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Backgammon modifications

Nackgammon
The same as backgammon, but with a different starting position.
Instead of placing 5 checkers on both your 13th and 6th, you just put four there. The remaining two checkers end up at the 23th.

Nackgammon invented by Nack Ballard.


Narde
In Kazachstan, and probably Russia too, people play a game called "Narde" on a backgammon board. It is played with 15 checkers each, five on each of your 1st, 2nd and 3rd points.

these rules differ the Narde game from backgammon:

*same direction for the two players. one moves from 12 down to
1, then to 24 and down to 13, and finally off; the second moves from 24 down
to 13, then to 12 and down to 1, and finally off.

*A point is already made with one checker on it. There is no
hitting in the game.

*No spacial rule for rolling doubles

*The main thing is to take care not to get blocked by a six-point prime, and it's much easier to block with just one checker.


Hyper backgammon
In this version of backgammon, each side starts with 3 checkers on their 24th, 23th, and 22th points. Matches will start at 7 points and work their way up in later rounds.

One point matches
This variant is played the same as `regular' backgammon with two exceptions; the doubling cube is not used, and gammons/backgammon don't exist. This often leads to very strategicaly played games, where a back-game is more of an option than in the regular version since staying back forever never leads to losing more than one point.

Acey-deucy
In this game all the men start off the board. They enter and move around the board in the same way as men sent home in regular backgammon. In other words, the white men enter in black's home board and move around through black's outer board and white's outer board until all are gathered in white's home board; then white can start to bear them off. Black enters his men in the white home board and moves around in the same manner.
Rules are the same as for backgammon, except that you can move any man you want to at any time, whether or not you have men to bring in. In addition, the roll of 1-2 -- acey-deucy -- is an especially valuable roll. You begin by playing your ace-deuce. Then you play any number four times (in other words, you pick any double you wish). Then you get an extra roll. and if this extra roll is also 1-2 you get the same extras with it.

Early game strategy in acey-deucy is to try to establish advanced points as quickly as you can, and if possible also establish adjacent points as base for a prime. If both sides develop primes right smack up against one another, the advantage lies with the prime that is farther advanced. Even if the man with the farther-advanced prime has to break his first, he will probably win the game; if he can hold his prime longer, he almost surely will win.
Credit: The Backgammon Book, Oswald Jacoby/John Crawford
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