Backgammon is one of the ancient games in the world. The distribution of the game began with ancient east and now covers almost the whole world. In its essence, the game of backgammon is close to a dispute, and to science, and to art. From the majority intellectual games Backgammon differs from everyone else in that each move in them depends not only on the situation on the board, but also on chance, namely, on the number of points dropped on the dice, which makes them the most democratic for the class of players.

Backgammon, like all other sports, is subject to the rules that determine the basis of the game, the purpose of which is to move the checkers towards the "home" and bring them to the "yard".

The rules set out below should be known to everyone who plays backgammon, who practices this sport, who plays honestly and fairly.

These rules are developed on the basis of studying the world experience of a multinational game and taking into account all the proposals made by interested organizations, they include all the provisions related to the backgammon game regulations, and are the Unified rules for playing long backgammon within the framework of the 1st Open Moscow international tournament.

Terms and concepts of backgammon game

"Zary" - cubes (dice) - are made of bone or plastic, with numbers from one to six marked on the faces with the help of dot symbols.

"Head" - the initial location of the checkers.

"Home" - the last quarter of the board on the route, where all the checkers must be collected before the player can throw them away.

"Double" - the indication of zar (cubes), if the same number of points fell on both of them.

"Correct" - a term denoting that the player is not going to move the checker, but only corrects it.

"Throw away" - means to make such moves with checkers so that the checker is outside the house.

"Mars" - a winning situation when the losing opponent did not have time to throw out a single checker.

“Oin” is a winning situation when the losing opponent has thrown out at least one checker.

Long backgammon

Two people play backgammon. The game is played on a special board divided by a special board dividing the board into two identical halves, with six holes for checkers on each short side. On the backgammon board are placed 15 white and 15 black checkers (or two other excellent colors). Players need two dice (dice or cubes), on the six faces of which there are from one to six points corresponding to the number of points and determining combinations of checkers moving towards the house.

When playing long backgammon, all white checkers (player A) are placed in hole I (white head), all black checkers (player B) are placed in hole XII) (black head). Players take turns moving the checkers along the playing edge of the board for a certain number of lines (holes), according to the number of points dropped, towards their home. White checkers (player A) move clockwise along the route: I - XII - 12 - 1, home of the white checkers of the field 1 - 6; black checkers (player B) also move clockwise along the route: 12 - 1 - I - XII, black's home - squares VII - XII.

The object of the game of backgammon is to bring all the checkers to your house as quickly as possible and throw them into the yard (D).

The game begins with the sequential throwing out of charges. You can throw dice (dice) from a small cup or box. In principle, it is allowed to throw out the zara from the palms, however, if one of the opponents suspects the other of trying to cheat, he may require the use of a cup or box. Zaras are thrown in such a way that they fall on one half of the board and lie steadily on the edge. If the dice are scattered on both halves of the board, if at least one of them falls off the board, or stands obliquely, leaning against the board or checker, then the throw is repeated.

Players can use one pair of zar, throwing them alternately, or two pairs - each of the opponents has his own. In the first case, if after the throw and the move of the opponent the player took the dice in his hands, then by this he recognizes the correctness of the move by the opponent. In the second case, if the player who made the move raised his pair of zar, then this means that he has finished making his move; in this case, throwing a charge by the opponent means the recognition of the correctness of the move made.

When playing backgammon, the rule applies: take it - go. If a player touches a checker that he is not going to move, he must first say “correct”.

The right of the first move is given to the player who rolled the most points with one die. In case of equality of points dropped out, a second attempt is made. If, after the end of the first game, the second game is played, then the player who won the first game starts it.

After the right of the first move is played, the player who wins this right makes the first roll. It is allowed to remove checkers from the head only one at a time, this move is called the “move from the head”.

On the board, from the side of each player, 6 white and 6 black triangular fields are drawn - lines numbered with Arabic and Roman numerals. Board - the inner edge of the board, dividing the field into two equal halves. Yard - the free space between the lines (holes). Lines 1 to 6 are white's home; Lines 7 to 12 are black's home.

After throwing, the player moves one of his checkers by the number of squares equal to the rolled number of one of the dice, and then moves any checker, including the one he just played, by the number of squares equal to the rolled value of another zar. For example: with the rolled values ​​"three" and "five", you can move one of your checkers to three fields, and the other - to five fields; or one checker on eight fields.

