How to arrange long backgammon. Long backgammon - game rules

Backgammon (tawla, 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 the ancient Egyptians. A board game with very similar rules was already known in ancient Rome... In its current form, the game appeared in medieval Persia. Since the XII century, backgammon has been played in Western Europe.

In this article we will tell you about the rules of playing backgammon for beginners (step by step).

General information

The game is played on a special board with checkers. Two opponents play with two sets of checkers (white and black). The goal of the game is to move all your checkers around the board as soon as possible, and also to make it difficult for the opponent's checkers to advance. The winner is the one who was the first to take the checkers off the field. The number of moves depends on the roll of the dice: thus, when playing backgammon, luck plays an important role. At the same time, for the successful completion of the game, the player must work with his head and correctly apply the strategy.

There are two types of games with different rules: long and short backgammon. Long backgammon is a classic version of the game known in the East and in Russia. Backgammon 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 supplanted long backgammon.

We will describe the rules of the game in both versions.

Cubes, board and checkers

The inventory is simple: a board with twenty-four holes, two cubes and thirty checkers (fifteen white and the same number of black ones).

The playing field is the inner side of the board (as opposed to chess and checkers). The board is divided into two halves (this division is called a "bar").

IN short backgammonah the arrangement before the party is as follows. Opponents sit opposite each other from 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, your opponent's checkers opposite. The original location of the checkers is called the "head".

The color of the checkers does not determine the order of the move (this issue is decided by throwing the dice)

During the game, you will need to take your checkers through the holes (fields) on the upper and lower edges of the board. The upper right hole at the start is already occupied by your checkers, the lower left is occupied by the opponent's checkers. Opponents lead their checkers around the board counterclockwise. Your task is to lead them first through the holes in the far edge of the board, and then through the holes in its near edge to the right nearest quarter, which is called your “home”. After that you can start withdrawing your checkers from the board. The same task is performed by your opponent - his "home" is (from your point of view) on the far left edge of the field.

Backgammon: rules of the game for beginners with pictures:

The winner is the one who was the first to withdraw all his checkers from the game.

The third required element of the inventory is two dice (dice). In backgammon they have a special name - zars. 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 the opponents' checkers are placed in the manner described in the previous section, in the "head". The players then use dice to determine who owns the first move.

Before making a move, the player again rolls two dice to determine how many steps he can move the checker forward. For example, the dropped numbers 3 and 2 allow him to remove the checker "from the head" and move it three holes and two more forward. The next move is made by the enemy, then the players continue to take turns.

Removing checkers "from the head", players can move only one checker during their turn. But there is an exception: the rules of the backgammon game provide for a double. If, on the first roll of the dice, a double falls out: 3 and 3, 4 and 4, 6 and 6, you can move with two checkers (for example, when rolling 3 and 3, move both of them forward three cells).

  • move one checker twice in one move (for example, if 2 dropped out on one dice and 3 on the other - move one checker three steps and then two steps)
  • move with two checkers (when throwing dice 2 and 3, move one checker by 2 steps, the other by 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 checkers there (in any quantity).

If there is already an opponent's checker in the hole, you cannot put your checker there.

You cannot walk any 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 situation. You can skip a move only if the rules do not leave the opportunity to move at all.

Backgammon game, photo:

If a double fell (the same roll of two dice), then the total number of steps is doubled. For example, when throwing 4: 4, the player does not go 8 holes forward, but immediately to 16 (one checker for 16 holes-fields or two checkers for 8).

During the game, it is desirable not only to bring all the checkers to your "home" as soon 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 "impassable barrier" through which the enemy cannot break through. We remember that it is impossible to go to the hole occupied by the opponent's checker, and, say, when throwing the dice for 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 4). Thus, you will not be able to jump over the “bridge” of six opponent's checkers.

There is a limitation regarding the construction of "bridges". It is possible to build a bridge only if there is at least one enemy checker in front of this screen.

When all the checkers are already in the "house", the player will begin to remove them from the board in order to finish the game as soon as possible. As long as at least one checker remains on the board, your game is not over. This is also done by rolling the dice. So, when throwing 1 and 3, one checker is removed from those that are in the first and third holes on the right. If all checkers have already been removed from this field, the checker is removed from the highest position. In this case, checkers can not only be removed, but also moved in the "house".

