How do you get off the board in backgammon? - Project Sports
Nederlands | English | Deutsch | Türkçe | Tiếng Việt

Project Sports

Questions and answers about sports

How do you get off the board in backgammon?

2 min read

Asked by: Angelica Arce

Once a player has moved all of his fifteen checkers into his home board, he may commence 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 checker from the board.

Do you have to roll the exact number to get off the board in backgammon?

The rules require that you use both numbers of your roll (all four numbers of a double) if possible. If you can make moves which do not involve bearing off, you are free to do so. Otherwise, you must bear off if that is your only legal play.

Do you need doubles to get out in backgammon?

The Jacoby rule says that a gammon or backgammon does not count extra unless the cube has been turned, that is, unless a double has been offered and accepted in the present game. The purpose of the rule is to avoid long games in which one player tries for a gammon rather than double the opponent out for one point.

What do you have to roll to get off the bar in backgammon?

So pretty much as long as you have checkers on the bar the only thing that you can do is try to get them back and if you can you have to pass your turn.

What does auto bear off mean in backgammon?

Backgammon Glossary/Bear Off. Bear Off. Bear Off. To remove a checker from the board according to a roll of the dice after all of your checkers have been brought into your home board.

Why is the 5-point so important in backgammon?

Back in the 1970s, Paul Magriel, in his classic book Backgammon, labeled the 5-point the “Golden Point”, signifying its importance in the opening. While the 5-point is the best point to have in the early going, its power can be mostly neutralized if the opponent then makes the 4-point anchor.

Do you need exact number to bear off?

You can bear off a checker by rolling a number that corresponds to the point on which that checker resides. If you roll a 5, for example, you can remove a checker from the 5-point. If there is no checker on the point indicated by the roll, you must make a legal move using a checker on a higher-numbered point.