As noted earlier, only one checker can be taken "from the head", but the first move of the game provides each player with an exception to this rule. If one checker, which can be removed "from the head", does not pass by the sum of the dropped points, you can remove the second checker. Not passing the field means getting to the field occupied by at least one opponent's checker. Such a situation in the first move occurs when throwing three combinations of numbers: 3x3, 4x4 and 6x6. Own checkers in one field are placed in an arbitrary number. Moreover, if the number of checkers in one field is six or more and they are located in front of the opponent's checker, then it is locked. It is allowed to build a "fence" of six checkers only if at least one checker of the opponent is in front of this fence. At the same time, as an exception to this rule, it is allowed “on the way”, within one move, to temporarily close and immediately release the field left unoccupied.

If the checkers are locked in such a way that the opponent cannot make a single move for the number of points that fell on the dawn, then the points disappear, and the checkers do not move at all.

If the number of points on one of the balls allows you to make a move, but not on the other, then the player makes only one move. The points of the next move disappear.

If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest. For example: at dawn - “six-four”, in this case, you can play with one checker 6, and there is no way to go with the second checker for 4, or you can play 6 and 4 with one checker. The player must choose the second move option. If in this situation the player can make only one move, and any of the two, he must play a larger one. The smaller points are gone.

You cannot move two checkers by the number of fields indicated by the number of one zar. For example: if the value “five - four” fell out, it is impossible to play the sum of five or four with two checkers.

If a double falls out at dawn, i.e. the same number of points (two-two, three-three, etc.), then the player can make four moves by moving one, two, three or four checkers as many fields as the number of one zar shows.

When one of the players takes his checkers into the house completely, he gets the right to take them overboard, also in accordance with the points that fall out on the backs. For example: “five-three” fell out at dawn, which means you can remove one checker from the fifth and third fields from the game.

In the process of removing the checkers from the house, the player has the right to use the points that fell on the backs, at his own discretion - either in full or in part. For example: if there are “six-three” at the dawn, you can remove one checker from the 6th field from the board and move the other one three fields forward (from 6, 5 or 4 fields).

Each move of the game must be completed in full - you cannot, for example, move a checker to 4 squares if 5 points have fallen.

If “six-five” fell on the cards, and there are no checkers on fields 6 and 5, then the player can take two checkers out of the house from the next fields in order, as they decrease.

The player who first removes all his checkers from the house wins the game. There can be no draw in backgammon, because The game ends as soon as one of the players has thrown all his checkers.

In the event that a player has removed all the checkers from the house, and the opponent did not have time to withdraw any, the backgammon ending is called “mars”.

In the event that a player has taken all his checkers out of the house, and the opponent has taken at least one checker, the backgammon ending is called “oin”.

A victory with "mars" brings the winner two points, and with "oin" - one.

5. Until the player removes all the checkers from the bar into the game, he cannot play backgammon - moves. The exit from the bar is made by entering a checker on an unoccupied point of the opponent's house or on a point on which there is one checker of the partner.

6. When a player brings all fifteen of his checkers into the house, he can remove his checkers from the board, in accordance with the established rules.

Likewise by moving house and just take care of its strengthening, in order to further secure it when moving one of the methods indicated above. Conduct relocation house and best of all with such weather conditions when it is at its densest. This will provide the best emphasis for the one being used. Eg, house and it is easier and easier to transport due to the freezing of the earth and, consequently, its compaction.

Sources:

  • how to move at home

Board games have been helping people to spend their time in an interesting way for many years. free time. One of the most popular is . This entertainment was originally considered the privilege of kings, and today anyone can play them. Backgammon rules are quite simple and depend on the type of game.

Instruction

Distinguish between long and short backgammon. Before the start of the game, each of the participants builds a column of 15 checkers inserted into one hole along the left side of the board. This position is “head”, and making a move with a checker from the hole means “taking from the head”. In one move, no more than one checker can be taken from the head. But if during the first move the player has a double, he has the opportunity to move two checkers off his head.

In order to determine which of the players has the right of the first move, the participants roll one die (zara). The one with the larger number goes first, and if they match, then one more throw is made.

During the game, each player throws two zaras, and has the right to move one checker by the number of holes equal to the sum of the numbers drawn, or two checkers: one by as many cells as dropped on the first die, and the other - on the second. That is, for example, if six - four fell out, then the player either moves one chip by 10 cells, or two: the first by 6, and the second by 4.

