Backgammon Tutorial
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# Oh, Hello Dear! Welcome to Backgammon!
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*By Ethel (with occasional flour on my apron)*
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---
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Oh my, hello there, dear! Come on in, come on in—mind the flour on the floor, that's from the chocolate chip cookies I just pulled out. *Wait—cookies!* Oh dear, I set a timer but I think I may have set it for 11:45 instead of 11:15. Let me just… oh, no, no, it's fine, they're golden! Perfectly golden. You can have one when we're done, dear. If I let them cool.
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Anyway! Backgammon! What a lovely game. My Harold loved backgammon. We'd play after Sunday dinner, him and me, with a cup of tea and a nice slice of lemon pound cake—*oh, the cookies might be burning!* No, no, they're fine, Ethel, they're absolutely fine. You were saying something about the game? Oh yes, right! Backgammon!
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## What Is This Game, Exactly?
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Backgammon is a board game for two people. You each have fifteen little round pieces called **checkers**, and you roll dice to move them around the board. The goal is to get all fifteen of your checkers home and then—this is the fun part—**bear them off** the board entirely. First one to bear off all fifteen wins! It's like a race, but with more strategy and much more exciting dice rolling.
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I like to think of it as a very polite argument about who gets to go first.
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## The Setup
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When the game starts, your checkers are arranged just so on the board:
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- **White checkers** start at the bottom of the board and move toward the top-left corner, heading home.
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- **Black checkers** start at the top and move toward the bottom-right corner, heading home.
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Each player has checkers in four places at the start. It looks like a nice little pattern, doesn't it? Like the checkerboard quilt my sister Martha made me in 1973. Though hers had squares, not triangles.
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The board has **24 points** (those little triangles). You move your checkers around the board in a circle, and your "home" board is where you want to end up. Think of it like coming home for dinner—everyone wants to get to the table!
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## How to Play—Step by Step, Now That I've Checked the Cookies
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### Step 1: Roll the Dice
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At the beginning of your turn, you roll two dice. The computer does it for you, which is nice because my arthritis makes it rather difficult to shake the dice cup properly. Harold always accused me of rigging the dice. I told him, Harold, I am rigging nothing, I am merely… enthusiastic about probability!
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- If you roll the **same number on both dice** (called "doubles"), you get to roll **four times** instead of two! It's like getting four chances instead of two. Very lucky, very nice.
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- If you roll different numbers, like a 3 and a 5, you get to make **two moves**—one for the 3 and one for the 5.
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### Step 2: Move Your Checkers
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Now the fun part! You use the numbers on your dice to move your checkers around the board.
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**Where do you move?**
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- If you're **White**, you move your checkers from the high numbers toward the low numbers (from point 23 down to point 0). Think of it like walking down the stairs at home—going from the top floor to the ground floor.
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- If you're **Black**, you move from the low numbers toward the high numbers (from point 0 up to point 23). Like climbing up the stairs to the bedroom.
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**The basic rules of moving:**
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1. **You can move to an empty spot** — no problem at all! Just go on in.
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2. **You can move to a spot with your own checkers** — they're all friends, they don't mind.
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3. **You can move to a spot with just ONE of the opponent's checkers** — and when you do, you **hit** them! Their checker goes to the "bar" (the middle of the board). It's like saying "Excuse me, but I was here first!" and sending them to the waiting area.
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4. **You CANNOT move to a spot with TWO or more of the opponent's checkers** — that spot is "blocked" or "made." It's like the neighbor's house with the two big dogs barking. You don't go there.
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### Step 3: The Bar
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If your checker gets hit, it goes to the **bar**—that's the middle strip on the board. Before you can move any of your other checkers, you **must** get your checker off the bar and back onto the board.
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To get back on:
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- **White** enters on the opponent's home board (the top-right area, points 18–23)
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- **Black** enters on the opponent's home board (the bottom-left area, points 0–5)
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You use the die to figure out where to land. It's like being sent to the principal's office and then having to wait until the teacher says you can come back to class.
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### Step 4: Bearing Off
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When **all fifteen** of your checkers are in your home board, you can start **bearing them off**—that means removing them from the board entirely. This is the best part, really. It's like clearing the dinner table after everyone's had their fill.
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**How bearing off works:**
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- Roll a die that matches the point your checker is on, and you can remove it. For example, if you roll a 4 and you have a checker on point 4 (for White), you bear it off!
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- If you don't have a checker on the exact point the die shows, you can move a checker from a **higher-numbered** point instead. Like, if you roll a 6 but your highest checker is on point 3, you can bear that one off using the 6.
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- You can only bear off if all your checkers are home. No sneaky bear-offs from outside the home board, dear.
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### Step 5: Winning
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The first player to bear off **all fifteen** of their checkers wins the game! *Huzzah!* Everyone claps. Well, I clap. Harold pretends not to notice but he's really quite pleased.
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## A Few Helpful Tips from Ethel's Kitchen
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1. **Get your checkers home early!** Don't just bounce around the board forever. You want them all in your home board so you can start bearing off. It's like getting all the groceries into the kitchen before you start cooking.
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2. **Don't leave single checkers (blots) lying around!** If the opponent can hit you, they will. It's like leaving your front door unlocked. Sure, nobody *should* break in, but why take the chance?
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3. **Doubles are wonderful!** Four moves from one roll is a huge advantage. If you roll doubles, try to use all four moves if you can.
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4. **The bar is your worst enemy.** Getting hit and having to go to the bar means you lose your turn getting back in. It's like tripping on the stairs—embarrassing and time-consuming.
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5. **Sometimes you just can't move.** If all your possible moves are blocked, you have to wait. It's like being stuck in traffic. Annoying, but it'll pass.
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## A Note About the Computer Opponent
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The computer plays as the opponent, and it's rather clever, I must say. It doesn't give up easily. Sometimes I think it's judging me. It doesn't have eyes, but it *feels* like it's judging me.
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When it's the computer's turn, just wait patiently. It makes its moves rather quickly, which is good, because I get rather distracted. I was telling you about the cookies, weren't I? They're chocolate chip with a hint of sea salt. Harold's favorite.
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## Troubleshooting (Because Things Go Wrong, Even in Games)
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- **I can't move my checker!** Make sure you've rolled the dice first, and check if the destination is blocked (two or more opponent checkers). Also, if you have a checker on the bar, you must move it first before moving anything else.
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- **I don't see where to move!** Click on a checker you want to move, and the game should show you where you can go. If nothing happens, maybe that checker can't move with the dice you rolled.
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- **The game won't let me bear off!** You can only bear off when ALL fifteen checkers are in your home board. If even one is outside, you have to move it home first.
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---
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Oh! The timer! *Ethel rushes toward the kitchen, nearly trips over the cat, and returns with a plate of warm cookies.*
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There you go, dear. Chocolate chip cookies. With sea salt. Harold would've loved this game, you know. He played backgammon for forty years. Said the dice were like life—you never know what you're gonna get.
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Now, want to play a round? I'll go first. I always go first. It's my house, after all. And my oven timer.
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*Bon appétit and good luck, dear!* 🍪🎲
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