Backgammon first move 6 6. Backgammon short

The backgammon board is similar to a chessboard, only the action takes place from the inside, and not from the outside, as in chess. The course is divided into 24 holes, 12 on each side of the course. 30 checkers are used, 15 pieces of different colors for each of the two players, two dawn. Zaras are ordinary dice (cubes).

Chips placement, start and goal

Backgammon is long. Each player places all his checkers in the first hole in the upper right corner of the board. The right side is called the white court, the left - the black court. The first to go is the one whose charge will show more points when throwing. The winner starts the second game. The goal of the game is to move all your checkers counterclockwise to the last quarter of the board, the “house” (if for your chips you count the one where they stand first) and then throw them away. Both dice are rolled to make a move. If at least one of them falls on the edge of the board or flew out of the board, the throw is repeated. The number of dropped points determines the number of holes on which one or two chips can be moved (which ones, the player himself decides).

The movement of checkers in long backgammon

In the first turn, one checker is moved to the number of holes shown by the zarya. You can take only one chip at a time from the "head" (the hole in which they are placed at the beginning). An exception is made if the dice have the same number ("jackpot", four moves are allowed), then two chips can be removed. For example, if "deuces" fell out, there are such options:

Remove one chip from the "head" and slide it four times, two holes;

Take off two, and go with both two times, two;

Remove two, one - one move in two divisions, the second three moves in two divisions.

When all the checkers are on the field, with the jackpots they move four times, with which chips and how, you decide for yourself. It is forbidden to put a checker in the hole where someone else is already standing, you can put on your "head". If, for example, the "jackpot" of sixes fell on the first move, the only option is to remove two checkers and rearrange them in the seventh hole, the next move falls on the "head" of other people's chips.

The player needs not only to move his chips to the last field as quickly as possible, but at the same time to interfere with the movement of the opponent, occupying as many holes as possible. Then the enemy will lose moves and have less movement options. If, after the throw, there is nowhere to go due to the fact that all possible divisions are occupied by other people's checkers, the round is missed. You cannot refuse a move, even if it is not profitable.

Throwing out chips, end of game

You can start throwing checkers only when they are all in the "house". They are thrown off by the number of points dropped: 6 and 4 dropped out, checkers are removed from the sixth and fourth from the end of the field, holes. If there are no chips in the sockets, the number of which dropped out, a move is made to this number (1 and 2 dropped out, when everyone is on the sixth hole, a move is made on 1 and 2 divisions; 6 and 5, when everything is already on the first field, two are simply thrown ).

There are no draws, the winner is the one who drops all the checkers first. Your throw!

Backgammon (other common names: backgammon, backgammon), tavla, shesh-besh, kosha is an ancient oriental game. The birthplace of this game is not exactly known, but it is known that people have been playing this game for over 5000 years. for which there is historical evidence.So, the most ancient of the boards for playing backgammon was found in Iran (in Shahri-Sukhta) and dates back to about 3000 years BC An analogue of this game was found in the tomb of Pharaoh Tutankhamun (XV BC. .).

The rules of the game of backgammon are simple and beginners will easily master them, but nevertheless, in order to win, you need logical thinking and, of course, luck. There are two main varieties - and backgammon. The backgammon game consists of a special board, 30 checkers of two different colors and two dice dice). The game is played by 2 players.


Backgammon


Starting position


Fig 1. A board with checkers in the starting position. It is also possible to arrange, mirror-symmetrical to the one shown in the figure. The house is on the left, and the yard is on the right, respectively.


Fig 2. The direction of movement of the white checkers. Black checkers are moving in the opposite direction.

Figure: 3. Two Ways White Can Play

Backgammon short (Fig. 1) is a game for two players on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four groups of six triangles each. These groups are called - house, yard, enemy's house, enemy's yard. The house and the yard are separated by a bar that protrudes above the playing field and is called a bar.

