What if a die scores six points three times

Use the stones you hit

The internationally common or basic rules of the game can be read here.

Game board and basic setup

The game board consists of 24 "points" (also called fields / tongues / points) on which the game pieces (15 per player) move. The game board is divided into a left and a right half by the "bar". In the figure above, the top left quarter of the board is White's "home field", the bottom left is Black's "home field". The two right quarters of the board are the respective "outer fields". The arrows indicate the direction in which the black pieces move, red for the way of the pieces into the home field, blue for removal from the home field.

The illustration above shows the basic position from the perspective of the player with the black pieces. You can see that black and white stones are set up symmetrically to one another. The same basic position results when you swap white and black stones or by mirroring the position vertically or horizontally:

The principle of the basic position always remains the same, the pulling direction of the stones adapts accordingly. It is advisable not to get used to a certain installation variant too much.

The winner is the player who is the first to remove all 15 of his own stones from the board by first moving them to his own home field and then removing them from there.

Two six-sided dice are rolled. A cup should always be used for rolling the dice to prevent manipulation. To determine the player who is allowed to move first, each player throws one of his dice into the right half of the board as seen from him. If both players have thrown the same number, they both roll again. The player who rolled the higher number starts by moving his stones forward by the number of eyes on both dice. When this move is over, the dice are picked up. Now the other player rolls his two dice into the half of the board to the right, draws the corresponding number and picks up his dice. Now the first player and so on in alternation. The dice may only be rolled after the opponent has ended his turn by picking up his dice. The dice must lie flat in the right half of the game board (not outside the playing area, not tilted, not on a piece), otherwise the throw is repeated. If both dice show the same number (double, doublet), this number can be drawn four times. Example: After the roll 3 + 3 you can move 12 points.

The game pieces can only be moved in one direction, namely starting from the opponent's home field, over his outer field and your own outer field into your own home field. From the basic position it can be seen that only two stones have to cover the whole way, the others only have part of the way ahead of them. There are already five stones in each of the players' own home fields.
The numbers rolled can be drawn from a single stone, but they can also be distributed among different stones. Example: After the roll of 5 + 4, either one stone can advance 9 points or one stone moves forward 5, another 4. In the case of a double, 1, 2, 3 or 4 stones can be moved accordingly. It doesn't matter which stone is moved first. In any case, however, the numbers rolled must be drawn individually, i. H. if a stone uses both numbers, it must draw each number individually, in the example first the 5 and then the 4 or vice versa. If one or more numbers cannot be drawn correctly, they expire. If only one or the other of 2 numbers can be drawn, the higher one must be drawn. Any number of stones of one color can stand on one point.
A piece can only advance to a free point. A point is free on which there is either no stones, any number of your own stones or exactly one stone of the opponent. In the latter case, the opponent's stone is hit and placed on the bar.
If a player (A) makes a non-compliant move, the opponent (B) can request a correction, but he can also accept the move. However, once B has rolled the dice, the move cannot be corrected.

The player (A) who hits a stone from the opponent (B) places the stone on the bar. As soon as it is A's turn, he must first bring all his captured stones back into play before he can move any other stone. The numbers rolled are used to place stones. The stones must be placed in the opponent's home field, on the points corresponding to the numbers rolled, starting from the edge of the game board. Example: With the throw of 5 + 2, a stone can be placed on the 2nd or 5th point of the opposing home field. When 2 stones have been captured, they can be placed on 2 and 5. With a double you can use up to 4 stones. The numbers that are not required for placing can be drawn with other pieces (if there are no more pieces of your own on the bar).

The same rules apply to placement as to normal moves: You can only move on free points!

As soon as a player has collected all of his own stones in his home field, he can start to remove them, i.e. to remove them from the game board. The removal is similar to the insertion of stones that have been struck, but in the opposite sense: According to the numbers rolled, the player can remove one stone from the point that corresponds to a number rolled. Example: After the throw of 4 + 1, one stone can be removed from the 4th point and one from the 1st point of the home field (counted from the edge of the board). The removed stones are placed next to the game board. Alternatively, a stone can also advance in the home field without being removed.
If there is no stone on a point corresponding to the number rolled and there are no more stones on higher points at the same time, the next lowest occupied point can be removed. Example: A 4 was rolled, among other things, but there is no stone on the 4th point. However, if there are still stones on 5 or 6, one stone moves up four points from there. However, if there are no stones on 5 and 6 either, a stone can be removed from point 3 with the 4. If this is also not occupied, a stone can be removed from point 2, etc.
If a stone is captured by the player who is removing it during the removal phase, he may not continue to remove his stones until the captured stone has been inserted and moved back into the home field.
The winner of the game is the player who first succeeds in removing all 15 stones.

A single game can be rated single, double or triple:
Simple game - if the winner has removed all stones and the loser has removed at least one stone at this point in time, the winner wins 1 point.
Double game ("Gammon") - If the winner has removed all stones and the loser has not yet removed any stone at this point, the winner wins 2 points.
Triple game ("Backgammon") - If the winner has removed all stones and the loser still has one or more stones on the bar or in the opposing home field at this point, the winner wins 3 points.
If several games are played, the success of a player is not measured by the number of games won, but by the number of points scored.

The use of the doubler ("doubling cube", "cube") makes the game more interesting, more challenging and more dynamic. With it, the number of points to be achieved in a game can be doubled step by step. In modern backgammon, the doubler is not an optional element, but a compulsory part of the game.
The doubler shows the numbers 2, 4, 8, 16, 32 and 64. At the beginning of a game it is in the middle between the two players. In the absence of a 1, the 64 points upwards, but it means that the game has not yet been doubled and is being played for 1 point. Doubling beyond 64 is theoretically possible, but extremely rare in practice.
If a player believes in the course of the game that he is likely to win, he can offer the opponent to play the game for 2 points. To do this, he puts the doubler after the opponent's move, but before his own throw, with the 2 facing up on the opponent's half of the board. The opponent must now decide whether to accept the doubling or not.
If the doubled player rejects the offer (because he expects a defeat and does not want to lose 2 points), he says "I pass" and puts the doubler back on its starting point in the middle. The game is over and the player who offered the double wins 1 point. If the doubled accepts, however, he says "I accept" and places the doubler with the 2 up next to his own side of the board. He is now in "possession" of the Doppler. The player who doubled can now roll the dice and continue the game.
If, in the further course of the game, the originally doubled player believes that the game has turned and that he would now win for his part, he can double back ("Redoppel"), namely to the next higher value, i.e. to 4. Now the other player is standing to reject or accept before the election. This is done in the same way as the previous doubling.

The following applies to doubles: As long as the die is on 1 (64) in the middle, both players can double, after that only the player in whose possession (on whose side) the doubler is. You can only double after your opponent's move, before your own throw. The refusal of a doubling always leads to the abandonment of the game and to the loss of the number of points that the die showed before the offered doubling.
If a game is played to the end (i.e. all stones of one color have been removed), double and triple scoring (gammon / backgammon, see above) always refers to the current value of the doubler. Example: If A wins the game by removing all stones without B having removed a stone and the Doppler shows the value 4, A has won 8 points from B.
An optional but common rule is "Jacoby". It states that a game that has not yet been doubled cannot be scored twice (gammon) or triple (backgammon). This rule does not apply in match play.
Another optional but common rule is "Beaver": Accepting a doubling while simultaneously turning the doubler to the next higher level, whereby the doubler remains in possession of the doubled. Does not apply in match play.

Backgammon Rules of the Game.pdf
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