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What are the rules of Backgamon? - Games

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Backgammon playing pieces are known variously as checkers, draughts, stones, men, counters, pawns, discs, or chips.

The objective is to remove (bear off) all of one's own checkers from the board before one's opponent can do the same. The checkers are scattered at first and may be blocked or hit by the opponent. As the playing time for each individual game is short, it is often played in matches, where victory is awarded to the first player to reach a certain number of points.

Posted on Jan 17, 2013

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All i get is ops when i try to play Pogo backgamon


I would be happy to have a look at this for you, would you like some remote assistance?

Apr 13, 2016 | Computers & Internet

1 Answer

What are the rules for pogo canasta.I don't know how to play the pogo way


POGO CANASTA RULES

4 OF A KIND
2/1 WW NP RULES:
All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.
57 CHEVY
2/1 WW NP RULES:
You must have 5's and 7's in your initial meld. You may use wilds and other cards.
69 CANASTA
2/2 WW NP RULES:
You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.
7 UP
2/2 WW NP RULES:
You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.
911
2/2 WW NP RULES:
9's and Ace's must be melded first. Must wait until next turn to meld other cards.
ACE'S OUT
2/2 WW NP RULES:
Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.
BACHELOR PARTY
2/2 WW NP RULES:
You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn
BLACKS RULE
2/2 WW NP RULES:
The first canasta each person makes must be black (canasta with wilds).
****** CUT
2/2 WW NP RULES:
You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.
BOOKENDS:
2/2 WW NP RULES:
Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.
CAPTURING LOST SOULS
2/2 WW NP RULES:
You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.
CARD UP
2/1 WW NP RULES:
The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.
COLT 45
2/2 WW NP RULES:
Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.
CROSSWALK
2/2 WW NP RULES:
You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.
DIME STORE
2/2 WW WP RULES:
You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.
DR PEPPER
2/1 WW NP RULES:
Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.
ELEVATOR 2/1 WW NP RULES:
If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.
EVEN IN / ODD OUT
2/1 WW NP RULES:
The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.
FACELESS
2/2 WW NP RULES:
You may not meld or canasta the Jack's, Queen's, or King's.
GENTLEMEN FIRST
2/2 WW NP RULES:
You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld
GIRLS NIGHT OUT
2/1 WW NP RULES:
You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.
ICED THREES
2/2 WW WP RULES:
Discard pile cannot be picked up once all red 3's are on the board.
JACKS OR BETTER
2/2 WW NP RULES:
You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.
LADDER 49
2/2 WW NP RULES:
You cannot meld or canasta the 4's or 9's.
LADIES FIRST
2/2 WW NP RULES:
You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.
LINE UP
2/2 WW NP RULES:
On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.
LOVE AND MARRIAGE
2/2 WW NP RULES:
A canasta in both King's and Queen's in the same hand is an automatic win.
LUCKY 7'S
2/1 WW NP RULES:
7's must be in first meld each hand. You may meld other cards and wilds
NO SAX
2/2 WW NP RULES:
Play as regular canasta except you can never meld 6's or 9's.
OLD MAID:
2/2 WW WP RULES:
In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.
OVER THE HILL
2/2 WW WP RULES:
No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA
2/1 WW WP RULES:
1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.
ROUND UP
2/2 WW NP RULES:
Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.
ROYAL FLUSH
2/2 WW NP RULES:
You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.
SCREW YOUR NEIGHBOUR
2/2 WW NP RULES:
You cannot meld or canasta what the other player has already melded or made a canasta from.
SAX ON THE BEACH
2/2 WW NP RULES:
Must have 6's and 9's melded before making any canastas
SAXY BETSY
2/2 WW NP RULES:
A natural canasta in Queen's or King's is an auto win.
SIX SHOOTER
2/2 WW WP RULES:
Must meld 6's before picking up pile. Natural canasta in 6's is an auto win
SNOW WHITE AND THE 7 DRAWFS
2/2 WW NP RULES:
You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.
SUGAR DADDY
2/2 WW WP RULES:
Canastas of both Jack's and King's is an auto win.
SUGAR MAMA
2/2 WW NP RULES
Canastas of both Queen's and Ace's is an auto win.
SEWERCIDE
2/1 WW WP RULES:
You may not meld, make a canasta or pick up the pile until you can go out.
SUPREME SIXES
2/2 WW NP RULES:
6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.
SWEET 16
2/2 WW WP RULES:
Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.
TAVERN ON THE GREEN
2/2 WW NP RULES:
Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.
THE JOKES ON YOU
2/2 WW NP RULES:
You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd
TIC TAC TOE
2/2 WW NP RULES:
If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST
2/1 WW NP RULES:
First person to get 3 of the red 3's is under arrest and cannot make any more canastas.
WORKING 9 TO 5
2/2 WW NP RULES:
You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.
SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's
2/2 WW NP RULES:
Players must meld with 4's in their initial meld each hand.
5's
2/2 WW NP RULES:
Players must meld with 5's in their initial meld each hand.
6's
2/2 WW NP RULES:
Players must meld with 6's in their initial meld each hand.
7's
2/2 WW NP RULES:
Players must meld with 7's in their initial meld each hand.
8's
2/2 WW NP RULES:
Players must meld with 8's in their initial meld each hand.
9's
2/2 WW NP RULES:
Players must meld with 9's in their initial meld each hand.
10's
2/2 WW NP RULES:
Players must meld with 10's in their initial meld each hand.
Jack's
2/2 WW NP RULES:
Players must meld with Jack's in their initial meld each hand.
Queen's
2/2 WW NP RULES:
Players must meld with Queen's in their initial meld each hand.
King's
2/2 WW NP RULES:
Players must meld with King's in their initial meld each hand.
Ace's
2/2 WW NP RULES:
Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

