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The player can move a checker from a lower point if there are no checkers on the higher or necessary point. For example, if 4 comes up, but there are no checkers on points 6, 5 and 4, then a checker from point 3 should be borne off. When bearing off, the player should have all of his checkers placed in his home board. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.

The first player to bear off all fifteen checkers wins the game. The match results are determined according to the stake by the end of the match, taking into account Auto Throw and Doubling options that can be changed during the game. The stake can double or triple, if the player wins by gammon or backgammon taking into account Jacoby rule. However the maximum sum to win and to lose is restricted by the limit set by the table creator.

Results of the match until a player scores a certain number of points in single games — is always winning of the stake, set in the beginning when creating the table limit always equals the stake. Nackgammon is a version of backgammon with the only difference in initial positions.

Where there are 5 checkers in backgammon, one checker is removed in nackgammon, and two checkers are placed at point 2. One more difference is that there is no Doubling Cube in short backgammon and players can not double stakes.

Initial Position, Object of the Game, Dice 2. Before the game starts players throw the dice: The player who throws the larger number on the dice is the first to go. After the order is determined the dice are thrown on the half of the board of the player who makes the move. Checkers are moved according to the numbers that come up on the dice.

Checkers are moved counter-clockwise. Points from 6 to 1 are home board for white checkers and points from 13 to 18 are home for brown checkers. Movement of Checkers and 1xbet сайт который работает всегда off 3. Head — initial position of checkers on point 12 for your opponent and point 24 for you.

A player can move only one checker from the head in one move. Exception is possible when after both opening throws it is impossible to move checkers according to the numbers on the dice. If the player cannot make both moves double he should move checkers at the larger number of the dice.

If there is no possibility of moving checkers, the player loses his move. In other words, one cannot build a fence of checkers if there are no checkers of the opponent after it. One can start bearing off only when all his checkers are in the home board points from 6 to 1. One should bear off checkers from those points, which numbers come up on the dice. Bearing off is not obligatory.

The player can move checkers within the home board according to the numbers that come up on the dice. If there is no checker on the point that has come up on the dice, and there are no checkers on larger points, the player has the right to move a checker from the nearest smaller point.

Game Results 4. Game result is winning of one, two or three points stakes. If the player runs out of time he is gammoned 2 points — double stake. Series of games is made up of single games and goes on until one scores a certain number of points summing up the results of all games.

It is a board game for two players. The board is divided into 4 parts, each part has 6 points marked by coloured triangles. There is also two dice, doubling cube, 30 checkers of two colours 15 checkers for each player. The board is placed between players, so that every player has 12 points before him. скачать 1xbet iphone бесплатно

Object of the game: Each player throws one die to determine the order. The player who has thrown the larger number goes first. If equal numbers come up, the player should re-roll the dice. Every player has limited time to make a move.

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If the player does not make a move during this time, the countdown of the whole game-time starts. After the moveis made the lost time does not get restored and if it is over, the player loses the game. The board is divided into 4parts, each part has 6 points, marked by coloured triangles.

There are also two dice, doubling cube, 30 checkers of two colours 15 checkers of one colour for each player. Players throw the dice and move checkers according to the following rules: After the player has moved all of his checkers in his home board, he starts bearing them off.

A checker that has been borne off cannot be returned on the board.

Стратегия ИКЧ 1хбет и как зарабатывать на ней

Time Every player has limited time to make a move. After the move is made the lost time does not get restored and if it is over, the player loses the game. Every player has 15 checkers of one colour black and white and two dice. Points from 1 to 6 are home board for white checkers and points from 13 to 18 are homeboard for black checkers. The player to go first is determined in the following way: The one who has the larger number goes first. During the game players throw two dice.

According to the rules, one can take as many checkers from the head as he wants, not by one. One can make a move from any position. One can start bearing off only when all of his checkers are in the home board. Hyper-backgammon is a board game for two players. The board has 24 coloured triangles called "points". The board is divided into 4 parts, each part has 6 points.

Home and outer boards are divided by a bar. The reverse symmetric position is also possible. Then home board will be placed on the left and outer board — on the right. Points are numerated for each player individually, starting from ставки на wwe 1xbet home board.

The farthest point is point 24, which is point 1 for the opponent. Every player has 3 checkers. Initial position is the following: To start the game each player throws one die to determine the order and the number for the first move. If both players have thrown equal numbers they continue throwing the dice until different numbers come up.

The player, who has the larger number, makes the first move according to the numbers that come up on both dice. After the first move each player throws both dice and makes moves accordingly. Numbers on the dice indicate how many points, or pips, the player is to move his checkers.

Checkers are always moved in the same direction from larger points to smaller. If a checker of the other colour stops on a blot, it is considered to be hit and the checker is placed on the bar.

A checker enters the game and moves on the point according to the number of pips that have come up on the dice. For example, if numbers 4 and 6 have come up, the player can enter the checker either on point 4 or point 6, if there are less than two checkers of the opponent. If it is the move of the white, but one checker is on the bar, they should enter the checker on point 4 in the black home board, because there are several black checkers on point 6.

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