It is forbidden by the rules to move two chips by a number of cells equal to the number of points that fell on only one die. For example, if you rolled two or three, you cannot move both chips three spaces.

If a double fell out at the dawn, the player must make four moves and move the chips by the number of points that fell on one of the dice.

In the case when a continuous horizontal line of six of your checkers is lined up in front of the opponent's checker, it is called locked, and cannot participate in the game until your line is broken. The construction of such series is one of the tactics aimed at interfering with the opponent. At the same time, it is forbidden to lock all the checkers of the opponent - at least one of them must be in the game. It is also forbidden to put your chip on a hole occupied by an opponent.

If a number falls out at dawn, by which it is impossible to move any of the player's chips in a given game situation, all points are burned out, and the right to move passes to the opponent.

If the player can make a move on the number of cells that fell on only one of the zags, and cannot use the points of the second one, then he must make a possible move, even if it is not profitable. It is forbidden to refuse a full turn.

The winner of the game is the one who manages to complete the full circle faster, bring all his checkers to the house and, after they all gather in this position, throw them out of the game.

The basic rules for short backgammon are the same as for long backgammon. Some differences make this game somewhat more dynamic and more exciting.

In short backgammon, it is possible to beat the opponent's checker if you calculate the move so that your chip goes through it. In this case, the opponent's checker is placed outside the field, and yours takes its place. The ability to put your chips in the same hole on top of each other allows you to protect them from the fight. It is forbidden to beat the opponent's checker, and then put your own checker on top of the other, and thereby hide from the blow. You can beat and move on, or beat, and then put a second chip on top of the beater.

A chip is considered locked in short backgammon, in front of which there are six pairs of doubled checkers of the opponent.

The opponent does not have the right to move any of the chips until he is charged with a bat. This term, that to start the game, he must enter his beaten chip into the field with the initial position in the opponent's house so that she needs to go 19 cells to enter her house. You can recharge with two chips using a stone (a combination of points on two charges), and if you get a double, you can enter into game and four chips, if he is not prevented by the opponent's double checkers.

In short and long backgammon, there are also several subspecies of games, the rules of which may vary somewhat.

Backgammon- the game is certainly intellectual, but winning it depends on a certain amount of luck. However, as professionals assure, you can win only if you have the right strategy.

Instruction

At the very beginning of the game, you need to choose a strategy. Once you've made the first three rolls, decide whether you're going to give or take.

There are several basic strategies for this game, but each has its own advantages and disadvantages. The first tactic is speed play. It is successful if at the very beginning you get 6x6 or 4x4. The essence of the method is to quickly bring checkers into your first house, not paying attention to the location of the blocks on the second board. Start with the furthest pieces. Gradually transfer them, while not strengthening the first block, but only moving the far pieces.

This strategy can be applied to other numbers drawn as well. Still, before you use it, make sure you can move all the pieces and withstand the blow. It is recommended to leave no more than two vulnerable checkers.

This method is beneficial in that you jump over the opponent's checkers while he builds the second block, leaving him no chance to intercept. But if your checker can be beaten, then it will get stuck in the opponent's block. In addition, you may find vulnerabilities, capture by enemy pieces is not ruled out.

The second strategy is blocking. The essence of this tactic is to strengthen the first block or create a sequence of them in order to intercept and erect obstacles to the opponent. This maneuver will give freedom to action on the other side of the board. If you can line up a sequence of six blocks in a row, your opponent will be defeated.

Combinations 1x3, 1x6 and 1x1 are considered classic for this tactic of the game. The ideal way is to close the first six places in the first block. If your opponent has checkers behind him, then your chances of immobilizing the opponent's pieces increase.

The disadvantage of the technique is as follows: if you cannot beat the opponent's checker, you will lose time, the process of creating blocks will be delayed, and you may fall far behind the opponent. The situation can change to the opposite: you yourself will find yourself trapped in the first block. To avoid such a trap, carefully analyze the opportunity to set up in the final stage of this game. Think about whether you can move the checkers immediately after disbanding.

These strategies can be combined. At the beginning of the game, analyze the situation, try to understand what strategy the opponent has chosen. Answer him in the appropriate way. If the enemy is trying to "run", try to intercept his checkers at the first opportunity, close the escape routes. If he tries to stop you with blocks, make sure your pieces don't run the risk of being beaten as you move towards the house. At the same time, try to catch the opponent's checkers with your own blocks.

