As with the Backgammon game, the checkers can be laid out in the left or right configuration.
In contrast to the Backgammon game, however, you start the game with the checkers in front of you. Thus, in the left configuration, you move counter – clockwise, and your opponent moves clockwise. Reversely, in the right configuration, you move clockwise, and your opponent counter – clockwise.
Movement of the checkers
You roll the dice to determine how many spaces one or more checkers will move. In addition to the most important rule, blockgammon has these rules:
- You may hit (or pin) your opponent’s single checker. If you do hit, that checker is trapped, and the opponent can no longer move it.
- You can place as many checkers as you like on a trapped checker.
Note that if a checker is trapped in the Ιnner Τable, that checker can not be bear off. Thus, if you roll the dice, and a move would have been to bear that trapped checker off or move that checker, you lose your turn. For example, consider the following arrangement: You have checkers in points 1, 2, and 4, and the checker in the point 4 is trapped. Then, if you roll 2 – 5, you bear the checker from point 2 off, and you end your turn. If instead you had rolled 3 and 5, you lose your turn.