It is believed that there is no draw in backgammon. However, in recent years, one exception has emerged. If one of the opponents has already removed all the checkers from the field, the other must be given one move. If during this move he also manages to remove all the checkers, it is considered that a draw has come.

The end of one game is not the end of the match. Opponents can play several games for points. It is important that in long backgammonah there are two kinds of victories. A more complete victory is called "Mars" (one opponent has already completed the game, and the other has not yet had time to enter all his checkers into the "house"). The loser "Mars" loses twice the points.

Long backgammon rules: video

Backgammon rules

There are many similarities between the two varieties of the game. The same board, the 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 (White's house and Black's house are opposite each other). Therefore, the game is more of a battle than a race.

The rules allow and prescribe to knock the opponent's checker off the board. As we remember, in long (classic) backgammon, you cannot put your own checker in the hole if someone else's checker is already there. In short backgammon, the rules are different - if there is only one checker in the hole (this is called a "blot"), the opponent can throw it away, putting his own checker in this place. But if there are more than two checkers in one hole, you cannot take them or stop on this field. Captured checkers are added on the "bar" (the line that divides the field in half). The stasis opponent finds himself in a disadvantageous position: on the next move he is ordered to return his checker to play. It has to be brought into action in the enemy's "home", that is, at the maximum distance from the target - one's own "home". Which hole to place it in determines the 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 opponent's checkers), you will have to skip the move and try your luck next time.

To "beat" the opponent's checkers means to slow down his progress to the finish line and, consequently, to increase his own chances of winning. For this reason, it is rather dangerous to occupy a pivot field (hole) with only one chip.

You can win in short backgammon in different ways. 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.

Backgammon rules: video tutorial

Backgammon is a very ancient and addictive game. Long backgammon is one of the main and widespread options. They are recognized by the international community as a sports discipline, and official tournaments have been held for several years.

Not many can boast not so much of a good backgammon game as just the ability to play, knowledge of certain rules. Here are the basic conditions, having mastered which, you can already quite competently play long backgammon and subsequently reach a decent level.

The goal of playing this type of backgammon is to go full circle with all checkers (counterclockwise), enter the house (the last quarter of the board to move) and throw them out before the opponent.

It is designed for two players. The tournament takes place on a special board, which is divided into left and right parts, where 15 checkers are located, and each player has a different color. The right to the first move is determined by throwing out one zara (dice), the person who has the most starts first. If the number of points is equal, then the darts are thrown again.

In the game of "long backgammon", the rules allow the opponent to invalidate the zar roll by saying the word "kestum" during the throw. When throwing, it is necessary that both zars fall and lie stably on one edge in one half of the board. If this does not happen, then the throw is repeated. The dropped out number of points determines how many pips the player can move the checkers. It is not allowed to make a move with two checkers per number per die. When the same number of points (double, gosh, pash, jackpot) falls out on both dawn, they are doubled.

It is allowed to put an unlimited number of checkers on one field, but you cannot put on the opponent's cell. You can block the passage of your opponent's checkers by lining up six of your checkers in a row. It is forbidden to block all 15 checkers of another player - at least one foreign checker must enter the house.

If the player does not have a single move option, then the points thrown at the dawn disappear and the move goes to the opponent. If a situation arises when one move can be made, the player must choose the larger one.

The initial position of the checkers when playing backgammon is called "head", therefore the initial move is called "taking from the head", and it is allowed to remove only one checker per move (the exception is the first move, where 3: 3, 4: 4 and 6 coincide: 6). In the case of these combinations, it is allowed to remove only two checkers during the first move. When the second player has more options for the release of zar, with each option, two checkers can be removed from the head. Apart from the opponent's head, he will be hindered by those checkers that he had already removed before: if the opponent threw 2: 1, 6: 2 or 5: 5 in the first throw, then the second player removes the second checker also when throwing 5: 5, 6: 2 and 4: 4.

There are many strategic and tactical methods of the game, but the main thing is to capture more advantageous positions, ideally driving the enemy into a position in which he has no moves for a while - "Mars".

At the final stage, checkers are thrown out of the board. This can only be done if they all came to the house. You can use the dropped points to move the checkers inside the house or throw them from the fields corresponding to the points on the dawn. If they are absent on the higher squares, the player can throw checkers from the lower squares.

