With /join two players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Each player has to throw their own 15 stones over the field, gather them all in the "Inneren Hof" and "play them out". Whoever creates this first wins the game.
The actual field of play has to be presented in four parts: once horizontal between the tips and once vertically through the bar. This gives the four areas (6-9) of the field of play. The image shows the starting position of the stones.
Black and red move their stones counter to the field:
The players dice and alternately pull their stones over the field in their respective direction. First of all, it is necessary to gather all stones in your own inner courtyard. Once this has been achieved, you can play your stones outside.
The eye of the fish always shows the color of the active player. This dice by clicking on the two cubes on the top left.
Stones may only be moved in the predetermined direction of pulling, never opposite. A player can use his two eye numbers in different ways. He can
a) draw two stones, each around the number of eyes of one of the two cubes
or
b) pull a stone around the number of eyes of one cube and then the same stone around the number of eyes of the second cube.
It is not allowed to draw the sum of both eye numbers immediately.
Example: a player dice 6 and 3. He can then
a) prefer a stone six fields and another stone three fields
or
b) a stone six fields and then another three fields (or only three fields, then six)
Any number of stones may be placed on a tip.
If a player dice a Pasch (two equal numbers of eyes), he can pull this throw twice. All conceivable combinations are allowed.
Example: a player throws a five-pasch. He can then
prefer a stone four times five fields
or
a stone three times five fields and another one five
or
prefer two stones each two times five fields
or
four stones each prefer five fields
A player often has different ways to draw his stones. In such cases, he must always pull so that both eye numbers can be used.
Example: 6 and 2.
The player can pull the 2 in different ways, but in some cases the 6 can no longer be pulled. The player must now choose a train which allows him to draw the 6.
If a player cannot use any of the cubed eye counts, both fall and the opponent is then back in line. To pass the train, the player must click on the broken stone of its color below the cubes.
If a player cannot use an eye number, it will fall. If not all eye counts of a Pasch can be used, then the possible must be pulled, the rest falls. Tips occupied by more than one opposing stone cannot be entered.
A tip that is only occupied with a single stone is called "Blot" (candidate).
If a player pulls a stone on a blot of the opponent, this is beaten and is immediately set to the "bar". There is no compulsion; if another train is possible, the player can also choose the other train.
If a player has a stone sitting on the "bar", it must first be "played" - i.e. pulled onto the board - before other stones can be moved. Stones on the bar always have to be played in the inner court of the opponent: black on the tips 19 to 24 and red on the tips 01 to 06. When playing in, it is counted as if the stone were outside the board.
If you only have a stone on the "bar" and can play it through its throw, you can move another stone with the second cube. However, if there are other beaten stones on the "bar", so have to they are played in first. If this is not possible because the cubed tips are occupied by the opponent, the throw falls and the opponent is in the row. The stones in the field may not be moved until No Stones more on the "bar".
Red was throwing 4 and 1 here. But both fields are covered by black, so red must fit. If Black had stones on the "bar", he could play in with 1 or 5.
Blots can also be beaten when playing in.
If a player has blocked all six tips of his home field, this is considered a lock-out. In this case, no stone can be played by the bar. The player with the shut-out continues on his own until he is forced to open a tip. The locked opponent must fit.
Once a player has succeeded, All Collecting his 15 stones in his home field, he may begin to "play them out" - from the field to outside. The playback is only possible if there is no stone outside the field of the home, not on the bar! A stone that is played out no longer returns to the board. When playing out, it is counted as if the field should be reached outside the board.
Example: Black has stones on all the tops of his home field. He dice 5 and 3. Now it can pull a stone from tip 5 and one from tip 3.
If a player throws an eye number that is higher than the farthest distant tip with his own stones, he may play a stone from this tip.
Example: Black has already played the tips 5 and 6 empty. If he dice a 5 or 6, he can pull the stone out on the 4 instead.
The game ends as soon as the first player could throw all his stones out. The score is based on the points that the opponent would still need to throw out his stones. (PIP-Count)
With this option, a game can be set to X match points; i.e. you play so many games until one of the players reaches or exceeds the specified number of match points. The PIP-Count does not matter.
The Doppler cube comes into play with the match option. A victory usually counts a point. With the Doppler cube, a player can, if he is on the row, before offer a doubling of the game value.
To do this, it simply clicks on the Doppler cube below the fish. The opponent then appears this window in which he can select whether he agrees or rejects the doubling. If he accepts, the play value doubles, he refuses, he loses the game with the current play value.
Example: a player chooses the Doppler cube for the first time during a game; rejects the opponent, he loses the game with a match point. If he takes, the game continues and the winner gets two match points for a win (if not doubled again).
It may only be doubled alternately; i.e. black has doubled, the next proposal to double can only come from red. So one player must not offer twice in succession.
If a player has played out all the stones before his opponent could only play one, this is considered gammon and the winner receives double Match points.
If a player has played all the stones before his opponent could only play one out, and the opponent additionally has at least one stone in the inner court of the player or on the "bar", then this is considered as Backgammon and the winner receives three times Match points.
The Crawford rule states that the doubling cube cannot be used if one of the players is only a match point away from the win (e.g. 6 points in a 7-point match). This applies only to one game after reaching the score (match -1). In the following games, the double cube can be used again normally.
Option match can also be used as /option basic without numerical value. This means playing with Doppler cubes, but without a fixed number of points. Both players will then get a window at the end of the game, in which they will be asked if they want to continue playing (continue?) or quit (X).
The tunor option blocks the numbering of the fields, for example to facilitate the explanation.