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We sure have Backgammon Tournaments: There are unlimited tournaments at any given time. We offer a variety of Sit&Go or Event tournaments (including Play for Fun Tournaments).
 
Sit & Go Tournaments

Like bingo, Sit & Go Backgammon tournaments begin when a predefined number of players register. Sit & Go BackGammon tournaments are easy to play and easily won. Join tournament and begin to play. Buy-ins range from a minimum of £5 (with a £1 entry fee) to a maximum of £200 (with a £15 entry fee).
 
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Event Backgammon tournaments begin when a predefined date and time is viewed on the Software.Join the tournament and begin to play!!!

 

Backgammon Rules

 
Playing Backgammon for Play Money

Play and practice Backgammon for fun and enhance your skill at the game. Once you've mastered the basics of the game, you can move up and play to win real money.

 
Playing Backgammon for Real Money

Playing Backgammon is exactly the same as in real life, only you get to meet exciting people from all over the world and play against them for Real Money.
Before playing Backgammon for Real money, you must deposit money into your account.
There are two ways to start playing for Real money after depositing money; joining an existing table or creating a new table. In both ways, there is a stake involved in the game and the winner takes everything and pays a small fee.
Click here to view our commissions on Real Money games.

 
Series (Match Play) and Single (Money Game)

When playing a live match, there are two types of game modes:

Series Mode (Match Play) - A series of games between two players that ends when one player wins by accumulating the agreed and set number of points. For each game, the number of points won is the doubling cube value multiplied by the win type (winning by a gammon is worth 2 points, winning by a backgammon is worth 3 points).

Single Mode (Money Game) - The normal style of competition in which games are played independently. For each game, the loser pays the winner the agreed initial stake multiplied by the value of the doubling cube and further multiplied by the win type (two for a gammon or three for a backgammon).

 
Timers in the game

There are two types of timers when playing Backgammon:

Move Timer - this timer displays the time you have left to make a move. It is reset after each move. If this timer expires, the global timer will start ticking.

Global Timer - this timer starts ticking only when the move timer expires. The global timer is set for the entire game.

Any player that causes the global timer to END will immediately and automatically suffer a technical loss of that game, regardless of the current game board state.

 
Disconnections and Resuming Games

If you get disconnected, you will have 5 minutes to reconnect and resume the game. To do so, simply log in again and the disconnected game will be resumed automatically for you.If you do not return within 5 minutes, the game will be analyzed and the money will be split accordingly.

 
The Doubling Cube

Backgammon is played for an agreed wager (or number of points in the tournament play). During the course of the game, a player who feels he has a sufficient advantage may propose doubling his stakes. He may do so, only at the start of his turn, and before he has rolled the dice. A player who is offered a double may refuse, in which case he concedes the game and pays the original wager. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the wager that was at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. Redoubles can increase the original wager by up to 64 times.

 
Playing with Beavers

An optional rule in Single Mode (money play)whereby when a player is doubled, he may immediately redouble (beaver) while retaining possession of the doubling cube. The original doubler has the option of accepting or refusing as with a normal double.

 
Object of the Game

The object of the game is for each player to bring all his checkers into his home board, and then to bear them off the board. The first player to clear all his checkers off the board is the winner.

 
Hitting and Entering

A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar. Anytime a player has one or more checkers on the bar, his first obligation is to enter that checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. For example, if a player rolls 4 and 6, he may enter a checker onto either the opponents' four point or six point, as long as the prospective point is not occupied by two or more of his opponents' checkers. If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn. After the last of a players' checkers have been entered, any unused numbers on the dice must be played.

 
Bearing Off

Once a player has moved all of his fifteen checkers into his home board, he can begin bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that stone from the board. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checker on the higher-numbered points, the player can remove a stone from the next highest point. A player is under no obligation to bear off if he can make an otherwise legal move. A player must have all of his active checkers in his home board to bear off. 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.

 
Gammons and Backgammons

At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (the original wager or one point if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Moreover, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winners' home board, he is backgammoned and loses three times the value of the doubling cube.

 
Commissions when playing for Real Money

Single Game (Money)
Commission is taken from the final win sum (the winner pays for both players)

Up to $20: 4.9%
Example: Joe and Alex play a single game with initial stake of $5. Alex wins by gammon. $9.02 will be added to Alex's balance and Joe's balance will have $10 deducted (commission is $0.49).

$20 up to $100: 3.9%

Over $100: 2.9%

Series Game (Match)
Commission is taken from the stake sum plus 0.25% for each additional point in a game over 1 (the winner pays both).

Up to $20:
base commission (for 1 point): 3.9%, every point: +0.25%, max commission: 7.9%

Example: Diane and Julia play a Series (match) up to 3 points with stake of $10. Diane wins the series 3-1.The commission for 3 points is a base commission of 3.9%+2*0.25%=4.4% The commission from each player is $10*4.4%= $0.44 (the winner pays both their commissions).$9.12 will be added to Diane's balance and Julia's balance will be deducted $10.