In backgammon, there is no ideal move, often you have to choose the best one from several available options.

In the game of backgammon, the rules do not allow to be a draw. The player who has thrown the last checkers out of the house is considered the winner.

Having appeared in the East, backgammon became an international game. Existing rules, backgammon received thanks to a large increase in the number of fans of this wonderful game, multilingual, including Ukrainian - "the rules of gris in backgammon", translation of principles, tactics and strategies.

Backgammon has been known since ancient times, but even today this game is very popular. The ancestors are unknown. There are various assumptions - Greeks, Indians, Persians, Egyptians. However, we know for sure that backgammon has been played for many thousands of years, since the oldest board found dates back to 5 thousand years BC. Boards are found everywhere - starting from the Anatolian Peninsula ( Asia Minor) to the Nile Delta.

There is a beautiful legend about the ancient Persians and Hindus, where this intellectual game... Wanting to believe the resourcefulness of the Persians, the Indians sent a chess set so that they could figure out for themselves how to move the pieces on the board. The Persians easily coped with the task and sent already their game - today known as backgammon. The fable says that the inhabitants of India have been unable to unravel and understand the rules of long backgammon for over ten years!

Game board and auxiliary attributes

The board consists of twenty-four cells (points, fields, triangles), which are collected in separate groups of six pieces. Each player is given fifteen checkers (stones). That is, there are only thirty checkers - fifteen black and white (red). There are two cubes (bones) that are correctly called "zars".

The meaning of the game is quite simple: as quickly as possible, bring stones into the “house” and remove them from the board. The first one to do this is the one who won the victory.


Long backgammon rules

First, dice are thrown onto the board in turn. The player with the dice showing more points for the roll takes the first step.

Initially, checkers are placed in one line at the corner point. This position is called the "head".

The rules of the game of long backgammon say that only one stone is removed from the "head" per step. On the first move, there is an exception, if a double occurs, the same number of points falls out. For example, 4-4 or 1-1. In this case, two checkers are removed from the "head".

In long backgammon, all checkers move strictly counterclockwise.

Rules of the game of long backgammon with examples by points

When throwing dice, checkers move according to the dropped points, according to the following rules:

    any number of stones is allowed to be moved;

    if there is an opponent's checker in the cell, then you cannot put your checker in the same cell;

    absolutely any number of stones can be placed in one point;

    you need to walk on the number of points that the bones showed (the dropped points need to be realized even to your detriment);

    the rule of "full move" applies - if there are two options for moves (using one dice and two), then the player must move using two dice;

    a step is skipped when there are no valid move options;

    dice points cannot be added up;

    an impassable "fence" cannot be made if there are not stones ahead of this barrier.

Throwing stones from the game board. Backgammon rules classic long

At the final stage of the game, when all the stones are already located in the "house", they proceed to removing stones from the board. This is done this way:

    the checker is removed from the cell indicated by the dropped dice points;

    provided that there are no such checkers, moves from higher positions;

    in the absence of senior positions, the player proceeds to remove stones from junior positions;

    there is no need to remove checkers after each move, you can limit yourself to moving checkers in the "house".

Mars long backgammon rules

If the player did not manage to remove a single checker from the board, and the opponent has removed all the stones by that time, this situation is called "Mars". The bet for such a victory is multiplied by two. Unlike short backgammon, "coke" does not exist here.

Backgammon is long, the rules of the game for beginners. Tactical techniques

1. We start the game. You need to try to master the advantageous positions. It is known that it is allowed to remove one checker from the "head" in one move (except for the first move with a double of points on stones), for this you need to use each step as profitably as possible. It is for these reasons, most often, that a checker is removed from the “head” on the first moves.

2. Victory positions. It is impossible to knock down the opponent's checkers, so the player tries to occupy the most advantageous positions on the board - cells.

3. "Fences". A player's lined stones are called a "fence". If such a “fence” contains six checkers, then it cannot be bypassed.

4. Lack of moves. The player has a different number of moves available - from 1 to 6 along the sides of the cube. However, interesting cases arise (for example, during the first move), when with a double of 6-6 the player has two moves, not four. There is a loss of steps. Successful use of such a situation is considered a sign of good experience and skill in the player.