1 Answer

What are the rules for pogo canasta?


POGO CANASTA RULES

4 OF A KIND
2/1 WW NP RULES:
All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.
57 CHEVY
2/1 WW NP RULES:
You must have 5's and 7's in your initial meld. You may use wilds and other cards.
69 CANASTA
2/2 WW NP RULES:
You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.
7 UP
2/2 WW NP RULES:
You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.
911
2/2 WW NP RULES:
9's and Ace's must be melded first. Must wait until next turn to meld other cards.
ACE'S OUT
2/2 WW NP RULES:
Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.
BACHELOR PARTY
2/2 WW NP RULES:
You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn
BLACKS RULE
2/2 WW NP RULES:
The first canasta each person makes must be black (canasta with wilds).
****** CUT
2/2 WW NP RULES:
You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.
BOOKENDS:
2/2 WW NP RULES:
Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.
CAPTURING LOST SOULS
2/2 WW NP RULES:
You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.
CARD UP
2/1 WW NP RULES:
The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.
COLT 45
2/2 WW NP RULES:
Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.
CROSSWALK
2/2 WW NP RULES:
You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.
DIME STORE
2/2 WW WP RULES:
You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.
DR PEPPER
2/1 WW NP RULES:
Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.
ELEVATOR 2/1 WW NP RULES:
If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.
EVEN IN / ODD OUT
2/1 WW NP RULES:
The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.
FACELESS
2/2 WW NP RULES:
You may not meld or canasta the Jack's, Queen's, or King's.
GENTLEMEN FIRST
2/2 WW NP RULES:
You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld
GIRLS NIGHT OUT
2/1 WW NP RULES:
You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.
ICED THREES
2/2 WW WP RULES:
Discard pile cannot be picked up once all red 3's are on the board.
JACKS OR BETTER
2/2 WW NP RULES:
You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.
LADDER 49
2/2 WW NP RULES:
You cannot meld or canasta the 4's or 9's.
LADIES FIRST
2/2 WW NP RULES:
You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.
LINE UP
2/2 WW NP RULES:
On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.
LOVE AND MARRIAGE
2/2 WW NP RULES:
A canasta in both King's and Queen's in the same hand is an automatic win.
LUCKY 7'S
2/1 WW NP RULES:
7's must be in first meld each hand. You may meld other cards and wilds
NO SAX
2/2 WW NP RULES:
Play as regular canasta except you can never meld 6's or 9's.
OLD MAID:
2/2 WW WP RULES:
In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.
OVER THE HILL
2/2 WW WP RULES:
No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA
2/1 WW WP RULES:
1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.
ROUND UP
2/2 WW NP RULES:
Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.
ROYAL FLUSH
2/2 WW NP RULES:
You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.
SCREW YOUR NEIGHBOUR
2/2 WW NP RULES:
You cannot meld or canasta what the other player has already melded or made a canasta from.
SAX ON THE BEACH
2/2 WW NP RULES:
Must have 6's and 9's melded before making any canastas
SAXY BETSY
2/2 WW NP RULES:
A natural canasta in Queen's or King's is an auto win.
SIX SHOOTER
2/2 WW WP RULES:
Must meld 6's before picking up pile. Natural canasta in 6's is an auto win
SNOW WHITE AND THE 7 DRAWFS
2/2 WW NP RULES:
You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.
SUGAR DADDY
2/2 WW WP RULES:
Canastas of both Jack's and King's is an auto win.
SUGAR MAMA
2/2 WW NP RULES
Canastas of both Queen's and Ace's is an auto win.
SEWERCIDE
2/1 WW WP RULES:
You may not meld, make a canasta or pick up the pile until you can go out.
SUPREME SIXES
2/2 WW NP RULES:
6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.
SWEET 16
2/2 WW WP RULES:
Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.
TAVERN ON THE GREEN
2/2 WW NP RULES:
Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.
THE JOKES ON YOU
2/2 WW NP RULES:
You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd
TIC TAC TOE
2/2 WW NP RULES:
If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST
2/1 WW NP RULES:
First person to get 3 of the red 3's is under arrest and cannot make any more canastas.
WORKING 9 TO 5
2/2 WW NP RULES:
You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.
SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's
2/2 WW NP RULES:
Players must meld with 4's in their initial meld each hand.
5's
2/2 WW NP RULES:
Players must meld with 5's in their initial meld each hand.
6's
2/2 WW NP RULES:
Players must meld with 6's in their initial meld each hand.
7's
2/2 WW NP RULES:
Players must meld with 7's in their initial meld each hand.
8's
2/2 WW NP RULES:
Players must meld with 8's in their initial meld each hand.
9's
2/2 WW NP RULES:
Players must meld with 9's in their initial meld each hand.
10's
2/2 WW NP RULES:
Players must meld with 10's in their initial meld each hand.
Jack's
2/2 WW NP RULES:
Players must meld with Jack's in their initial meld each hand.
Queen's
2/2 WW NP RULES:
Players must meld with Queen's in their initial meld each hand.
King's
2/2 WW NP RULES:
Players must meld with King's in their initial meld each hand.
Ace's
2/2 WW NP RULES:
Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

3 Answers

Simple rummy rules


Playing Rummy game is too easy, you just need to know the 3 simple steps:
1. Sort the cards into meld
2. Pick cards, and discard your cards
3. Place the show. ( Sets are 3 or 4 cards of the same number)
Face cards (Jacks, Queens, and Kings) are worth 10 points
visit silkrummy.com to win real cash prizes

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1 Answer

Rules for Windows 7 Firewall with outbound Protection?


If you installed google chrome, you don't make any firewall rules.

Default is allowing programs through the firewall.

Delete and rules you made.

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My barcode scanning set up should be: scan tab scan enter. How can I program it


Hi,The easiest way would be to print out the control code for <tab> <enter> and scan them after you barcode is scanned.
As far as i know its not possible to have two post-emble's and to alternate between the two.
The other and far harder way is to have the text input fields on your program to deliver the correct <tab>, <enter> when you exit the text field.

regards


Dave (Pen Mobile) Germain

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What are the rules of badmington?


You can read all the rules here: http://www.badminton-information.com/rules-of-badminton.html

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