Points are numbered for each player separately, starting from the home of this player. The farthest point is the 24th point, which is also the first point for the opponent. Each player has 15 checkers. The initial arrangement of checkers is as follows: each of the players has two checkers in the twenty-fourth point, five in the thirteenth, three in the eighth and five in the sixth.

Purpose of the game - transfer all your checkers to your house and then remove them from the board. The first player to remove all of his checkers wins the game.

Checkers movement

The players alternately roll two dice each and make moves.

The number on each die shows how many points, or steps, the player must move his checkers. Checkers always move in only one direction (Fig. 2) - from points with larger numbers to points with smaller numbers.

The following rules apply:

A checker can only move to an open point, that is, one that is not occupied by two or more checkers of the opposite color.

The numbers on both dice make up separate moves.

For example, if the player has rolled 5 and 3 (Fig. 3), then:

He can take three steps with one saber and five steps with the other,

Or he can move with one piece at once eight (five plus three) steps, but the latter only if the intermediate point (at a distance of three or five steps from the starting point) is also open.

The player who has a double plays each of the numbers on each of the dice twice. For example, if the roll is 6-6, then the player must make four moves of six points, and he can move the checkers in any combination he sees fit.

The player must use both numbers that fell to him, if they are allowed by the rules (or all four numbers, if he has a double). When only one number can be played, the player must play that number.

If each of the numbers can be played individually (but not both together), the player must play the larger number.

If a player cannot make a move, then he skips a move. In case a double fell, if the player cannot use all four numbers, he must play as many moves as possible.


How to beat and charge a checker


An item occupied by only one checker is called a blot. If a checker of the opposite color stops at this point, the blot is considered beaten and is placed on the bar. At any time when one or more checkers are on the bar, the player's first duty is to load checkers in the opponent's house. The checker comes into play, moving to the point corresponding to the rolled value of the die.

For example, if a player rolls 4 and 6, he can charge a checker at the fourth or sixth points, if they are not occupied by two or more opponent's checkers.

If both points corresponding to the values \u200b\u200bof the thrown dice are occupied, the player skips his turn.

If a player can enter some of his checkers, but not all, he must charge as many of his checkers as possible and then skip the rest of the turn. After all the checkers have been entered from the bar, the unused dice values \u200b\u200bcan be used, as usual, by moving the checker that you loaded, or any other checker.


How to throw checkers

When a player has brought all of his fifteen checkers to his house, he can start throwing them off the board. The player throws a checker in the following way: a pair of dice is thrown, and the checkers that stand on the points corresponding to the rolled values \u200b\u200bare removed from the board. For example, if 6 points fell out, you can remove a checker from the sixth point.

If there is not a single checker on the point corresponding to the dropped dice, the player is allowed to move the checker from the points larger than the dropped number. If a player can make any moves, he is not obliged to throw a checker off the board.



In the stage of throwing out checkers, all the player's checkers must be in his house. If a checker is beaten in the process of throwing out checkers, the player must bring the checker back to his home before he continues to throw out checkers. The one who first removed all the checkers from the board wins the game.


Rules of the game


The number of players is two. The number of checkers on the board is 15 for each player.

The initial location of the checkers, each of the players is called the head, and the move from the initial position is called "from the head" or "from the head". Only one checker can be taken from the head in one move.

The player rolls two dice simultaneously. Having made a throw, the player must move any checker by the number of cells equal to the dropped out number of one of the dice, and then one any checker by the number of cells equal to the dropped number of the other dice. Those. if, for example, six or five have dropped out on the dice, the player must move one checker six cells, and then any (you can do the same, you can another) by five cells. In this case, you can always take only one checker from the head. The only exception is the first throw in the set. If one checker that can be removed from the head passes, then the second can be removed. There are only three such stones for the first player: six-six, four-four and three-three (the opponent's checkers standing on his head interfere). If one of these stones falls, the player removes two checkers from his head. For the second player, the number of stones at which two checkers can be removed from the head increases, since it prevents the first stone from passing, not only the head, but also the stone removed by the enemy has the right. If the opponent threw the first throw: two-one, six-two or five-five, then the second player can remove the second checker also with throws five-five and six-two (except: six-six, four-four and three-three, which also do not go directly).

