Rules for playing backgammon. Learning the rules of backgammon
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Playing backgammon means immersing yourself in an ancient tradition that came from the East; the oldest board found is at least 5,000 years old.
This was once very common among the nobility, and the outcome of the party influenced the decisions of the rulers.
Where do the white and black stones go?
The point of the process is that the player’s stones go a full circle around the board, end up in the “house” (the last quarter of the playing board), and then the player must remove the stones from the board before the opponent.
Is there a difference between long and short backgammon
Differences between short and long backgammon:
- the initial arrangement in short ones is more complex;
- in them you can knock down single enemy chips, which is unacceptable in long ones;
- short ones have a doubling cube (doubling), which allows you to double your bet and increase interest. When the doubling system was implemented in 1920, backgammon became a sport;
- The skill of the player matters a lot to victory. Chance plays a big role in backgammon.
Short backgammon, or backgammon, is preferred by most people in the West.
The outcome of a game is often unexpected. Sometimes it seems that one player is in a hopeless situation, but even in one turn the desperate situation can radically change. This is why this game is loved all over the world. The long backgammon variant is popular, but its rules are simpler.
Where to begin
If you sit down to play backgammon, you should learn how to play, rules and basic principles in advance.
Before starting the game, it is important to understand how the playing field is structured.
There are 24 triangles on the board called "points".
Stones move along them. The initial position of the checkers is called the “head”.
The movement occurs counterclockwise. You need to pass all your stones through the board into the “house”.
The chips are usually red and white or red and black.
The main thing is that they must differ in color.
When thrown, the dice (zars) should fall to one side of the board and lie firmly on the edge. The game is played with 2 dice.
They come up with two numbers, for example 4-1. This means that one checker can be moved by 4 points, and the other by 1.
The exception is the first move (“from the head”), you can only move one chip. If during the first move it lands on the points where the opponent’s chips are located, then we will allow a move with two checkers.
The tactic is to capture as many points as possible in order to limit the enemy's movement options.
Backgammon on social networks and for smartphones
The social network VKontakte offers you to play in applications. vk.com/igra.nardy - You can play long backgammon at this link, short backgammon can be found here - vk.com/korotkie.nardy.
For iOS there is such an application freesoft.ru/zolotye_nardy. With different designs, game options and difficulty levels. Or here gados.ru/ios/nardy-hd-dlya-ipad-ios/ classic design. You can play both short and long backgammon for free.
You can have fun and earn money by playing
You can play for money on the following resources:
- fpclub.eu - This is one of the most popular places where you can win. Here you can find different variants backgammon
- skill7.net - On this site you do not need to download an additional client to play. All known payment systems work.
- rushplay.com/landing/ — There is a large selection of tables. You can choose the one that suits you by level, bet size, and speed.
What to do to win
Don't forget what the essence of backgammon is. You need to remove your checkers from the board before your opponent. Before you make a move, it's worth considering how it might benefit you.
Superiority must be gained from the first moves. To do this, each move you need to rearrange one chip from the starting position and move the second one forward. This way, very soon everyone will be brought into the game, and there will be no people left forgotten or blocked by the enemy.
You cannot give the enemy the opportunity to occupy three points in a row near your “head”. It will become much more difficult to introduce chips into the game.
A special combination of dice drawn from two identical numbers (“jackpot”) makes it possible to make 4 moves, instead of the usual 2. Try to prepare for this. After all, such a case can change the course of the entire game.
Blocking your opponent as he approaches your quarters will help slow his progress. You need to take from 3 to 5 points in a row.
On the approach to the “house” with checkers you need to take the most advantageous positions from the middle of the quarter. One stone stuck among the enemy's pieces can lead to defeat.
In short backgammon you should calmly follow your plan; your opponent will definitely try to confuse you if he understands your strategy.
Understanding its importance comes with increasing skill. Mastering various tactics will bring self-confidence.
You need to keep the situation under control at all times: who is closer to victory, how to turn the game moment in your favor.
Short backgammon strategies:
- Building a house. We need to quickly move the checkers to positions in the house. It will be more difficult for the enemy to retreat and introduce knocked down checkers. The reset phase will be closer.
- Combination. Simultaneous construction of a house and removal of two checkers from the opponent’s house.
- Risky game. The desire to occupy strategically advantageous positions can lead to both a quick victory and an equally quick defeat.
