<<< HERE YOU CAN PLAY ONLINE BACKGAMMON WITH A FRIEND AT ANY TIME USING THE FANTASTIC, FUN-GUARANTEED WHYNOT RULES - simply invite your friend via link/WhatsApp or sit next to them in front of the computer >>>

Backgammon is one of the oldest board games in the world. And probably also one of the most relaxed ways to pass the time with a drink of your choice (preferably in a WHYNOT GMTJ Glass) and a good opponent.

Simple enough for a cozy evening. Complex enough to still make you think about the next move after thousands of games.

The standard backgammon rules are simple and clear. You can read them here.

WHYNOT Backgammon Rules

Backgammon is already a great game. But sometimes even a great game needs a little spark of magic. That's why we like to play with the WHYNOT Special Rules.

The WHYNOT Joker Roll

The roll of 1 + 2 becomes the WHYNOT Joker Roll.

Whoever rolls a 1 and a 2 may instead choose any dice roll they want.

No matter whether it's 6 + 6, 5 + 3, 4 + 4, or any other combination.

The player decides for themselves which roll will help them the most at that moment.

This suddenly turns the normally rather unremarkable, clunky 1 + 2 roll into the best roll of the entire game.

And that is exactly the icing on the cake or the music in the lounge. The best opportunities arise exactly when you least expect them.

## Optional: the WHYNOT Gentleman's Agreement

This optional WHYNOT rule is for everyone who doesn't just play backgammon, but wants to experience all the ups & downs :)

As soon as you have the opportunity to hit an opponent's checker and thereby ensure that your opponent has a total of two checkers out, you must do it.

It doesn't matter whether you hit two checkers directly in one move or whether an opponent's checker is already out and you could knock out another one.

If you can make sure that your opponent has two checkers on the bar, you must do it.

And if your opponent misses the opportunity, you may – or should – point it out to them.

Why?

Because this creates completely new situations.

A seemingly safe position suddenly becomes risky. A cautious move becomes an attack. And an almost decided game can completely turn around again within a few rolls.

The result is longer games, more twists and turns, more laughter, more curses, and significantly more stories to remember later.

## Optional: The WHYNOT Joy Jump Roll

This optional WHYNOT rule works best with a classic backgammon case.

The dice are rolled exclusively inside the open game board.

If even one die leaves the case during the roll, the turn ends immediately and it is the opponent's turn.

Sounds harsh?
Sometimes it is.

Especially when both players are already rolling out, the tension is rising, and you already feel like the winner inside.

That is exactly when it sometimes happens: A slightly too euphoric roll, a little joy jump of the die – and suddenly it is the other person's turn again.

A loving wink to the fact that nothing is decided in backgammon either before the last checker is off the board.

<<< NOW PLAY ONLINE BACKGAMMON WITH A FRIEND - simply invite them via link/WhatsApp or sit next to them in front of the computer - WITH THE SIMPLE BUT FUN-BOOSTING WHYNOT RULES >>>