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Instructions for the Game Acey-Deucy

Acey-Deucy is a fast-paced variant of backgammon. A favorite game of those in the Navy, Marine Corps and Merchant Marines, the game can be enjoyed by anyone who knows the rules of how to play. There are three variations: American, European and Greek. While the instructions differ for each version, learning how to play the American variation is a good place to start if you want to learn to play the game.

Instructions

    • 1

      Roll a die. Each player begins by rolling a die; the high roller will go first. Each player starts with 15 checkers, with the goal of moving them around the board and back to his own side, then bearing them off --- removing them from the board on the opposite end from where they started. When the die is rolled, each die is counted separately and the player can move two of his checkers, each based on the number on each die. For example, if the dice read 4 and 2, you can choose to move two checkers. In that case, you would move one of your checkers four spaces, and the other two spaces. You could also choose to move one checker six spaces. When doubles are rolled, each number counts twice --- thus, if you roll two 3s, it is the equivalent of having rolled four 3s.

    • 2

      Continue to roll your die, taking turns and moving your checkers according to the numbers you roll. If a player rolls the dice and gets a 1 and a 2, this is Acey-Deucy. When you roll Acey-Deucy, you play the 1 and the 2 as usual, moving your checkers appropriately. Then, you can name any roll of doubles that you would like and play that. Finally, you get the opportunity to roll again. If you roll Acey-Deucy again, you repeat the process.

    • 3

      Get at least half of your checkers on the board as quickly as possible. This isn't a requirement, but it's good strategy for winning. More checkers on the board not only increases your chance of having more opportunities to move all your checkers around the board quickly, but also helps prevent lost turns in the event that a checker is removed from the board by the other player.

    • 4

      Land on your opponent's pieces. If you land on a "blot," a checker sitting alone on the board, that piece is taken off of the game board and put into the center. By hitting your opponent, you are reducing your opponent's checkers on the board and slowing his movement. When you take his piece off of the board, he has to put his removed pieces back on the board using the next roll of the dice. He cannot continue to move any of the pieces that are currently on the board until he has gotten the center pieces back on. He also cannot get the center pieces back on until he rolls a number that allows them to move to a free space. For instance, if he rolls a 2 and a 3 but there are already checkers on the second and third spots on the board, he cannot go on that turn.

    • 5

      Win the game by bearing off all your checkers. In order to bear off your checkers, they must be back on your home side of the board. Then, you must roll the dice and move your checkers based on the number you rolled. If the number rolled does not correspond to any checker intending to be removed, another checker at a higher number will need to be moved instead. For instance, if your checker is two spaces away from exiting the board but you roll a 3, then you cannot remove that checker from the board until you roll a 2. You will need to move another checker that is at least three spaces away from the end of the board instead. The losing player is penalized 1 point per checker remaining on the board or that did not enter the game. Unlike in backgammon, the doubling cube is not used.


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