5. Ejection of stones. In the fourth quarter, you need to correctly capture the position, correctly introduce stones into the ejection zone and, accordingly, carry out the ejection itself.

results

A draw is impossible when playing long backgammon. Does the player throw all stones? The opponent is considered a loser, despite the fact that the next move also turns out to throw all the checkers. At this point, the game is over.

Akhundov Nazim Fikret oglu

Long backgammon. How to play correctly.

Akhundov N.F. ISBN 5-00-00420-5

The book is intended for those who are just starting to play long backgammon, but are full of desire to master the secrets of the game. Here you will find the basic rules and principles of tactics and strategy of the game in the initial and final phase. The material is richly illustrated, you don't need a blackboard, just a book is enough. All rules and techniques are given with explanation and justification, which makes it easier to master the material.

The author expresses his gratitude and gratitude to the person who did a lot to popularize backgammon in Russia, who suggested the very idea of \u200b\u200bwriting the book and gave many important and valuable remarks on the manuscript, but asked not to mention his name.

INTRODUCTION.

Despite the great popularity of long backgammon in Russia and the CIS countries, there are no serious developments in the theory of this game in the available literature. There is no program that can play long backgammon at an acceptable level and that allows you to analyze games and positions. In this sense, long backgammon is seriously inferior to short backgammon, for which extremely effective computer programs have been developed for analysis and training.

Several reservations at once.

In the book, in a more or less systematic form, ideas are given about how to play long backgammon correctly and an analysis of the most common tactical techniques, as well as their characteristics, is given. This does not mean that, having mastered these techniques, the beginner will immediately become a Master. But, the author expresses confidence that the path to the heights of Mastery will be open for you.

The book is intended for those who are just starting to play long backgammon and are eager to significantly raise the level of their game.

IN there is not a word in the book, neither about the history of backgammon, nor about the rules of the game. To do this, there are other books and tutorials that are available, including on the Internet.

Everything that is stated in the book is the author's personal ideas about correct playbased on his personal experience, and the book does not claim to be complete knowledge of long backgammon.

Speaking about the position on the backgammon board, we often use some specific backgammon words, or rather, actually, terms. Many of them are clear to backgammon players. But some, without a specific indication of the board, can be confusing.

1. What backgammon is played with. The book uses the word “checkers ". In backgammon, opponents play with checkers of different colors. Traditionally, these are white and black checkers. However, for the convenience of the reader's visual perception of positions, the author used yellow checkers instead of white ones, and blue checkers instead of black ones.

2. Place on the board on which the checkers stand. There are 24 in total. The book uses the concept “field ". In this book, the fields are numbered from 1 to 24 (counting from the base of yellow pieces). Field number 1 is the starting position of the checker (white), field number 24 is the last point of the board, after which the yellow piece is removed from the board (thrown out).

3. "Move". The term is clear to everyone. The player, whose turn to play, throws the zars and must play the combination of numbers that has dropped out. This will be the move. A move consists of "movements". One move can

be up to four movements. There are usually two of them. If at dawn the same numbers have dropped out, the movement points. This is when "full speed" is made. But it happens that not all movements can be made, then a move can consist of three, two or one movements. This is an "incomplete move". A situation may arise when a player is forced to completely miss a move. This is when there is no way to walk at all. In this case, there are zero movements in the course.

4. Sometimes it is important to indicate in which part of the board the game is on... The book uses the word “quarter”. The first is the one where the starting position of the given color is. The picture below shows the yellow quarters. Then the second, third and fourth (the one where the checkers are thrown away).

5. The place where all the checkers are collected at the beginning of the game (field number 1). The words "hand" and "head" are often used. This sometimes leads to confusion. An important term. According to the rules from the "head" it is impossible

move more than one checker (except for the first move). The book uses the word "head".

6. It happens that several squares standing in a row are occupied by checkers of the same color, which form a kind of obstacle. For such a construction, the book uses the word “block ".

7. Several (3 or more) checkers on one field. The book uses the term “column ".

8. The fourth quarter for a given checker color. Often this is the place players call home. The word "house ”is used to denote the fourth quarter of a given checker color in this book.

9. The first quarter of a given checker color. Sometimes it, like the fourth quarter, is also called "home". In this book, for the avoidance of confusion, the first quarter of the board for a given checker color is called “base”.