To learn how to play backgammon, it is not necessary to hire a professional or enroll in courses. It is enough just to understand the rules of the game, and experience will come with time. To date, there are many varieties of backgammon, but they all obey the basic rules.

A game with a centuries-old history, which was born in Persia and became popular all over the world - backgammon, children in the Islamic world learn from childhood. And the thing is that in treatises that have come down almost from the time of the Prophet Muhammad, the game is called the best exercise for the mind. Backgammon really develop logic and memory, promote concentration.

The subtleties of the correct game of backgammon

In order to start the game, you will need 15 checkers for each of the players. The special board that is used in this game has two equal parts of 6 holes on the short side. This side consists of "points" represented as elongated narrow triangles. Each player has 24 of these triangles with a certain numbering. Main and the main task in this game, to move the checkers to your home, after which they are removed or "removed" from the playing board.

To determine the priority of the move, players will need to roll the dice, and which of them will drop the higher number starts the game first.

Movement of checkers in backgammon

Players have a fixed direction of movement of checkers, but at the same time they must always move only in a circle. Before any of the players makes a move, you need to throw the dice (dice with sides numbered from 1 to 6) onto the board in such a way that they do not come out of it and do not catch the checkers. Otherwise, the throw will need to be repeated. It is also worth noting that in one move the checkers can move not once, but as many as four times, but it is necessary to move the checkers strictly according to the number of points on the dice.

When playing in different types backgammon checkers can move in different ways, but they must always be moved according to the number rolled on the two dice. In this case, the number of points on the bones is not summed up: first, a checker moves along the points of one bone, and then along the other. If a double falls out, then the number of steps doubles.

A double is the same combination of numbers on both bones (dice).

Play to win

All moves are obligatory, and the player cannot refuse even from unfavorable movement. But there are cases when it is impossible to move the checkers, in which case the move is skipped. There can be no draws in this game, one of the players is sure to win, the one who managed to move all the checkers on the field from one part to another faster than the opponent, and then remove them from the board. In case of victory, the player receives 1 point or 2 points when the second player has not yet managed to take any of his checkers off the playing board.

If the number of points is equal, then you need to make another attempt. If the game continues (the second game), the player who won the last time starts to move.

Ancient oriental game backgammon and is still very popular today. At first sight backgammon seems to be a very simple game that does not require any special strategy. It is enough to simply roll the dice and move the chips according to the points received, and the winnings depend entirely on random luck. In fact, this is absolutely not the case, and even with fewer points dropped out, you can win a brilliant victory if you act thoughtfully.

Instruction

From the very beginning of the game, remember that the essence of the game is to remove all your chips from the board before your opponent. To do this, you roll a random number of points on the dice and move your chips in accordance with them. However, before making each new move, you need to determine whether it will be useful for your position.

Keep in mind that gaining strategic superiority is necessary from the very first moves of the game. To achieve the greatest success here, stick to the old rule: one chip goes forward, and the second is taken from the "head", that is, from the original position, when all the chips are located on the same first line. This technique will allow you to quickly put all the chips into the game and take the most advantageous positions.

At the beginning of the game, do not allow the enemy to occupy more than three adjacent positions at your "head". Otherwise, this will give him a big advantage and make it much more difficult for you to withdraw your own chips from the starting position. Accordingly, if the number of dropped points and game situation, try to take similar positions on the side of the enemy.

Do not try to take your 6th position from the "head", as it does not provide any tactical advantages. From it it is impossible to move to such an important 3rd quarter of the board (to the side of the opponent) and it is extremely inconvenient to advance your checkers. Better try to get up either a little earlier (on the 4th-5th position of the first quarter of the board), or already in the middle of the 2nd quarter, so that from this position you can immediately step into the opponent's half.

From the start of the game Special attention give to the rolled jackpot (duplicate points on game dice - 2x2, 4x4, 6x6, etc.). Kush allows you to make four moves, if necessary, instead of two, and this is very important point. Therefore, initially try to arrange your chips, taking into account the possibility of a double. A successful arrangement and a well-timed jackpot can radically change the entire result of the game.

If you see an opponent approaching your 1st and 2nd quarters, try to create obstacles for his chips by consistently taking 3 to 5 positions in a row. Six points does not drop out so often and a solid line of 5 checkers can significantly slow down the opponent's progress.