- Removal of checkers. The main task is to remove two checkers from enemy space. Only rolls of 5-6 and 6-6 provide this opportunity.
- Game with anchors. “Anchors” on the enemy’s side, although they do not prevent him from moving towards “home,” but expose his checkers to being knocked out.
- Careful game. The player focuses on defense, the game can drag on. One successful move by the enemy can decide the outcome of the game.
When playing both long and short backgammon, understanding your opponent's strategy already brings your victory closer.
Backgammon develops strategic and tactical abilities no worse than chess. This game will test and train your attention and intelligence.
It is worth looking for worthy real, rather than virtual, opponents, because they can become real teachers for you, pointing out mistakes and revealing interesting combinations.
How to play backgammon - rules for beginners
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Board games are a great way to spend time with friends. An example of “brain exercise” is backgammon. This is one of the most ancient games in the world.
Who invented backgammon?
It is believed that it has been played for more than five thousand years. According to archaeologists, the first backgammon board was discovered in Iran, and something similar to this game was found in the tomb of Pharaoh Tutankhamun. In the third millennium BC in Persia, backgammon was considered extremely symbolic and had a mystical character. With their help, fate was predicted. It was in this country that backgammon was born by the sage Vuzurg-Mihr. In each country the name of the game was different, but the essence did not change.
In medieval Europe, after the end of the Crusades, this entertainment also became known and popular. It was called “backgammon” and was the privilege of only the highest aristocracy. How to play backgammon, already according to the rules of the modern version, was established by the Englishman Edmond Hoyle in 1743. The new type of entertainment is called “short backgammon” (by the way, the previous type, invented in the East, is considered “long”).
Nowadays, the game has become widespread in all countries. Backgammon championships are held. The most famous, held in Azerbaijan, is the “Golden Dawns”, in which the prize is gold dice.
What do you need for fun?
How to play backgammon without equipment? The following items will be required:
- board;
- checkers;
- bones.
A rectangular board with 24 points marked on it, which are figures in the form of an isosceles elongated triangle. Each item has its own numbering. In the corner of the board six such triangles are collected in a row - this is the “player’s house”. In the middle there is a vertical stripe called a “bar”. The number of checkers is basically 15, and the number of dice (zar) is two. Sometimes there is a set of five dice with a cup. In this case, each player has his own money, and one is a spare.
Types of backgammon
Backgammon “short” and “long” are common. What they have in common is that the game starts with throwing dice. Depending on the number dropped, the chips are rearranged. The game of “long backgammon” ends, just like “short”, when the winner transfers all the chips from the board. The difference between the two types is in the rules and duration.
General standards of behavior
To answer the question “How to play backgammon?” Let's write down the rules that are the same for everyone:
- The order of participants.
- Circular and counterclockwise movement of checkers.
- To determine who goes into battle first, dice are rolled. Whoever has the highest number starts.
- Zara throw only in their own half.
- The movement of the chip must be carried out even if it is disadvantageous. Except when traffic is prohibited.
- If dice points are not used, they burn out.
- Checkers can be taken off the board if they fall into the house, or the number of points at dawn coincides with the number of the point where the chip is located.
- How the checkers are placed is determined by the type of backgammon.
- There is no such thing as "nobody's".
- The scoring rules are based on the type of entertainment. For a victory, a participant usually receives from one to three points.
How to play "short" backgammon?
First, let's talk about the common names in this game:
- The enemy’s “home” is 24-19 points.
- The enemy's "yard" is 18-13 points.
- “Yard” is yours - 12-7 points.
- “Home” is yours - 6-1 points.
What rules do “short” backgammon include? It all starts with determining the primacy among the participants. He moves the checkers in accordance with the numbers on the dice. Chips move in one direction - from points with higher numbers to lower ones. White checkers move clockwise, and black ones move counterclockwise. The piece moves only to an open point that is not occupied by the enemy. The player has the right to use the sum of the numbers drawn or can move each checker separately. That is, if the numbers are 2 and 3, then the participant will go either with one chip for five moves or with two, two and three moves, respectively. If two identical numbers appear, then you need to play the move as many times as the bets show. For example, it turns out 3 and 3, which means you need to move three times by three points.
