# START TO PLAY

the standard start position

## TARGET OF THE GAME

##### You are the BLACK and you must bring all your 15 black pieces,
posted at the start like in the illustration, and moving in a clokwise direction, till the base 00 (look at the numbers inside the rulers up and down the illustration) doing
leaps of the same numbers of points determinated by the value of two dice rolled
in turn. Your opponent WHITE must move the 15 white pieces in a counterclokwise direction till the base 25. The winner is the player arriving first.
This match is named "One Point Match" or "President's Match".

## START AND MOUVEMENT (first)

##### To start BLACK and WHITE roll only one die on its
right side of the board using her dice cups; who rolls the higher value (if the value
is the same must reroll) must do two leaps corresponding to the value of the dice.
Not the sum of two dice but always two separate leaps. A roll of 6 and 1 permits to
do a leap of 6 and one of 1 or a leap of 1 and a leap of 6 but never only a leap of 7
(6+1). Rolling a double must do 4 leaps of the value showed by the dice (i.e.:
double 5 must be moved 5+5+5+5). It's not possible to renounce to the possible
moves and it's possible to move the higher or the lower value fist. If it's possible to
move only the higher or the lower, must move the higher renouncing to the not
possible lower. On the same point cannot stay together black pieces and white
pieces but the number of the pieces of the the same point is unlimited (15 too); if a
piece stays in company of other pieces of the same colour on the same point, this
point is called "occupied" and the piece cannot be hitted. If the piece is alone can
be hitted from an opponent's piece doing a leap terminating over this alone piece.

## START AND MOUVEMENT (second)

#####
Any piece can terminate his leap over: A) a point free (occuped by nobody) , B) a
point occuped by one or more pieces of his same colour, C) a point with an alone piece of the opponent; in this last case C) the opponent's piece will be hitted and will be posted on the BAR (the vertical bar dividing in half the board) from where should reenter in play like if staying on the virtual point 25 for the BLACK and from the virtual point 0 for the WHITE. Any other mouvement cannot be done till the piece (or the pieces) staying on the BAR will be reentered on play.

## FINAL BEARING OFF

##### When all the pieces of BLACK are in the arrival zone (00,01,02,03,04,05,06) can
start to exit definitively from the game inside the virtual point 0. When all the pieces of WHITE are in the
arrival zone (25,24,23.22.21.20.19) can start to exit definitively from the game inside the virtual point 25.
Only in the case it's not possible to do a regular mouvement will be admitted to
move the value immediately lower. (i.e.: if it's not possible to move a 6 must move
a 5 and if it's not even possible to move the 5 must move a 4 and so on).

## DOUBLING CUBE - GAMMOM - BACKGAMMON

#####
In a match at one point (same of a match to 25 points whith both the players having 24 points),
the use of the DOBLING CUBE, GAMMON (a game valid for the double of point showed
from the value of the doubling cube) and BACKGAMMON (a game valid for the triple of point showed
from the value of the doubling cube) is not important. People interested to know how play in a match
at points (always even for convention) can ask sending an e-mail by Internet to
alberto@dapra.net President and Founder in the year 1986 of the WBF - Worldwide Backgammon Federation

### QUESTIONS AND INFORMATION

send an e-mail by Internet to
alberto@dapra.net President and Founder in the year 1986 of the WBF - Worldwide Backgammon Federation

Copyright WBF © from 1986