Monday, April 30, 2007

gammon playing

For example: If you throw and , then you can move one checker 7 steps, or one checker 5 steps and another checker 2 steps. Certain rules apply to the moving of checkers: A checker can be only moved to a point (triangle) that: is free is occupied by own checkers is occupied by only one checker of the opponent If possible, checkers must always be moved according to the thrown number of pips. If only one die can be played then this must always be the die with the highest number of pips. That is, of course, if possible. Whenever you throw a double, you have to make four moves. For example: When you throw and , then you can choose to: Move one checker 12 steps Move one checker 3 steps and another checker 9 steps Move two checkers each 6 steps Move four checkers each 3 steps Important: Movements must always be done by the number of pips of one die. If you throw double 3, and you want to move one checker 12 steps, then this is only possible if the points 3, 6, 9 and 12 steps away from the current point are free.

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The method of playing gammon game

At the beginning of the game both players throw a die. The player with the highest number (most pips) will start. In case both players throw the same number, there will be a reroll. For the first move the player uses the dice that are just used to determine the starting player. For example: Player A throws 6, player B throws 3. Player A will now start with a move consisting of the 6 and the 3. Each turn, two dice will be thrown. The checkers can now be moved according to the pips on the dice. This could be done by moving one checker the total number of pips of the two dice, or two checkers each with the amount of pips of a different die. For example: If you throw and , then you can move one checker 7 steps, or one checker 5 steps and another checker 2 steps. Certain rules apply to the moving of checkers: A checker can be only moved to a point (triangle) that: is free is occupied by own checkers is occupied by only one checker of the opponent If possible, checkers must always be moved according to the thrown number of pips. If only one die can be played then this must always be the die with the highest number of pips. That is, of course, if possible. Whenever you throw a double, you have to make four moves.

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