If there is one checker on a point, then it is called a “blot”. If the opponent's turn ends on the blot, he is considered beaten and goes to the bar. What you cannot do is kill or hide your opponent's piece. Or you can cover yours with another checker or beat him and hide in a free point. It is also allowed to hit and throw away the chip. When all the checkers are in the “house”, the participant can remove them. To do this, you need to use the numbers on the dice. The rule is followed here: if the cards show the number of an empty point, but there are checkers with a higher point value, then you can move them inside the “house”. In the event that the opponent manages to capture a piece during the withdrawal process, the player must bring his lost piece back to the “home” before continuing with the withdrawal.
Disputes arise
We list ways to resolve possible controversial situations:
- The dice are re-rolled if they fall on two halves of the board, touch a checker, or if they do not lie horizontally.
- The move is considered irrevocable in cases where the opponent has thrown bets or declared “dave” (doubling bets).
- Throwing a charge is invalid if the opponent has not yet completed his turn.
Another type of backgammon
“Long” backgammon has rules almost the same as in the first type of game. But there are some nuances. For example, the game begins by placing 15 checkers to your left. The chips located in the original position are called “head”. The first move of the participant is “taking from the head”. You can only remove one checker, except when you get a double from 3, 4, 6, then two are removed. You cannot place a chip on a point occupied by an opponent, cover his checkers, or move the number of points shown by one dice.
The difference from “short” backgammon is that there are no knocked down checkers, the chips can be locked. If it is impossible to make a move, all points are burned. Also, one move is skipped if there is an opportunity to make a movement according to the number rolled on one die, but not on the other. A loss of a single bet is established when the participant manages to remove one checker at the end of the game. If the opponent cannot withdraw any chips or transfer them to the “house”, then the loss corresponds to double the bet - “mars”. A triple bet, a "house mars", occurs when a player has all his chips in the house but none have been removed from the board.
Backgammon-tavlei
There is no concept of “Russian backgammon” itself, but there is evidence of a similar game in which our ancestors competed. There is a lot of talk about whether entertainment belongs to a specific type of board game. But here's what can be emphasized:
- Checkers for playing tavlei were found during excavations of the land of the Vyatichi in the region of Old Ryazan. They were not faceless, but in the form of figures.
- Several ancient sources have survived that describe the gameplay.
- Each player had his own set of pieces, which were laid out on the board.
How to play this type of backgammon? It's hard to say exactly. The basis of the rules lies on legends and epics. The same sources are used to judge the country of origin of tavlei. Thus, the name backgammon in Turkish - “tavla” - speaks in favor of Turkey. Ancient Rus' is supported by finds that reveal a description of the game, as well as the discovery of boards and flat identical figures at excavations. Some scientists believe that tavlei is Russian chess, since each player has his own set of positions. There is also an opinion that the game was brought to Rus' by the Normans, who loved to have fun with it. This opinion is supported by the translation from the Latin “tavl” - board.
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Rules for playing classic backgammon (long)
1. General Provisions1.1. Two people are playing. The game is played on a special board, divided into two halves (left and right).
The number of checkers on the board is 15 for each player, which are placed on their part of the board along the right side.
Players have sets of checkers of different colors, usually black and white.
Number of charges - 2.
Players take turns throwing out zara (dice).
The initial arrangement of checkers is shown in Fig. 1
Each player has the right to move only checkers of his own color.
1.2. The initial location of the checkers on the board (positions 1 and 13) is called the “head”; a move from this position is called a “move from the head” (“take from the head”).
You can only take one checker from your head in one move.
1.3. The right of the first move and, accordingly, the white color of the checkers is played out as follows: each player throws one dice (zar).
This is a lottery: the right of the first move and the white color of the checkers goes to the one who has the most points. If the number of points rolled is the same, the roll is repeated.
1.4. If the game consists of several games, then the color of the checkers changes and the next game is started by the player who played the previous game with black.
1.5. The player's move is the throw of the coin, as well as the movement of the checkers after the throw.
1.6. It is better to throw zara from a small glass, but you can also throw from your palms (by agreement with your opponent).
It is necessary to throw so that the zara falls on one half of the board and lies firmly on the edge. If the dice scatter across both halves of the board or fall to the floor, on the table (especially under the table), or the cube of one of the players stands askew, leaning against the side or checker, then the throw is repeated.
1.7. A move is considered made when the player who has played his move passes the coins to his opponent.
2. The meaning of the game
2.1. The player must go through a full circle with all the checkers (counterclockwise), enter them into the “house” and “throw them away” before the opponent does. The “home” for each player is considered to be the last quarter of the playing field, starting from a cell 18 cells away from the “head”.