When you are close to the “home” (the last quarter of the board where you can start dropping checkers), try to occupy it in a heap from the middle, taking the most advantageous positions that are easy to push your checkers to. While moving, try to protect all your checkers so that none of them is blocked by the opponent's pieces. Otherwise, due to the unfortunate position of one checker, you can get stuck in place for a long time and

The species diversity of backgammon games makes it difficult for beginners to master the rules of the game. Inexperienced players should first highlight general rules games, the study of which in the future will help beginners to easily figure out how to play one or another type of backgammon. Conventionally, all existing varieties of the game can be divided into two main classes: short and long backgammon. Their main difference lies in the initial layout of the checkers, as well as the ability to shoot down the opponent's checkers.

In any variation of the game, there is no draw. The first one to line up checkers overboard wins.

Any kind of backgammon involves three types of victory, the value of which depends on the significance of the final advantage. Their essence is as follows:

  1. Mars. The arrangement of checkers at the end of the game, indicating that the loser did not have time to bring all his checkers into the house, and the winner was able to take the checkers off the playing board.
  2. home mars. The end of the game, as a result of which the loser managed to bring all the checkers into his home, but he could not withdraw them, and in the meantime, the opponent brought the chips out of the playing board.
  3. Coke. According to the rules of long backgammon for beginners, this situation marks the end of the game, as a result of which the loser was unable to move the checkers out of the house, unlike his opponent, who managed to move all the checkers out of the playing field. In short backgammon, the ending is called coke when the loser has not removed any of his checkers from the bar, and the winner at that time managed to bring all the checkers off the board.

In the rules of the game of backgammon, novice players will be able to familiarize themselves with unified system scoring, regardless of the type of game: simple - 1 point, for mars - the winner gets 2 points, for home mars - 3 and for coke situation - 4.

Basic rules for playing long backgammon for beginners

In long backgammon, 2 players compete using a special board. It has 24 points in the form of cells, formed into 4 groups. At the beginning of the game, both players line up all their checkers (15 pieces) in one line in the corner of the game board. Such a line in backgammon is called a “head”.

A sample of the placement of checkers according to the rules of the game of long backgammon is presented to beginners in the picture.

The task of the players is to bring their own checkers into the house and remove them from the playing field faster than the opponent.

The first move is made by the player who has more points at dawn (as dice are called in backgammon) more. According to the rules of the game of backgammon, only one chip can be removed from the head in one move. The only exception is the rolled double on the first move of the game.

While playing, the opponents move the checkers counterclockwise one by one according to the result of the charge throw. The opponent's checker standing in the cell does not allow you to put your own checker on this point. The number of standing checkers in one cell is not limited. In the case when the player has nowhere to go, he must give up his move.

After the player puts all the checkers into the house, he has the right to start removing them from the board.

Basic rules for playing short backgammon for beginners

There are 4 points with an equal number of cells on the game board. In total, there are 24 cells on the playing field. The task of the players is to move all their checkers across the playing field, bringing them into the house and taking them overboard. Moreover, it is necessary to pass this path faster than the opponent.

A sample layout of checkers according to the rules of the game of short backgammon is presented to beginners in the picture.

In this type of backgammon checkers move towards each other, while you can put them on free points, and even knock down opponent's checkers that are alone.

However, the presence of more than 1 checker in the cell does not allow you to put your own checker there, such a cell is considered occupied. You can move 1 or 2 checkers, and in the event of a jackpot (or in other words "double" - the same number of points on both game dice), even 4.

If the checker of another player is alone in the cell, then you can put your own in its place. Thus, the other player's checker is considered to be captured and sent to the middle of the game board "to the bar". It is allowed to shoot down an unlimited number of checkers per move.

The player can continue to move the checkers only after returning all his captured checkers to the game board, lining them up in the opponent's house in accordance with the results of the throw. When knocking out an opponent's checker from the cell of his home, it is not removed from the playing field. The last checker is brought into the house by a large number of points that have fallen on the die.

After entering all the player's checkers into the house, he has the right to start removing them from the board in accordance with the established rules.

The device of the board for playing backgammon, checkers and dice

Long backgammon, according to the rules of the game, is played on a board consisting of 24 points (holes). The board is conditionally divided into two equal parts by a special board (bar), with six holes for checkers on each short side.