It is impossible to move two checkers by the number of cells shown by one die. Those. if the dice roll - six or five, the player cannot move with one checker, for example, three and the other three squares, so that they get six together, and then go "five".

If a hollow fell, i.e. the same points on two dice, for example, five-five, the player makes four moves (for the number of cells corresponding to the dice).

You cannot place your checker on the cell occupied by the opponent's checker. If a checker hits an occupied square, then they say about it that it "does not go". If the opponent's checkers occupy six cells in front of any checker, then such a checker is locked.

You cannot lock all fifteen of the opponent's checkers. That is, it is possible to build an obstacle of six pieces in a row only if at least one of the opponent's pieces is in front of this obstacle.

If the player cannot make a single move for the number of points that fell on each die, i.e. if the checkers do not move, the points disappear, and the checkers do not move.

If a player can make a move for the number of points that fell on one of the dice, and cannot make a move for the number of points that fell on the second dice, he makes only the move that is possible, and the rest of the points are lost.

If a player has the opportunity to make a full move, he is obliged to make it even to the detriment of his interests. If a stone fell out that allows the player to make only one move, and either of the two, then the player must choose more. Smaller points are lost. The point of the game is that, having passed a full circle with all the checkers, they come to the house and throw all the checkers before the opponent does it.

The home for each player is the last quarter of the playing field, starting with the square 18 squares away from the head. Throwing checkers away means making such moves with them that the checkers are outside the board. A player can start throwing checkers only when all his checkers have come into the house.

Nobody exists. If the player who started first has thrown all his checkers, and the second player can also make the next throw, the second one is considered a loser, since there will be no next throw: the game ends as soon as one of the players has thrown all his checkers.

There are very few games where the winner is guessed from the middle of the game. Short backgammon is one of those. The outcome of the game is unknown until the last steps and everything can change in one second if luck turns away from you or you make a mistake. The simple rules of the game give the deceptive impression of the simplicity of the game, but only a rare combination of skill and luck can bring victory. People have been playing this game for over 7000 years. The great Pharaohs and Persian padishahs were the first to play royal backgammon, considering chess too boring due to the predictability of the game. Over the centuries, the game has become well known throughout the world, but it has never been as popular as it is today. The goal of the game is to move your checkers across the playing floor and remove them from the board before your opponent does. The most popular type of game is short backgammon, in which it is allowed to shoot down the opponent's checkers. Find out how much fortune loves you - play "Backgammon".

Starting position

Backgammon short is a game for two players on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four groups of six triangles each. These groups are called - house, yard, enemy's house, enemy's yard. The house and the yard are separated by a bar that protrudes above the playing field and is called a bar.

It is also possible to arrange, mirror-symmetrical to the one shown in the figure. The house is on the left, and the yard is on the right, respectively.

Points are numbered for each player separately, starting from the home of this player. The farthest point is the 24th point, which is also the first point for the opponent. Each player has 15 checkers. The initial arrangement of checkers is as follows: each of the players has two checkers in the twenty-fourth point, five in the thirteenth, three in the eighth and five in the sixth.

Each player has their own pair of dice and a special glass that is used to mix the dice. A die with numbers 2, 4, 8, 16, 32, and 64 on its face is used to keep track of the current bet of the game.

Purpose of the game

The object of the game is to transfer all your checkers to your house and then remove them from the board. The first player to remove all of his checkers wins the game.

Checkers movement

To start the game, each player rolls one die. This determines which player goes first and which numbers he uses for his first move. If both players have the same numbers, they both roll the dice until they get different numbers. The player with the highest number moves his checkers in accordance with the numbers on both dice. After the first move, the players alternately throw two dice and make moves.