10. The second or third checker in a column of the same color in some kind of field has an important tactical value, since it allows the next move to capture more distant squares without opening the square from which the move is made. In this book, such a ball is called "avant" (meaning "forward", that is, aimed at some field ahead of itself). The first checker on the field where the awant stands is called "springboard" in the book.

11. "Bridge". A bridge means such an arrangement of a checker that does not allow the opponent to organize a block of 6 or more checkers between your checkers.

12. Lack of passages in case of falling out of a certain number

- “stroke deficit” (deficit of fives, deficit of triples, etc.).

13. A certain number of moves that can be made (move a part of the pieces) without creating a critical situation for yourself by such moves, for example, without opening very important squares. For such sets in the book, the term "stockpiles. ”Often they just use the word“ stock ”. The meaning of “deficit of moves” and “stocks of moves” is different, but they reflect the same characteristics of the position on the board.

14. Zary (cubes). In this book, the word zary designates only the zary itself, and not the digital combination that falls on the upper edges of the zary. That which falls at the dawn is called "throw". The throw is two numbers, each of which is from 1 to 6. When the same numbers fall on both dawn, such a throw is called "jackpot".

15. Throw-out - removal of a checker from the board due to the fact that it has completed its path along 24 squares and should already go beyond the board. To remove a checker from the board is to “throw it away”.

16. If in any position there is a day for each checker of one color count how many fields are left to throw the board, then add up all these numbers, you get an amount that shows the checkers of this color how many points are left until the end of the game. This amount is called “pips”. In the initial position, 15 checkers must pass 24 fields each, this corresponds to 15x24 \u003d 360

pipsam. Thus, pips can range from 0 (game end) to 360 (game start).

All terms are used hereinafter without quotation marks.

LEARNING TO PLAY LONG BACKGROUNDS.

Before starting to get acquainted with how to play long backgammon better, be sure to read the contents of the section “ Backgammon topology". In it, the reader is invited to study the features of the movement of checkers on the backgammon board.

Rule # 1. "One checker from the head, the second in another place." A very useful rule, known to almost all beginners, nevertheless needs clarification. Blindly following this rule

- the right path to error and loss in a tactical struggle.

Rule # 2. "First moves".

How to place checkers correctly in the first few moves so as not to get into trouble at the very beginning of the game?

Rule # 3. "We occupy free fields."

It will be about which positions should be taken in the first place and why.

The position of the base opponent has a tactical value, and the

- strategic. It also explains why some board positions are more important than others.

Rule # 4. "Quiet running".

You and your opponent do not yet have fields that can be occupied or practically nothing threatens them. What is the correct way to walk in such a situation? This is where beginners make a lot of mistakes.

Rule # 5. "The game is done on blowout."

Board games are a great pastime with friends. Backgammon is an example of "charging the brain". This is one of the oldest games in the world.

Who invented backgammon?

It is believed to have been played for over 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 carried a mystical character. With their help, fate was foretold. It was in this country that backgammon was born by the sage Vuzurg-Mihr. The name of the game was different in each country, but the essence did not change.

In medieval Europe, after the end of the Crusades, this entertainment also became known and popular. It received the name "trick-truck" 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 kind of entertainment is called "short backgammon" (by the way, the previous kind, invented in the East, is considered "long").

Nowadays, the game has become very popular in all countries. Backgammon championships are held. The most famous one held in Azerbaijan is the "Golden Dawn", in which dice made of gold are the prize.

What do you need for fun?

How to play backgammon without inventory? The following items will be required here:

  • board;
  • checkers;
  • bones.

The board is rectangular with 24 points marked on it, which are figures in the form of an isosceles elongated triangle. Each item has its own numbering. Six such triangles in a row are collected in the corner of the board - this is the "player's house". In the middle, there is a vertical strip called a bar. The number of checkers is basically 15, and the number of dice (zar) is two. Sometimes a set of five bones with a cup is found. In this case, each player has his own charge, and one is a spare.

Backgammon types

Backgammon "short" and "long" are widespread. What they have in common is that the game begins with throwing the dice. The chips are rearranged depending on the dropped number. The game ends with "long backgammon", as well as "short" ones, when the winner moves all the chips off the board. The difference between the two types is in rules and duration.