Fig 1. Initial arrangement of checkers in board game long backgammon

According to the rules of the game of long backgammon, each player has 15 checkers of the same color. Initially, all white checkers are placed in the hole under No. 1 (see Fig. 1), and the white checkers in hole 13. Holes 1 and 13 are called respectively - the head of black and the head of white. The goal of the game of long backgammon is to bring all the checkers to your home before the opponent and remove them from the board before the second player does. Black's home is points numbered 19 to 24 (see Fig. 1), white's home is holes numbered 7 to 12.

Start of the game long backgammon

The game of long backgammon begins with the successive throwing of dice (dice). Zaras (dice or dice) are thrown in such a way that they both fall in one half of the game board and lie steadily on the edge. If the cubes are scattered on both halves of the board, if at least one of them falls off the board, or at least one stands obliquely, leaning against the board or checker, then the throw is repeated.

The right of the first move in long backgammon is played as follows: players throw one die each, the player who throws more points will go first. In case of equality of points dropped out, a second attempt is made. If, after the end of the first game, the second game is played, then the player who won the first game starts it.

At the beginning of the game there is a capture of advantageous positions. Since only one checker can be removed from the head per move (with the exception of the first move 3:3, 4:4 and 6:6), then you need to use each move for this.

The purpose of the game of long backgammon

In the game of long backgammon, the player must pass all the checkers a full circle (counterclockwise), enter the house with them 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 separated from the head by 18 cells.

The movement of checkers in the board game long backgammon

In the backgammon board game, the player rolls two dice at the same time. After the throw, the player moves any of his checkers by a number of cells equal to the rolled number of one of the cubes, and then any one checker - by a number of squares equal to the rolled number of the other cube. That is, if "three" fell on one die, and "five" on the other, then, accordingly, you can move one of your checkers by three cells, and the other by five cells. In this case, you can move one checker eight cells. It doesn't matter which move to make first, whether it's a larger number or a smaller one. In this case, only one checker can be taken from the head.

The first roll in the backgammon board game provides players with an exception to the above rule. If one checker, which can only be removed from the head, does not pass, then the second one can be removed. There are only three such throws for the player: six-six, four-four, three-three. In this situation, in the board game long backgammon, it is not possible to play a full move with one checker, as the opponent's checkers standing on their heads interfere. If one of these combinations falls out, then the player can remove two checkers from his head.

In the board game long backgammon, 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 five or four fell out, you can’t go first with one checker for two, then the other for three (that is, win back five with two checkers) and then win back the four in the same way. If the same number of points is rolled on both dice (double, pash, gosh, kush), then the number of points is doubled, i.e. the player plays as if he threw 4 dice and can make 4 moves for the number of cells that fell on one die.

In the board game long backgammon, it is allowed to put an arbitrary number of checkers on one field. A checker cannot be placed on a cell occupied by an opponent's checker. If a checker lands on an occupied cell, it is said that it "does not go". If the opponent's checkers occupy six squares in front of any checker, then it is locked. In the board game long backgammon, it is not forbidden to build blocks of 6 checkers, however, all fifteen checkers of the opponent cannot be locked. There is a variant of the rules: You have the right to build a fence of six checkers only if at least one checker of the opponent entered the house.

run", because it is done during the player's turn and does not interfere with his opponent

In the board game long backgammon, if a player cannot make a single move for the number of points that he threw out at dawn (the checkers "do not go"), then the player's points disappear, and the checkers do not move at all. If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest. That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go. In long backgammon, if such a stone fell out that allows the player to make only one move, and any of the two, then the player must choose the larger one. The smaller points are gone. Note: the term "stone" in backgammon can be called a dice, as well as a combination of points that fell on two backgammon. For example, a stone "four-three".

Throwing checkers in the board game long backgammon

Fig 3. Black rolled 4:2. They throw two checkers

In the board game long backgammon, the term to throw away checkers means to make moves so that the checker is off the board. Conventionally, advice for the release of checkers can be divided into 3 parts: the capture of positions in the fourth quarter, the correct introduction of checkers into the ejection zone and the actual release of checkers. A player can only start discarding checkers when all of his checkers have arrived at home. In the process of taking the checkers out of the house, the player has the right to use the points that fell out at the dawn, at his own discretion: he can play the checker in the house or throw it away. It is possible to throw out checkers only from the fields corresponding to the dropped out eyes at dawn. For example, if the roll is 6:3, the player can remove one checker from the 6th field and one checker from the 3rd field from the board. In the board game long backgammon, in the process of removing checkers from one's own home, it is allowed to remove checkers from the fields of the lowest level if there are no checkers in the fields of the highest level. For example, if 6:5 fell out at dawn, and there are no checkers on fields 6 and 5, then the player can withdraw two checkers from the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are none - from the second, etc.