$20 up to $100:
base commission (for 1 point): 3.4%, every point: +0.25%, max commission: 6.9%

$100 and over:
base commission (for 1 point): 2.9%, every point: +0.25%, max commission: 5.9%

We encourage matches between 2 players with a similar rating level, therefore:
A maximum $5 commission when both rating of the players are over 1650.
Decrease of 50% in commissions if the rating of both players are over 1700.
Increase of 10% in commissions if the rating of both players are less than 1600.
Increase of 50% in commissions when the rating difference is 100 to 199.
Increase of 100% in commissions when the rating difference is 200 or more.
Increase of 150% in commissions when the rating difference is 250 or more.
Increase of 200% in commissions when the rating difference is 300 or more.

The following rules apply:
-Increased commission will not be applied if both players have a rating higher than 1650 or less than 1550.
-A rating lower than 1400 is considered as 1400 and displayed as 1400*.
 
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Game Strategies

Strategy for beginners
Strategy for intermediates
Strategy for advanced

  STRATEGY FOR BEGINNERS

As a beginner, you need to focus on the key objective of the game. In a nutshell, the objective is to bring all the checkers to your inner board and to finally start bearing them off.

Check the position of the checkers

Place five checkers on 6 point, three on the 8-point, five on 13 point and the balance two on the 24 point. Re-ensure whether your opponent has also placed the checkers in the same way. Now you must arm yourself with accurate backgammon terminology. The 13th point, where five checkers are placed at the beginning, is called the mid-point. As the 7th point is placed immediately next to the bar, it is the Bar-point. It may be noted that in the beginning, you never place a checker at the Bar-point. Now lets come to the last point, the1-point. Essentially you cannot move your checker beyond the 1-point, being called the Ace-point. (NB-Your ace-point becomes the opponent’s mid-point while the opponent’s ace-point becomes your mid-point in due course of the game).

Assuming you know the board better, consider how that affects your strategy now. You must reserve your ace-point at the earliest. Leave the last point, when and only when your bearing off is complete. Try to keep the bar point occupied hence allowing you enough space for free movement.

Now you must apply a simple logic while placing the checkers. Always try moving checkers in pairs as this increases your invincibility even if you are bound to move a single checker by the cast of the die. Remember a single checker is always susceptible to a hit by the opponent, meaning that you need to place your checker back on the bar again and go through the entire rigmarole again. It is not only tedious but also highly time consuming, time being the most crucial parameter for a win in Backgammon.

Certain standard myths about throwing the die: (which are however scientifically yet to be proved to be authentic).

We suggest that you to throw the die from a reasonable height in an empty space so that it can fall and roll freely. In the skill-laden game of backgammon, the cast of the die factor has labeled it to a game of Luck.

Generic questions:

How to count points?
It is really very simple. You start counting from the upper-right corner of the outer-board.

How should the moves take place?
You must always be moving ahead in an anti-clockwise direction.

Where can you place the checker?
At any open point.

What to do in the event that your point is pre-occupied by the opponent’s checker? If there remains only one checker for the opponent, you can place yours there by striking off the opponent’s checker while it goes back to the bar. However if it is occupied by a set of the opponent’s checkers, then you cannot hit them.

What are the stipulations?
You cannot move a checker from behind, if your opponent has formed a prime, which is a set of checkers in six subsequent points.

How to determine, who makes the first move?
This is determined by the throw of a single dice at the beginning. Remember in moving the checkers, you must throw both the die together.

Informative Backgammon Books:
Know the Game by Glen Titley – This is a very thin book providing a bird’s eye view of the rules of backgammon. This book helps the beginners to know how to play the backgammon. This also gives you the overview of some tips and strategy.
The Backgammon Book by Jacoby and Crawford – An ideal book for beginners. Remember that Jacoby rules and Crawford rules are followed even today in money games and match games respectively. It has delved into the intricacies of the game. There are clear-cut instructions on the rules with a detailed description of its history and the developing phases. The pros and cons of the double are most elaborate in the book giving a clear-cut guideline.
Backgammon by Lamford Paul – The champion Paul Lamford has tried to guide the beginners with the essentials of the game.
The Backgammon Handbook by Enno Heyken and Martin B. Fidcher is also a popular book for beginners
Note: Your key strategy should be to observe and react. The experts suggest that in the beginning; rely more on the reactive approach rather than your proactive approach.

STRATEGIES FOR INTERMEDIATE LEVEL

As you are aware of the various strategies at the beginners’ level, the stage is set to focus on improvising your performance. You can start off by choosing a similar level player among your known sources. You may also practice with your own computer selecting the intermediate level. Thirdly you may choose a player of your level by looking at the profiles and track records on any online site. The key word lies in enhancing your newfound confidence by repeatedly playing for a few weeks.

While moving the checkers, you must select some prior strategies and definitely decide on witnessing the progress of the game. Your fundamental philosophy at this stage should be not to be Hit or Bumped. Now lets see, how this can be achieved?

1) Move checkers in pairs
2) If you have to move one checker to an open point, try to reach the second checker as soon as possible.
3) You may place a checker on a point, which already holds two or more opponents’ checkers.


