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A variant of the doubling cube "beaver" is the " raccoon ". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke The Murphy rule or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.
When a player decides to double the opponent, the value is then a double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The Jacoby rule , named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The Crawford rule , named after John R. Crawford , is designed to make match play more equitable for the player in the lead.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the Crawford game.
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the Holland rule , named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s but is now rarely used. There are many variants of standard backgammon rules.
Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move. A player also receives an extra turn after a roll of or of doubles.
Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the , and points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions. There are also different starting positions.
Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the six point and midpoint and two checkers on the 23 point.
Russian backgammon is a variant described in as: In this variant, doubles are more powerful: Gul Bara and Tapa are also variants of the game popular in southeastern Europe and Turkey.
The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5. Coan ki is an ancient Chinese board game that is very similar.
Plakoto , Fevga and Portes are three versions of backgammon played in Greece. Together, the three are referred to as Tavli. Other minor variants to the standard game are common among casual players in certain regions.
For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in your home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
Strategies can derive from that. The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.
For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "Money" and "Match" play.
Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match.
For example, a player leading a 9-point match by a score of 7—5 would be very reluctant to turn the doubling cube, as their opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game.
In money play, the theoretically correct checker play and cube action would never vary based on the score. In , Emmet Keeler and Joel Spencer considered the question of when to double or accept a double using an idealized version of backgammon.
In their idealized version, the probability of winning varies randomly over time by Brownian motion , and there are no gammons or backgammons. To reduce the possibility of cheating, most good quality backgammon sets use precision dice and a dice cup.
Online cheating has therefore become extremely difficult. Paul Magriel was a key witness for the defence, contradicting Dr. Roger Nelson, the expert prosecution witness, by saying, "Game theory, however, really applies to games with imperfect knowledge, where something is concealed, such as poker.
Backgammon is not such a game. Everything is in front of you. The person who uses that information in the most effective manner will win.
After the closing arguments, Judge Stephen S. Walker concluded that backgammon is a game of skill, not a game of chance, and found the defendant, backgammon tournament director Ted Barr, not guilty of promoting gambling.
Enthusiasts have formed clubs for social play of backgammon. A backgammon chouette permits three or more players to participate in a single game, often for money.
One player competes against a team of all the other participants, and positions rotate after each game. Chouette play often permits the use of multiple doubling cubes.
Backgammon clubs may also organize tournaments. Large club tournaments sometimes draw competitors from other regions, with final matches viewed by hundreds of spectators.
Winners at major tournaments may receive prizes of tens of thousands of dollars. Starting in January , tournament directors began awarding GammonPoints,  a free points registry for tournament directors and players, with GammonPoint awards based on the number of players and strength of field.
The first world championship competition in backgammon was held in Las Vegas , Nevada in Tim Holland was declared the winner that year and at the tournament the following year.
For unknown reasons, there was no championship in , but in , Tim Holland again won the title. In , Lewis Deyong, who had promoted the Bahamas World Championship for the prior three years, suggested that the two events be combined.
By the 21st century, the largest international tournaments had established the basis of a tour for top professional players. Major tournaments are held yearly worldwide.
The event was recorded for television in Europe airing on Eurosport. In , the WBA collaborated with the online backgammon provider Play65 for the season of the European Backgammon Tour and with "Betfair" in When backgammon is played for money , the most common arrangement is to assign a monetary value to each point, and to play to a certain score, or until either player chooses to stop.
The stakes are raised by gammons, backgammons, and use of the doubling cube. Backgammon is sometimes available in casinos.
Before the commercialization of artificial neural network programs, proposition bets on specific positions were very common among backgammon players and gamblers.
Backgammon software has been developed not only to play and analyze games, but also to facilitate play between humans over the internet.
Dice rolls are provided by random or pseudorandom number generators. Real-time online play began with the First Internet Backgammon Server in July ,   but there are now a range of options;  many of which are commercial.
Backgammon has been studied considerably by computer scientists. Neural networks and other approaches have offered significant advances to software for gameplay and analysis.