2.2. The term "throw" means making a move with a checker so that it ends up outside the board. You can “throw away” checkers only after all the checkers have “come into the house.” Consequently, white goes from zone 13-18 to zone 7-12, and black from zone 1-6 to zone 19-24 (Fig. 2).
3. Prank
3.1. The player rolls two dice (dice) at the same time.
After the throw, the player moves any of his checkers by a number of squares equal to the rolled number of one of the dice, and then any one checker by a number of squares equal to the rolled number of the other die.
That is, if one die rolls “three” and another rolls “five,” then, accordingly, you can move one of your checkers three squares and the other five squares. In this case, you can move one checker eight cells.
Which move to make first, whether the number drawn is higher or lower, does not matter.
In this case, you can only take one checker from your head (Fig. 3).
The first roll of the game provides players with an exception to the above rule.
If one checker, which is the only one that can be removed from the head, does not pass, then you can remove the second one.
There are only three such throws for a player:
six-six (6**6);
four-four (4**4)
three-three (3**3)
In this situation, it is not possible to play a full move with one checker, since the enemy’s checkers standing on the head are in the way. If one of these combinations appears, the player can remove two checkers from his head.
Note: When white throws 5-5 for the first time, and black throws 4-4, the latter removes one checker from their head, playing one four, since the obstacle created prevents them from going further.
3.2. You cannot move two checkers by the number of cells indicated by one die, and then by the number of cells indicated by another die. That is, if the roll is five or four, you cannot go first with one checker for two, then with the other for three (that is, win back a five with two checkers) and then play a four in the same way.
3.3. If the same number of points appears at both dawns (double, gosh, jackpot), then the number of points is doubled, i.e. The player plays as if he had rolled 4 dice and can make 4 moves for the number of cells rolled on one die.
3.4. Until the end of his turn, the player can move his checkers at his own discretion, unless this contradicts these Rules. The move is considered made when the player has taken his coins from the board.
If the move turns out to be unfinished or contrary to the rules, the opponent has the opportunity to accept the move as it was made, or demand that the player make the correct move.
3.5. It is forbidden to place a block (fence; bridge) of six checkers - and even “on the run” if there is no opponent’s checker in front of this block (Fig. 4).
It is not forbidden to build blocks of 6 checkers, but you cannot lock all fifteen of your opponent’s checkers.
You have the right to build a fence of six checkers only if at least one enemy checker is in front of this fence.
3.6. If the enemy's checkers occupy six squares in front of a checker, then it is locked.
3.7. If the checkers are locked so that the player cannot make a single move for the number of points that he threw out at dawn (the checkers “do not move”), then the player’s points disappear, and the checkers do not move at all.
3.8. You can place an arbitrary number of checkers on one field.
You cannot place a checker on a square occupied by an enemy checker.
If a checker lands on an occupied square, it is said to be “not moving.”
3.9. If a player has the opportunity to make a move for the number of points at one dawn, but it is not possible to make a move for the number of points that fell at another dawn, then the player makes only one move. The points of the other move are lost because the checker does not move.
3.10. If a player has the opportunity to make a full move, he has no right to shorten it, even if it is in his interests.
That is, if it is more profitable for a player to make a “three”, but the roll is “six” and there is an opportunity to go “six”, then he should go “six”.
If a stone falls out that allows the player to make only one move, and either of the two, then the player must choose the larger one. Smaller points are lost.
Note: the term “stone” in backgammon can refer to a die, as well as a combination of points that appears on two sets.
For example, the “four-three” stone.
3.11. Throwing checkers means making moves such that the checker ends up outside the board.
A player can start throwing away checkers only when all his checkers have arrived in the house.
3.12. In the process of removing checkers from the house, the player has the right to use the points that fell at dawn at his own discretion: he can play the checker in the house or throw it away. Checkers can only be thrown from the fields corresponding to the points that fell out at dawn.
For example, if the roll is 6-3, the player can remove one checker from the 6th square and one checker from the 3rd square from the board (three can be played from the 6th, 5th or 4th square).
In the process of removing checkers from your own home, you are allowed to remove checkers from the fields of the lowest category if there are no checkers in the fields of the highest category.
For example, if 6-5 came up at dawn, and there are no checkers on fields 6 and 5, then the player can take two checkers out of the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are no checkers there either. second, etc.
The party ends.