We advise you try hitting a blot which is pre-occupied by a single checker of the opponent. This gives you the edge of sending the opponent’s checker on the bar to give you the additional mileage.

According to the glossary Mindzine, 'Points formed in front of an opponent's meant to hinder their progress around the board' is called a block. If you can form a contiguous blocks of such points, it is called the blockade. The blockade is made on your home board to actually close the escape route of your opponent’s checkers.

We also advise you to try to take ‘control’ of a point by placing two checkers to create a ‘block’ of your own to prevent the opponent’s checkers from landing up over there and stop being hit.

A very common technique is to build some defensive blocks at the opponent’s home. This is called Anchoring. Remember that Anchoring is always done in your away board, which means the opponent’s home board. The champions prefer Anchoring in the bar-adjacent points like 20, 21 in the beginning. If you are lagging behind then 22, 23, 24 points become more valuable. Sometimes, you may have to allow hits for establishing Anchors. Just for the beginners, Anchors help in blocking the opponent from using his home board as per his choice. But if the progress of the game really goes against you, try to leave anchors.

You can start bearing off only when you have been able to move all your checkers into your home board. Remember you must complete the bearing off before your opponent. Now, whoever completes bears off first, wins. As a matter of fact, the opponent must have at least one checker in the board. The winner wins by the number of opponent’s checkers left on the board in the normal situation, where each checker carries one point. In special case like double, then the point becomes doubled for the winner, where each checker will carry two points.

You may be rewarded gammon or backgammon depending upon the number of checkers of the opponent, when you complete bearing off. In case of re-double it becomes double of the double. Double increases the value of the stake twice and the re-double quadruple respectively. Now, when to issue a double? When you are cock sure of yours being in an advantageous position, then only you issue a double. How to do it? Just turn the doubling cube placed on the bar to announce a double. When a double is announced and the opponent accepts then the value of the stake becomes double. Like 1 will become 2, 2 will become 4, 3 will become 6 and so on.

Remember that if a double is announced and the opponent refuses, the game terminates immediately with the opponent conceding the game.


STRATEGIES FOR ADVANCED LEVEL

Advanced Level refers to a point from where you can start winning. The basic winning strategy depends upon three factors

1) Running Game
2) Blocking Game and
3) Back Game.


You need to use various permutations and combinations of these three techniques for your success. Millard Hopper has revealed his championship secrets for moving, blocking and back games in his popular book 'Win at Backgammon'.

The strategy includes blocking the opponent from hitting your checkers and blocking the escape route of the opponent. To block the opponent’s escape route, you are to block the 24th row, one of the most strategically important rows of your home board. You must try to block your opponent’s checkers on your home board only. Experienced players advise to block the rows in combinations like 6+1, 3+1, 4+2, 5+3, and 6+5.

In the earlier level of strategies we have seen how to block the opponent from one particular point. But the skill lies in deciding, when to hit and being hit. Experts advise only to hit when you feel it’s advantageous. Never attempt unnecessary hitting. A generic solution is to hit the most advanced checker of the opponent’s or the potential checker, which may be used to block you as per your reading of the game. The experience players prefer hitting a checker in the opponent’s home board. Don’t unnecessary panic of being hit. You may lure your opponent to hit your checkers while exposing his other checkers for attack.

At this stage let’s establish how we can further restrain the moves of the opponent’s checkers. Creating a Prime does this. If you can occupy six points in a row then it is called a prime. The advantage of prime is that your opponent cannot move out from behind a prime. So, if you can set a prime in your opponent’s home board, it will restrain the opponent’s movement to a great extent. Experts advise you to start a prime either from your 5th point or from your bar point. But the caution message for you is the attempt for formation of a prime may even lead to leave the blots, risking your checkers for being hit. So, always keep balance and keep watching the progress of the game.

The most important factor is, if you lag; don’t be panic-stricken to leave shots. Instead, focus on placing checkers as per your convenience.

Now after the preliminary knowledge of double and redouble at this stage lets delve into the issue. First of all let’s say clearly that this double and redouble does not have any limit. Only exclusive rights of the doubling cube swing between the two players as well as the value of the stake increases following the arithmetic rules. The double and redouble actually make the game more attractive by increasing its speed.

Now lets discuss one very relevant term over here, which is 'Beavers'. In the normal course of the game, when a double is announced and the opponent accepts the double, then the first one looses the exclusive right of the doubling cube. Now, if the first one does not want to loose the possession of the doubling cube, he immediately announces the redouble. A beaver pushes the ball to the opponent’s court for accepting or conceding a defeat of that game by refusal. But this rule is applied mostly in money play, not in matches or tournaments.

At this point you must be aware of two distinct stages, Gammon and Backgammon. If one has completed to bearing off all his 15 checkers, while the other has not been able to bear off even one of his 15 checkers, then the winner is rewarded gammon, which doubles the points. If the situation becomes like one has been able to accomplish bearing off completely, while the other has got his checker or checkers on the bar or in his outer board (essentially being the winner’s home board), the winner is rewarded backgammon, which has got triple effect.

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