The first strong computer opponent was BKG 9. Early versions of BKG played badly even against poor players, but Berliner noticed that its critical mistakes were always at transitional phases in the game.
He applied principles of fuzzy logic to improve its play between phases, and by July , BKG 9. It won the match, 7—1, becoming the first computer program to defeat a world champion in any board game.
Berliner stated that the victory was largely a matter of luck, as the computer received more favorable dice rolls. In the late s, backgammon programmers found more success with an approach based on artificial neural networks.
Its neural network was trained using temporal difference learning applied to data generated from self-play. Tesauro proposed using rollout analysis to compare the performance of computer algorithms against human players.
The rollout score of the human or the computer is the difference of the average game results by following the selected move versus following the best move, then averaged for the entire set of taken moves.
Without them, these programs play no better than a human novice. For the bearoff phase, backgammon software usually relies on a database containing precomputed equities for all possible bearoff positions.
Computer-versus-computer competitions are also held at Computer Olympiad events. The history of backgammon can be traced back nearly 5, years to its origins in Mesopotamia modern-day Iraq.
Modern Iraqis continue to enjoy playing the game. It used tetrahedral dice. In the modern Middle East, backgammon is a common feature of coffeehouses.
Race board games involving dice have a long history in Iraq, including the Royal Game of Ur in Babylon. In the modern Arab Levant and Iraq it is called tawle which means table, and it is also called shesh besh shesh means 6 in Aramaic and Phoenician , but derives from Phoenician.
However, shesh also means 6 in Persian and 5 is likely to be closely related to "Penj" meaning 5. Shesh Besh is commonly referred to the situation when a player scores a 5 and 6 at the same time on dice.
The artifacts included two dice and 60 checkers, and the set is believed to be to years older than the Royal Game of Ur.
On the board found in Shahr-e Sukhteh the fields are fashioned by the coils of a snake. Touraj Daryaee —on the subject of the first written mention of early precursors of backgammon—writes:.
The use of dice for the game is another indication of its Indic origin, since dice and gambling were a favorite pastime in ancient India.
According to the historical legend, the Indian king Dewisarm sends his minister Taxritos to Persia with the game of chess , and a letter challenging Sasanian King Khosrow I to solve the riddle or rationale for the game.
Khosrow asks for three days to decipher the game, but initially no-one in the court is able to make any progress.
As a reciprocal challenge, Wuzurgmihr constructs the game of backgammon and delivers it to the Indian king who is unable to decipher the game.
In the 11th century Shahnameh , the Persian poet Ferdowsi credits Burzoe with the invention of the tables game nard in the 6th century. He describes an encounter between Burzoe and a Raja visiting from India.
The Raja introduces the game of chess , and Burzoe demonstrates nard , played with dice made from ivory and teak. Murray details many versions of backgammon; modern Nard is noted there as being the same as backgammon and maybe dating back to — AD in the Babylonian Talmud,  although others believe the Talmud references the Greek race game Kubeia.
Backgammon or nardi Armenian: The word is derived from Persian word nard Persian: There are two games of nardi commonly played:. Set-up and rules the same as backgammon.
A game which starts with all fifteen checkers placed in one line-on point and on point. The two players move their checkers in opposing directions, from the point towards the 1-point, or home board.
In long nardi one checker by itself can block a point. This is the common display used in instructions. It shows the board from the perspective of the person playing with the color of the checkers in the top right hand corner.
If you happen to be the player on the other side of the board, this is how you see it. In this example the white checkers are yours.
If the dice do not land flat on the right hand side of the gameboard the roll must be repeated. Note that the players use only one die to determine who starts.
For all following turns both dice are used simultaniously. The players alternate turns. Both dice are rolled simultaneously.
The rolled pips on the dice constitute two separate moves two-stage move , which may be executed with one or two checkers. In case of a double identical values on both dice up to four checkers may be moved four-stage move.
All possible moves have to be used. A mixed roll shows different numbers: Backgammon in Swedish , Backgammon spielregeln , Free poker.
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