4. Calculation in the game
4.1. The situation when the loser managed to throw out at least one checker is called “oin” (0-1).
4.2. The situation when one player threw away all his checkers, and his opponent failed to throw away any, is called “mars” (2-0).
4.3.* Draw in backgammon. If one player playing white threw away all his checkers, then the second player playing black has the right to the last throw, since he initially started the game - a game later. In this case, if the player who played black, using his right to the last throw and removed his checkers from the board, then the game ends in a draw and the players receive half a point (1/2-1/2), or one point each (1- 1) depending on the tournament regulations.
*Draw in long classic backgammon is an innovation.
Backgammon (tavla, backgammon) is perhaps the oldest board game in human history. Games with boards and dice, judging by archaeological excavations, were known to the Sumerians and ancient Egyptians. A board game with very similar rules was already known in ancient Rome. In its current form, the game originated in medieval Persia. Since the 12th century, backgammon has been played in Western Europe.
In this article we will talk about the rules of playing backgammon for beginners (step by step).
General information
The game is played on a special board using checkers. Two opponents play with two sets of checkers (white and black). The goal of the game is to get all your checkers around the board as quickly as possible, and also to make it difficult for your opponent's checkers to advance. The winner was the one who was the first to remove the checkers from the field. The number of moves depends on the roll of the dice: thus, when playing backgammon, luck plays a big role. At the same time, to successfully complete the game, the player must work with his head and correctly apply the strategy.
There are two types of the game with different rules: long and short backgammon. Long backgammon is a classic version of the game, known in the East and Russia. Backgammon is a European, reformed version of the game created by the Englishman Edmond Hoyle in the 18th century. Recently, short backgammon has become widespread in our country, but has not replaced long backgammon.
We will describe the rules of the game in both versions.
Cubes, board and checkers
The equipment is simple: a board with twenty-four holes, two cubes and thirty checkers (fifteen white and the same number of black).
The playing field is the inside of the board (unlike chess and checkers). The board is divided into two halves (this division is called a "bar").
In short backgammon, the setup before the game is as follows. Opponents sit opposite each other on different sides of the board. Each player lines up checkers of his color in the upper right hole of the game board. In fact, your checkers will be lined up on the right side of the board, and your opponent's checkers will be on the opposite side. The initial location of the checkers is called the "head".
The color of the checkers does not determine the turn order (this issue is decided by throwing the dice)
During the game, you will need to move your checkers through the holes (fields) on the top and bottom edges of the board. The upper right hole at the start is already occupied by your checkers, the lower left hole is occupied by the enemy’s checkers. Opponents move their checkers around the board counterclockwise. Your task is to guide them first through the holes on the far edge of the board, and then through the holes on its near edge into the near right quarter, which is called your “home”. After this, you can start withdrawing your checkers from the board. Your opponent performs the same task - his “home” is (from your point of view) on the far left edge of the field.
Backgammon: game rules for beginners with pictures:
The winner is the one who was the first to remove all his checkers from the game.
The third required item of inventory is two dice. In backgammon they have a special name - zary. Before each move, the player rolls both dice. The amount of possible points determines what actions the player can perform.
Rules for playing long (simple, classic) backgammon
At the beginning of the game, all opponents’ checkers are placed in the manner described in the previous section, in the “head”. Players then roll the dice to determine who gets the first turn.
Before making a move, the player rolls two dice again to determine how many steps he can move the checker forward. For example, the rolled numbers 3 and 2 allow him to remove the checker “from his head” and move it three holes and two more forward. The opponent makes the next move, then the players continue to take turns.
When removing checkers from their heads, players can only move one checker per turn. But there is an exception: the rules of backgammon provide for a double. If the first throw of the dice results in a double: 3 and 3, 4 and 4, 6 and 6, you can move two checkers (for example, when throwing 3 and 3, move both forward three squares).
- move one checker twice in one move (for example, if a 2 comes up on one die and a 3 on the other, move one checker three steps and then two steps)
- move two checkers (when throwing dice 2 and 3, move one checker 2 steps, the other - 3 steps).
This is a very important point: the player can choose which option is more appropriate and act according to the circumstances.
If you already have your own checker in the hole, you can put your own checkers there (in any quantity).
If there is already an opponent's checker in the hole, you cannot place your own checker there.
You cannot walk an arbitrary number of steps.
You can't go back.
You cannot skip a move if there is any opportunity to go. According to the rules, you must make a move in your turn, even if this action will worsen your position. You can skip a move only if the rules do not allow you to move at all.
