Backgammon Game Cues on Compulsory Moves

The backgammon rule on compulsory moves or obligatory moves state that as long numbers at the cast of the dice indicate legal plays, they must be used by the player. In other words, we cannot choose to skip a turn by not playing out our dice roll as long as there's a way to play it. So how are compulsory moves cued with specific conditions in a backgammon game?

Let's review checker or counter movements and see how this backgammon rule is cued. First, each die face per roll stands for two separate pip counts. So if you roll a two-three, you have two choices of counter plays. One, you may move one checker a total of five pips. Or two, you may move two separate pieces - one over two pips and the other over five pips.

Second, when you roll doublets (where each die shows equal faces) you may play that number four times. So if you get three-three at the cast of the dice, you have four three-pip moves available to you.

Of course, both of these checker or counter movements must allow pieces to land on open points for it to be called a legal play or move in a backgammon game. So with that in mind, the cues on compulsory moves are observed in these two circumstances.

To begin with, we cannot choose to initially play one number on a die if that causes the other pip move to be illegal. If both numbers on each die can be played legally, they must both be played. If only one number can be played, then you must make that move. Simply put, it's coined compulsory moves because we have no choice but make them.

The other circumstance wherein compulsory moves in a backgammon game are cued is when either one or the other number on a dice throw can be played but not both. This is one of the more specific situations where the backgammon rule is prompted. And in this case, the obligatory move is to use the higher one and not the lower number from the roll.

The backgammon rule on checker plays covers the broad policy of unavoidably employing legal counter plays as long as the dice throw allows them. Two situations that specifically employ compulsory moves is the prohibition of playing one die number which will cause the other pip counter move illegal and using the higher number on a roll when either one but not both die faces can be played. Given those instances, compulsory moves are specified in compliance with the broad rule on making legal checker movements in a backgammon game.

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