Backgammon
← bozcode.comHow to play
White moves toward the bottom-right home and bears off there; Black moves toward the top-right home. Click Roll, then click one of your checkers — the legal landing points light up — and click where to send it. A double rolls four moves. Land on a lone enemy checker to send it to the bar; a player on the bar must re-enter first. Once all fifteen of your checkers are home, you bear them off — first side off all fifteen wins (a gammon or backgammon scores extra).
Acey Deucey is the Navy/Merchant-Marine cousin of backgammon. All fifteen of your checkers start off the board, on the bar, and you bring them into your opponent's home board to get going. You don't have to enter them all first — on any turn you may either enter a checker from the bar or move one that's already in play, whichever you like. Click Roll, then click the bar (or any checker of yours) and a lit landing point.
Watch out for hits: if one of your checkers is knocked onto the bar, you must bring every knocked-off checker back into your opponent's home board — the first six points — before you may make any other move. The opening reserve is forgiving, but a knocked-off checker is not. If your opponent has filled all six of those entry points with two or more checkers, your checker is shut out until a point opens — so a solid home board late in the game is brutal, since a trapped checker must travel all the way around again.
Once all your checkers are home with none on the bar, you bear them off. First side to bear off all fifteen wins; a gammon or backgammon scores extra.
The signature rule is the acey-deucey roll: whenever you roll a 1 and a 2, first play the 1 and the 2, then choose any doubles you like (1-1 through 6-6) and play all four of them, and then roll again for a bonus turn. If a 1-2 can't be fully played you still get the doubles and the re-roll.