Backgammon game, photo:
If a double is rolled (the same roll of two dice), then the total number of steps is doubled. For example, when throwing 4:4, the player moves not 8 holes forward, but immediately 16 (one checker for 16 holes or two checkers for 8).
During the game, it is advisable not only to bring all the checkers to your “home” as quickly as possible, but also to put a spoke in the opponent’s wheels. By placing six cells of your color in a row, you create an “impenetrable barrier” that the enemy cannot break through. We remember that it is impossible to go to a hole occupied by an opponent’s checker, and, say, when throwing dice on 5 and 4, it is impossible to immediately go nine points forward, but only 4, and then immediately 5 steps (or first 5 , and then to 4). Thus, it will not be possible to jump over the “bridge” of six enemy checkers.
There is a restriction regarding the construction of “bridges”. You can build a bridge only if there is at least one enemy checker in front of this barrier.
When all the checkers are already in the “house”, the player will begin to remove them from the board in order to quickly complete the game. As long as at least one checker remains on the board, your game is not complete. This is also done by rolling the dice. So, when throwing 1 and 3, one checker is removed from those in the first and third holes on the right. If all checkers have already been removed from a given field, the checker from the highest position is removed. In this case, checkers can not only be removed, but also moved around in the “house”.
It is believed that there are no draws in backgammon. However, in recent years one exception has emerged. If one of the opponents has already removed all the checkers from the field, you must give the other one a move. If during this move he also manages to remove all the checkers, it is considered that there is a draw.
The end of one game is not the end of the match. Opponents can play several games for points. It is important that there are two types of victories in long backgammon. A more complete victory is called “mars” (one opponent has already completed the game, and the other has not yet managed to bring all his checkers into the “house”). The losing Mars loses double the points.
Rules for playing long backgammon: video
Rules for playing short backgammon
There are many similarities between the two types of games. Same board, same number of checkers. Therefore, we will only talk about the specific features of short backgammon.
The rules of the game of short (fast) backgammon are such that the opponent’s checkers move towards each other (the white house and the black house are opposite each other). Therefore, the game is more of a battle than a race.
The rules allow and require knocking the opponent's checker off the board. As we remember, in long (classic) backgammon you cannot place your checker in a hole if someone else’s checker is already there. In short backgammon, the rules are different - if there is only one checker in a hole (this is called a “blot”), the opponent can throw it away, placing his own in this place. But if there are more than two checkers in one hole, you cannot take them or stop on this field. Knocked down checkers are stacked on the “bar” (the line that divides the field in half). The opponent of the stasis is at a disadvantage: with the next move he is ordered to return his checker to the game. It has to be put into action in the “house” of the enemy, that is, at the maximum distance from the target - one’s own “home”. Which hole to place it in is determined by a roll of the dice. So, if the dice show 3 and 5, then you can choose to place a checker in the third or fifth hole. If it is technically impossible to make such moves (the holes are occupied by two or more enemy checkers), you will have to skip the move and try your luck next time.
“To beat” your opponent’s checkers means to slow down his progress to the finish line and, therefore, increase your own chances of winning. For this reason, occupying the summary field (hole) with only one chip is quite dangerous.
There are different ways to win at short backgammon. A more complete victory is called “mars” (if the loser has not yet managed to remove a single checker from the field). An even more complete victory is called “coke” (if the loser did not manage to remove a single checker and, in addition, at least one of his checkers remained on the bar or in the opponent’s “house”). “Mars” gives double points, “coke” gives triple points.
Rules for playing short backgammon: video tutorial
How to play backgammon? Competition rules
Many people remember the game of corners. White and black pieces are lined up in groups in diagonal opposite corners of the field, and the player's goal is to move into enemy territory as quickly as possible. A similar principle applies to backgammon. How to play backgammon?
The rules of the game, at first glance, seem complicated. However, this is not so, let’s sort it out in order.
What does backgammon consist of and the rules of the game?
The set includes: a playing board with cells along the inner perimeter, thirty chips: 15 pieces of black or white for each player, two dice (dice).
Chips of the selected color are placed in the upper right corner of you. There are no special requirements for how they should stand; most often they are simply lined up in a vertical row. The main thing is that they are all located at the start, that is, in the initial corner cell.
The opponent's forces, accordingly, will be under your left hand.