General norms of behavior

To answer the question "How to play backgammon?" Let's write down the rules that are the same for everyone:

  1. The order of participants.
  2. Circular and counterclockwise movement of checkers.
  3. To determine who first enters the battle, roll the dice. The one with the highest dropped out number starts.
  4. Zary throws only in their own half.
  5. Moving a piece must be done, even if it is not profitable. Except when traffic is prohibited.
  6. If the bone glasses are not used, they will burn.
  7. Checkers can be taken off the board if they enter the house, or the number of points at dawn coincides with the number of the point where the chip is located.
  8. How to place the checkers is determined by the type of backgammon.
  9. There is no "draw".
  10. The scoring rules correspond to 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:

  1. Enemy's "home" - 24-19 points.
  2. "Yard" of the enemy - 18-13 points.
  3. Own "yard" - 12-7 points.
  4. “Home” - 6-1 points.

What rules do "short" backgammon include? It all starts with determining the championship among the participants. He moves the checkers in accordance with the dropped numbers on the dice. Chips move in one direction - from points with larger numbers to smaller ones. White checkers move clockwise and black ones counterclockwise. The counter moves only to an open point not occupied by the enemy. The player has the right to use the sum of the drawn numbers or can play each checker separately. That is, if numbers 2 and 3 have dropped out, then the participant will either play five moves with one chip or two, two and three moves, respectively. If two identical numbers fall out, then you need to beat the move as many times as the zars show. For example, 3 and 3 came out, this means that you need to move three times by three points.

If there is one checker at a point, then it is called a "blot". If the opponent's move ends on the "blot", he is considered beaten and goes to the "bar". What you can't do is kill or hide your opponent's token. And you can cover your own with another checker or beat and hide in a free point. It is also allowed to beat and throw a chip. When all the checkers are in the "house", the participant can take them out. To do this, you need to use the numbers on the bones. Here the rule is observed: if the zars showed the number of empty points, but there are checkers with the value of the point higher, then you can move them inside the "house". If the opponent manages to beat the chip during the withdrawal, then, before continuing the withdrawal, the player must bring his lost checker back to the "home".

Disputes arising

Let's list the ways of solving possible disputable situations:

  1. The dice are thrown if they fell on two halves of the board, touched a checker and if they did not lie horizontally.
  2. A move is considered irrevocable in cases when the opponent has thrown zaras or announced dave (doubling the rates).
  3. Throwing a zar is invalid if the opponent has not yet finished his turn.

Another kind of backgammon

"Long" backgammon rules are almost the same as in the first type of game. But there are some nuances. For example, the game begins with the placement of 15 checkers to your left. The chips located in the initial position are called "head". The first move of the participant is “capture from the head”. You can only remove one checker, except in cases where a double of 3, 4, 6 falls out, then two leave. You cannot put a chip on a point occupied by an opponent, close his checkers, and also move the number of points shown by one die.

The difference from the “short” backgammon is that there are no knocked down checkers here, the chips can be locked. If it is impossible to make a move, all points are lost. Also, one move is skipped if there is an opportunity to make a move according to the number dropped on one die, but not on another. Loss of a single bet is established when a participant manages to remove one checker at the end of the game. If the opponent cannot withdraw any chips or transfer them to the “home”, then the loss corresponds to the doubled bet - “Mars”. The tripled bet, "home mars", appears when the player has all the chips in the "home", but none of them are removed from the board.

Backgammon-tavlei

The very concept of "Russian backgammon" does not exist, but there is evidence of similar game, in which our ancestors competed. There is a lot of talk about the belonging of entertainment to a particular type board games... But here's what can be emphasized:

  1. Checkers for playing tavlei were found during excavations of the land of the Vyatichi in the region of Staraya Ryazan. They were not faceless, but in the form of figures.
  2. Several ancient sources have survived that describe the gameplay.
  3. Each player had his own set of pieces that were laid out on the board.

How to play this kind of backgammon? It's hard to say exactly. The rules are based on legends and epics. The same sources are used to judge the country of origin of Tavleia. So, in favor of Turkey speaks the name of backgammon in Turkish - "tavla". For Ancient Russia there are finds in which the description of the game is disclosed, as well as the discovery of planks and flat identical figures on the excavations. Some scholars believe that tavleys are Russian chess, since each player has his own set of positions. There is also an opinion that the game was brought to Russia by the Normans, who loved to have fun in it. This opinion is supported by the translation from the Latin "tavl" - a board.

Backgammon