English

Opposed die race

Choose which runner to move while balancing stack protection and exact finishing.

Logic & rule checking

Players
2 players
Time
12–20 minutes
Materials
A twelve-cell track, three counters each, one die, two waiting areas.

Prepare

Number one shared track 1–12. White starts with three runners before 1 and moves upward; black starts beyond 12 and moves downward. The waiting areas are not track cells. A runner finishing goes to its own finished box and never returns.

Play

White takes the first turn. Roll once and move one runner the exact number. Enter white onto the rolled number; enter black onto 13 minus the roll. You may pass only when no legal move exists. An opponent’s stack of two or more blocks landing, but may be passed over. Landing on one opponent returns that runner to its waiting area. Own counters may stack without limit.

Worked example

White at 4 rolls 3 and lands 7. If black has one runner at 7 it returns to waiting; if black has two at 7 the move is illegal. A white runner at 10 finishes on a roll 3, reaching the off-track 13. A roll 4 would overshoot and is illegal for that runner.

Finish and check

White finishes exactly at 13; black exactly at 0. The first to finish all three wins. Other runners may still be waiting when one finishes: this is not the all-in-home rule of backgammon. If neither finishes after sixty turns each, more finished runners wins, then record a draw if equal.

Adaptation and limits

Use a die or six equally sized numbered slips drawn and replaced after each turn. Record rolls when learning. The game borrows broad race/hit ideas but uses our linear rules; it does not reproduce a federation backgammon ruleset or guarantee balanced odds.

Purpose, observation and provenance

Within this activity: Choose which runner to move while balancing stack protection and exact finishing.

Check a die move as one exact step count; do not skip an occupied stopping cell.

Our rules, examples and printable diagrams are separately prepared. The earliest inventor of the broader mechanism is not established here.

Free alternative: Copy the supplied grids, labels and cards onto reused paper. No specialist product is needed. Adults may prepare pieces or act as a scribe.

Printable materials

Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.

Player materials · Opposed die race

Track 1 2 3 4 5 6 7 8 9 10 11 12; white finish 13 / black finish 0.

Turn / die / runner start / finish / hit / completed count.

123456
□□□□□□
789101112
□□□□□□
W
W
W
B
B
B

Player record · keep the host key separate

TurnDieFrom→toFinished
________________________________
________________________________
________________________________
________________________________
________________________________
________________________________
________________________________
________________________________

Host key · separate from players

White 4+3=7. White 10+3=13 finishes. Black 3−3=0 finishes. A stack of 2 blocks landing.

Run the round

Number one shared track 1–12. White starts with three runners before 1 and moves upward; black starts beyond 12 and moves downward. The waiting areas are not track cells. A runner finishing goes to its own finished box and never returns.

White takes the first turn. Roll once and move one runner the exact number. Enter white onto the rolled number; enter black onto 13 minus the roll. You may pass only when no legal move exists. An opponent’s stack of two or more blocks landing, but may be passed over. Landing on one opponent returns that runner to its waiting area. Own counters may stack without limit.

White at 4 rolls 3 and lands 7. If black has one runner at 7 it returns to waiting; if black has two at 7 the move is illegal. A white runner at 10 finishes on a roll 3, reaching the off-track 13. A roll 4 would overshoot and is illegal for that runner.

White finishes exactly at 13; black exactly at 0. The first to finish all three wins. Other runners may still be waiting when one finishes: this is not the all-in-home rule of backgammon. If neither finishes after sixty turns each, more finished runners wins, then record a draw if equal.

Use a die or six equally sized numbered slips drawn and replaced after each turn. Record rolls when learning. The game borrows broad race/hit ideas but uses our linear rules; it does not reproduce a federation backgammon ruleset or guarantee balanced odds.

Related activities

Activity library · Three-rank pawn race