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Terms & conditions
Basic rules of Backgammon

Backgammon is a board game played by two players. It's played on a board divided into 4 quadrants with 6 points each. All points are marked with a narrow triangle. Both players have 15 checkers and throw two dice. The board is placed between the two players so that each player has 12 points in front of him/her. (pic. 1)

Playing direction player 1
Playing direction player 2
(pic. 1)
Object of the game

The object of the game is to bring all of your checkers into your home field and then bear them off. The one to bear off all of his/her checkers first wins the game.

Start of the game

Each player rolls one die. The one with the highest number moves first using his roll and the opponent's roll. If both players roll the same number the roll is repeated.

Moving the checkers

After the opening roll the two players take turns rolling the dice. The following rules apply to moving the checkers:

  1. The checkers can only be moved forward, i.e. a checker must always be moved to a point with a lower value than the point on which the checker already stands.
  2. A checker can only be moved to an open point. Open points are: points with no other checkers, points occupied by the player's own checkers, or points occupied by the opponent with a single checker. There is no limit as to how many checkers are allowed on one point.
  3. The numbers on the two dice constitute separate moves. For example the player can choose to move only one checker, or he can choose to move different checkers for each die.
  4. If a player chooses to move only one checker following a roll, he may only do so if the checker lands on open points both after moving the first number, and at the end of the move. Either number may be moved first.
  5. If a player rolls the same number on both dice, e.g. 11 or 66, known as a double, the player must move as if he had rolled that number, e.g. 1 or 6, four times.
  6. If at all possible the player must move his full dice roll. If he can only move one die, he must do so. If either but not both dice can be played, the die with the higher number must be used. If neither number can be played the player forfeits his move.
Hitting

When a player moves onto a point that has just one of the opponent's checkers on it, that checker is "hit". The hit checker is placed on the bar in the middle of the board. If a player has hit checkers he/she must bring them into play before he/she can move anything else. A hit checker is brought back into play by placing it on an open point in the opponent's home field that corresponds with the numbers on the dice he/she rolls. If a player cannot re-enter from the bar because the corresponding points are occupied by the opponent, he/she forfeits his move.

End of the game

After a player brings all his/her checkers into his/her home field he/she starts bearing them off. After a checker has been taken born off it can't be brought back into play. If a checker of the player is hit he looses the right to bear off checkers until he/she manages to bring all of his/her checkers back into the home field. Bearing off is done by moving a checker from a point corresponding to the numbers of the dice roll. If a die shows a number higher than the highest point with checkers on it a checker from that point is born off. The first player to bear off all his/her checkers wins the game. A game can count for 1, 2 or 3 points. If a player bears off all of his/her checkers before the opponent has born off at least one checker the game counts for 2 points (gammon). If the opponent hasn't born off any checkers and still has hit checkers or checkers in winner's home field the game counts for 3 points (backgammon).

Clock

Each player has a limited time to make a move. If he/she doesn't make a move in that time the game timer start counting down. If the game timer reaches zero the player loses the game.

Doubling cube

The players can negotiate whether to play with the help of a doubling cube. The purpose of the doubling cube is to multiply the number of points won in a game.
Example: If the cube shows 2 and the player wins a gammon, the game counts for 4 instead of 2 points. In case the cube is in the middle, both players have the right to offer a doubling before rolling the dice on their respective turns. If a player decides to double the opponent can either accept or decline. If the opponent accepts the doubling the game continues with the possible outcomes now being 2, 4 or 6 points for the winner. If the opponent declines he/she loses the game and the winner wins the number of points shown on the cube before the offer (if it's the first offer in the game 1 point). If the opponent accepts the doubling the cube is moved to his/her side of the board with the new value. Now only the player who accepted the doubling has the right to offer a new doubling. If that happens and the other player accepts the cube is moved to his side. If he/she declines he/she loses the game and it counts for the number of points currently shown on the doubling cube.

Beavers

If this option is selected during the negotiation of the game a player who accepts a doubling has the right to redouble meaning that the cube quadruples. After that the doubling cube remains on the side of the player who accepted the doubling.

The Crawford rule

When one player reaches a score whereby he only needs 1 point to win the match, neither player may double in the next game. If this game does not end the match, doubling is allowed again in all subsequent games until the match is completed.

Matches

In SGames players can negotiate a match that ends when one of the players reaches 3, 5, 7 or 9 points. The first to reach the predetermined points wins the match.

Play zones in SGames

From the game lobby one can choose the play zone. In the "Amateurs" zone the game is played using virtual money, and in the "Professionals" zone it's played with real money.

The "Professionals" zone

Real money is deposited in the "Professionals" zone. You can deposit and withdraw money on http://sgames.eu/payments. All collected taxes are for the maintenance of SGames. Prizes are courtesy of sponsors and advertisers.

Taxes in SGames

Такса се събира от играчите за всяка проведена игра /единична игри или серийна/и е 5% от крайния залог.
Пример: Играч 1 и Играч 2 изиграват игра в която са заложили по 5 EUR при максимален залог на човек 15 EUR. Играч 1 печели с 2 точки (Марс) и е използван удвояващ куб със стойност 2. Крайният залог в този случай е 15 EUR на човек (не е 20 EUR защото е достигнат договорения максимален залог). Към сметката на Играч 1 се прибавят 13.50 EUR (15.00 EUR - 5% от 30 EUR), а от сметката на Играч 2 се изваждат 15 EUR. Ако играете в зоната "Аматьори" таксата е във виртуални, а не в реални пари.

When a tournament begins an entrance fee (if specified) is collected from the participants. The prize fund is formed from all the entrance fees. A tournament can be sponsored by an advertiser. In that case the prize fund is increased by the amount given by the sponsor.
Prizes are as follows:
I prize - 50% of the prize fund
II prize - 20% of the prize fund
III and IV prize - 10% of the prize fund
The tax for SGames is the rest (10%) of the prize fund.

Terms & conditions