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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 3 and 4, he may enter a checker onto either the opponents' three point or four point, so 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 has 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 checker 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 checkers on the higher-numbered points, the player can remove a checker 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 in order 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. ToTheGames.com Backgammon is playable now! |
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