Results in the board game long backgammon

There is no draw in the game of long backgammon. If one player has thrown away all his checkers, the second player is considered a loser, even if the next throw may also throw away all his checkers. The game of long backgammon is over.

Building and breaking "fences"

"Fence" - these are the checkers of one of the players lined up in a row. If you managed to build a fence of 6 or more chips, then this is already a blank fence because it is impossible to jump over it.

Deficit of moves

At any moment of the game, we have access to different amount moves for each of the 6 digits zara. There are moments when, with a double 6:6, we have access to, let's say, only two moves and not four (for example, during the first move), and there is a loss of moves. The effective use of the "deficit of moves" of one's own and the opponent's is one of the most difficult in long backgammon and is a sign of the highest skill.

Backgammon is a game in which 2 people participate. For it, you must have a special board, divided into two parts, checkers and cubes (dice). The goal of the game is to move the checkers around the board. To do this, dice are thrown, on which points fall out, and, depending on the points dropped out, checkers are moved around the playing field.

People have been playing backgammon for about 5,000 years. This game came to us from the East a long time ago, and at different times the popularity of this type of leisure activity has constantly changed, experiencing ups and downs. Backgammon was very popular and was called backgammon. The rules for playing backgammon (long) remained practically unchanged, but Edmond Hoyle established the rules for playing backgammon in 1743. Today they are very popular among Russians and residents love this game in Iran, Syria, Turkey and Israel. All sorts of tournaments and competitions are regularly held between fans of this game.

The rules for playing backgammon are defined by the following items:

  • rectangular board with 24 points, 12 on each side. A point is a triangle with a base on the side;
  • home are 6 points in a row, located in one of the corners of the board;
  • the board is divided in half by a vertical line called a bar;
  • each player owns 15 checkers of the same color;
  • in the game they use one pair (zarov).

Backgammon rules (long and short):

  • each player moves in turn;
  • checkers move in a circle, and each player has his own direction of their movement;
  • First, the right of the first move is played with the help of a roll of the dice. The one with the highest rolled number starts. If the score is equal, the dice are thrown;
  • each turn begins with a roll of the dice on one free side of the bar. If the bones fell outside the bar or on the checker, or stood unevenly, it is necessary to make a second throw;
  • one checker can make from one to four moves;
  • if the points dropped on the dice do not allow you to make a move to your checker or an empty cell, the move disappears;
  • if it is impossible to use the number of points of both dice, it is mandatory to use more points of one bone;
  • when all the checkers are in the "house", then in the next moves they are taken out of the "house".

Backgammon rules are determined initial location checkers on the board. The one who first brought the checkers out of the “house” becomes the winner. The "draw" option in backgammon is completely excluded. The winner is always determined in the final. The winner can get up to 4 points for winning.

The rules for playing long backgammon mainly consist of the above points. In addition, you can not put your checker on the checker of another player; you can move any number of checkers; points on the bones are not cumulative; if there are no valid moves on the bones, then the move is skipped, since it is not allowed to build an impenetrable barrier. In addition, the rules of the game of long backgammon are that the players must move the checkers in the same direction one after the other counterclockwise. The game takes place at a previously determined rate, which is given for the points won. The situation when a player does not have time to remove his checkers, while the second player has already done so, is called "mars". In this case, the bet is doubled.

The rules for playing short backgammon have the following differences:

  • checkers move towards each other;
  • in short backgammon, you can knock out the checkers of another player;
  • the position from which the game starts is more difficult;
  • The "house" of the player is occupied by 6 and 1 positions and the "yard" of the player - 12 and 7, and his opponent - 19 and 24, 13 and 18.

The rules of the game of backgammon also lie in the fact that the checkers are arranged in this way: the player has 2 checkers in paragraph 24, 5 - in paragraph 13, 3 - in the 8th and 5 checkers in paragraph number 6. The opponent's checkers are arranged the other way around . Perhaps you will like this exciting entertainment, especially since the rules of backgammon are simple.