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Hitting & Entering, Bearing off and Doubling

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Hitting & Entering

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  A blot is a point occupied by a single checker of either color. When an opposing checker lands on a blot, the blot is hit and placed on the bar.   Get Started
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  If a player has one or more checkers on the bar, he must first enter those checker(s) into the opposing home board, by moving them to an open point corresponding to one of the numbers in the dice roll. For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is unoccupied by two or more of the opponent's checkers.   Backgammon Tournaments
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Should neither of the points be open, the player loses his turn. If a player is unable to enter all of his checkers, he must enter as many as possible and then forfeit the remainder of his turn.

   
   

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Once the last of a player's checkers has been entered, the unused numbers on the dice must be played, by moving any of the player's checkers.

 
   
 

Bearing off

 
  After a player has moved all of his fifteen checkers into his home board, he may start bearing off. This is done by rolling the dice and then removing from the board the checkers, residing on the points corresponding to the roll. Thus, rolling a 6 lets the player to remove a checker from the six point.  
   
   
   
  If a player can make an alternative legal move, he is not required to bear off his checkers. When there are no checkers on the point indicated by the roll, the player must make a legal move using the checkers on higher-numbered points. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker residing on the highest point.

Bearing off is possible only when all of the player's active checkers are in his home board. If a checker is hit during the bear-off process, the player must enter it as usual and then bring it back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins.

 
   
   
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Doubling

The game is played for an agreed stake per point, starting at one point. If, during the course of the game, a player feels he has a sufficient advantage, he may propose doubling the stakes. This may be done only before rolling the dice at the start of his own turn.

The other player may either accept the double and play on for the new higher stakes, or refuse the offer, in which case he concedes the game and pays one point. By accepting the double, the other player becomes the owner of the cube and only he can make the next double.

All subsequent doubles in the same game are called redoubles. A player refusing a redouble must pay the number of points that were at stake prior to the redouble. Otherwise, the game continues at twice the previous stake and he becomes the new owner of the cube. The number of redoubles in a game is unlimited.


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