## How to Move Your Backgammon Checkers on the Board

The game starts with both players rolling one dice. This helps accomplish a couple of things: (1) it determines who goes first; and (2) what numbers are to be used to make the first move in backgammon. If both players get the same number, they both make another roll. The player who makes the higher roll moves first. Now comes the next question: how do we move our backgammon checkers?

Here's how to move your backgammon checkers. The results on the roll of the dice will indicate how many points do your checkers move forward. Take note that in backgammon, your checkers will always move forward from a high numbered point to a lower point in the numbering sequence.

Here are four rules that will apply to how you move your backgammon checkers:

First is that you can move your backgammon checker only on the following areas - (1) is an open or an unoccupied pip on the backgammon board, (2) is a pip occupied only by a single opposing checkers. You may not move your backgammon checkers to any point on the backgammon board that is occupied by two or more opposing checkers.

Second is that the roll you make on the two dice actually make up two separate moves. The result on one dice will be the equivalent to one move. You then have a choice to move one backgammon checker using one number and another one using the other number or move only one backgammon checker using both numbers you get from the dice roll.

For example, you made a roll of two and five. You can now move one backgammon checker two points forward on the board and another man five points forward on the board. Another option is to move a backgammon checker two points forward and then move it a second time five points forward.

Here's the third rule that applies to how we move our backgammon checkers. If ever you roll a double (e.g. double six, double three etc.) you have a chance to move a checker twice the distance indicated on the dice. For example you made a double six in your turn. You can now move one checker six points forward and another six points after, and then move another checker six points and another six points forward again. Another option is to move one checker six points forward four times.

Fourth rule is that you can't pass on a number you can't play. If you make a roll and you can't use one result because all possible areas to land on are blocked by your opponent then you forfeit that roll and use only the other number you got from your roll. If both rolls can't be used because landing areas have been blocked off by your opponent then you forfeit both and your opponent rolls his dice.

These are the rules that apply to backgammon checker movement. Take time to practice and then you'll find the strategic applications of these rules.

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