moves of five spaces using any combination of checkers subject to the usual rules related to making moves.

If a single checker of either color is located on a point, that is known as a blot. In backgammon, the winner doesn't gain points, but the loser loses points.

So if you win, the opponent will either lose based on the face value, double value, or triple value of the stakes on the doubling cube.

The doubling cube isn't a die but a marker. It starts at 1, but you can raise the stakes at any time at the beginning of your turn before you have rolled the dice.

He will have ownership of the cube and will be able to propose a doubling during any of his future turns. If your opponent does not accept your offer, he must forfeit the game and lose by the original stakes.

You can keep doubling the stakes back and forth, or redoubling , but it's not traditionally done more than three or four times in a game.

Part 2 of Roll the dice. Use a dice tumbler to roll two six-sided dice once during each of your turns. The numbers rolled represent two separate moves.

For example, if you roll a 3 and a 5, you can move one checker three spaces and another checker 5 spaces. Or, you can move one checker 3 spaces and then 5 more spaces.

If either of the dice lands on a checker, outside of the board, or leaning against the edge of the board, then it is not considered valid and you will have to reroll.

Move your checkers to an open point. An open point is any point on the board that is not occupied by two or more opposing checkers.

You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it.

Remember that you should always move your checkers counter-clockwise, moving from your opponent's home court to your own.

You only need 2 checkers to block a point, but you can have as many of your checkers as you want on a single point. Remember that you can either move one checker twice or move two checkers once.

For example, if you roll a , you can move one checker 3 points over and then 2 points over, as long as it lands on an open point both times.

Alternately, you can move one checker 2 points over to an open point, and move another checker 3 points over to an open point. Play the numbers on the dice twice if you roll doubles.

If you roll the same number on both dice, then you've earned yourself two extra moves. If you roll double 3s, for example, then you can make four moves of 3 points each.

As long as the total moves add up to 12 and each move lands in an open point, you're in good shape. Lose your turn if you can't play either number.

For example, if you roll a , but you can't find an open point when moving any checker either 5 or 6 times, then you lose your turn.

If you can only play one of the numbers, then you can play that number and lose your turn on the other number.

If you can only play one number or the other, then you have to play the higher number. If you can't play the doubled number you've rolled, you lose your turn.

Keep your checkers safe. If one of your checker's gets hit, then it will go to the bar and you will have to use your next turn to roll and try to reenter the board in your opponent's home board.

Do your best to keep at least two of your checkers on a point, at least early in the game. Try to dominate the board. Before you start moving your pieces into your home court, you should try to have many points occupied by 2 or 3 checkers instead of just a few points occupied by 5 or 6 checkers.

This will not only give you more options to move to open points, but will also make it harder for your opponent to move to an open point.

Part 3 of Hit a blot to move your opponent's checkers to the bar. If you hit a blot , a point occupied by just one of your opponent's checkers, then the opponent's checkers will be placed on the bar.

You should try to hit the blots whenever possible, as long as it helps you move your pieces as close to your home court as possible. This is a great way to slow down your opponent.

Enter your pieces when they are taken out. If a player hits a blot with one of your pieces on it, then you have to place your own checker on your bar.

Your task is now to move that checker back onto the opposing home board. You can do this by rolling the dice and then moving the checker onto an open point on your opponent's home board, if you roll an open number.

If you do not roll an open number, then you lose your turn and you will have to try again on your next turn.

This is because you're moving your checker two points over from the bar. You may not use the sum of the two numbers to choose a space.

For example, if you roll a 6 and a 2, you cannot add them and move your piece onto the 8th point. You can only move your checker onto the 6th or the 2nd point to reenter.

If only one move is possible, the higher roll must be used. When the dice have matching numbers, it is known as a double. The player rolling a double gets to make four moves, instead of two.

The opponent must attempt to re-enter the checker on the bar on their next roll. No other plays are possible until the checker is re-entered.

There is no limit to the number of checkers that can be sitting on the bar. And so, for example, if a player rolls a 3 with one of their dice but has no checkers on their corresponding 3-point, they must move a checker 3 points from any checkers situated on the highest numbered point.

If there are no checkers on a higher point, then they must remove a checker from the highest occupied point. Players must move or remove checkers using both full dice values, or if that isn't possible they must move or remove their checkers using the maximum possible number of point moves, according to the above rules.

If a player's checker s are hit after they have started bearing-off, then they must move it back into play and around the board back into their home-board before any more of their checkers may be borne-off.

Once a player has removed borne-off all their checkers from their home-board, they have won the game. Once you've learnt the basic rules you can move on to further rules relating to gambling, the doubling cube, and more.

Gammons, Doubling, and More Backgammon Rules. Moving Checkers Players then take turns at rolling their dice and moving their checkers around the board.

Hitting If a point only has one checker on it then the other player may move their checker s to it and send it to the bar which is marked down the middle of the board.

You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it. This is a great way to slow down your opponent. If they had a checker on their 6-point they may instead chose to move this 5 points to their 1-point. You can even set a goal to play until the losing player loses a certain amount of points. No account yet? Each player's home board is positioned on the right quadrant closest to the player. If you roll double 3s, for example, then you can make four moves of 3 points each. If you are playing for fun, you don't have to use the doubling cube because you aren't playing**Backgammon Rules Simple**points. In other words, if you roll double 5s, you can take four moves of five spaces Bayer MГјnchen Spieler any combination of checkers subject to the usual rules related to making moves. Italiano: Giocare Online Casino Mit Amazon Bezahlen Backgammon. To bring a checker back into play from the bar, the player must roll a value corresponding to a point in their opponent's home-board that has no more than one of their opponent's checkers on it. It is also easy to learn backgammon rules (especially through an interactive site) so that you can familiarize yourself with the practical elements of the game. Offline Backgammon That's right! You can now play Backgammon FREE and dive straight into one of the oldest and most strategy-intense board games ever! How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, How To Play Cribbage: The complete beginners guide to learn and master the. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Wanted a simple introductory book for my grandaughter. Both players have their own pair of dice and a dice cup used for Slot Machine Malfunction Lawsuit. He may do this only at the start of his own turn and before he has rolled the dice. Usually moves are set in stone, but if you can easily figure out and undo everything that has been affected by the false move, ask your opponent if it's OK with them.

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