The game begins with players rolling one die. Whoever gets the most dots goes first. Then, throughout the game, players roll a couple of dice and move their chips to as many cells as the number of dots dropped.
All chips move across the field counterclockwise! When it’s your turn to throw the dice, you will receive two numbers, for example, you got 5 and 2. You can sum up these results and make a single move of 7 steps. One cell - one step.
Or you can not add these results and move two figures at once. One at 5, and the other at 2 moves forward.
Moving across the field, you need to adhere to one rule. You can stop either on an empty cell or on your own color. This is called "putting it on your head."
Simply put, if necessary, you can bet your chips on top of each other, but stopping on an opponent’s chip is prohibited. This rule also applies if you add up the results of the dropped points. In this case, we move with a stop.
Example: If the dice showed 5 and 2, then the chip first steps 5 cells, looks around, and only then takes the remaining 2 steps. You can do it the other way around: first on 2, then on 5. The main thing is that the stop does not fall on the enemy’s head: this is prohibited by the rules. Otherwise, you will have to look for another move.
There is one more rule. At the beginning of the game, all the pieces are lined up in one corner cell. Any chip starts from it, this is called “removing from the head”.
So, you can only remove one from a head in one move.
Example: the dice showed 2 and 6. You remove a chip from your head and take 2 steps with it. You can make the remaining 6 steps either with it or with any other piece on the field. In other words: no more than one removal from the head per turn.
It happens that you cannot make a move for the number of steps you have been dealt. No matter how you look at it, every move you make is stopped at enemy positions. Most often this happens towards the end of the game, when almost the entire field area is occupied.
Unfortunately, in this case, you miss your turn and hope for the mercy of the dice.
It is also called a double. This is when both dice showed the same number of dots. In this case, the player gets the right to make 4 moves, each for as many steps as the number of points shown by each of the dice.
Example: with a 3:3 double you get 4 moves of 3 steps each. In total, you get 12 moves, and you manage them at your own discretion. You can play the jackpot with one piece by moving it all 12 steps.
The main thing is that the stops do not fall on the opponent’s head.
If a 6:6 double comes up on your very first move in the game, then it gives you the exclusive right to “take off” two chips at once for the only time, because you won’t be able to make a single move of 24 steps: we will end up at the opponent’s start.
It happens that you hit a lucky jackpot, but you cannot make all 4 moves: the balance of power of your opponent does not allow it. We act according to the rule described above - we sadly wait for the next chance.
What to strive for
As you can see, learning the rules and playing backgammon is not at all difficult. Your goal is to move competently around the field and line up all your soldiers of the same color on the opponent’s territory. This is called "bringing it home." The house is considered to be 6 cells in the lower right quarter of the board.
As soon as your last piece is in the coveted territory, we begin to “drive them out.”
In the online electronic backgammon game, the required chips are automatically removed from the field. In real backgammon, you simply move them: to the center or to the start, in a pile or in a row - it doesn’t matter. The main thing is that they no longer participate in the game.
How to “kick out”
We number all home cells, starting from the far right. It is assigned the number 1 and then incrementally to the left, up to 6. On your next turn, you roll the dice. The number of dots dropped on them are the numbers of cells from which chips can be removed.
Example: the dice showed 3 and 1. You either remove 2 pieces from cells of the same name, or add the result and remove one piece from cell number 5.
It happens that the cubes show the numbers of empty cells. In this case, you either move the pieces the number of steps indicated by the dice on your home territory, or remove the leftmost piece if the board boundary does not allow for a full move.
If you hit the jackpot, you also get the right to remove four pieces at once.
Example: jackpot 3:3. Remove four shapes from the 3rd cell. If it is empty, then make four moves from cells numbered 4, 5 or 6. If they are also empty, remove the four leftmost pieces from the remaining ones.
Who has won?
The first one to remove all the chips from the field wins. However, even losing in backgammon has its own nuances. Losing coke is considered the most offensive.
This is when all your pieces are collected in the house, but you haven’t had time to kick out any of them. All lost points are multiplied by 3.
Find out how to refill a hookah from our article.
If the opponent finished the game, and some of your chips did not make it home, then this is a loss-mars, the lost points are multiplied by 2. If at the end of the game you removed at least one chip from the field, the loss is considered normal, the lost points are equal to the number of remaining points. field of figures. The game score is 0:1. A video with the rules will help you to highlight some of the nuances and clearly answer the question “how to play backgammon.” Good game!