The number on each die indicates how many points, or pips, the player must move his checkers. Checkers always move in only one direction, from points with higher numbers to points with lower numbers. The following rules apply:

1. A checker can only move to an open point, that is, one that is not occupied by two or more checkers of the opposite color.

2. The numbers on both dice make up separate moves. For example, if a player has 5 and 3, he can move with one checker to three squares, and the other to five, or he can move one checker to eight (five plus three) squares at once, but the latter only if the waypoint (three or five fields from the starting point) is also open.

3. The player who has a double plays each of the numbers on each of the dice twice. For example, if the roll is 6-6, then the player must make four moves of six points, and he can move the checkers in any combination as he sees fit.

4. The player must use both numbers, which fell to him, if they are allowed by the rules (or all four numbers, if he got a double). When only one number can be played, the player must play that number. If each of the numbers can be played individually (but not both together), the player must play the larger number. If a player cannot make a move, then he skips a move. In case a double fell, if the player cannot use all four numbers, he must play as many moves as possible.

How to beat and charge a checker

An item occupied by only one checker is called a blot. If a checker of the opposite color stops at this point, the blot is considered beaten and is placed on the bar. At any time when one or more checkers are on the bar, the player's first duty is to load checkers in the opponent's house. The checker comes into play, moving to the point corresponding to the rolled value of the die.

For example, if a player rolls 4 and 6, he can charge a checker at the fourth or sixth points, if they are not occupied by two or more opponent's checkers.

If both points corresponding to the values \u200b\u200bof the thrown dice are occupied, the player skips his turn. If a player can enter some of his checkers, but not all, he must charge as many of his checkers as possible and then skip the rest of the turn. After all the checkers have been entered from the bar, the unused dice values \u200b\u200bcan be used, as usual, by moving the checker that you loaded, or any other checker.

How to throw checkers

When a player has brought all his fifteen checkers into his house, he can start throwing them off the board. The player throws a checker in the following way: A pair of dice is thrown, and the checkers that are on the points corresponding to the rolled values \u200b\u200bare removed from the board. For example, if 6 points fell out, you can remove a checker from the sixth point.

If there is not a single checker on the point corresponding to the dropped dice, the player is allowed to move a checker from points greater than the dropped number. If a player can make any moves, he is not obliged to throw a checker off the board

In the stage of throwing out checkers, all the player's checkers must be in his house. If a checker is beaten in the process of throwing out checkers, the player must bring the checker back to his home before he continues to throw out checkers. The one who first removed all the checkers from the board wins the game.

Dave

Backgammon, as a rule, is played for money at an agreed rate for one point won. Each game starts with a one point bet. In the course of the game, a player who feels that he has a rather large advantage in the game can offer dave (that is, double the rates). He can only do this before starting his turn, before he rolls the dice.

If the player, who was offered to double the rates, folds, then he surrenders this party and loses one point. Otherwise, he must accept the dave and play with doubled bets. The player who accepted the dave becomes the owner of the cube, and only he can now double the rates again. Counter doubling of rates in the same game is called bass (or redouble). If the player surrenders at this moment, he loses as many points as was at stake before this redouble. Otherwise, the cube goes to him, and the game continues further with the doubled value of the rates again. There is no limit to the number of redoubles.

Mars and Cox

At the end of the game, if the losing player has managed to remove at least one checker from the board, he loses as many points as it is on the dice at that moment (one point if none of the players said yes). However, if the loser did not manage to throw a single checker off the board, he loses the mars and loses twice the number of points. If, moreover, the loser has not removed a single checker and one or several of his checkers remain on the bar or in the opponent's house, he loses the coke and loses three points.

Additional rules

Several additional rules have become widespread in the game.

1. Auto-double. If both players get the same number of points on the first move, then the bets are doubled. The die turns two at a time and remains in the middle of the board. Players usually agree in advance to limit the number of auto-redubs at the start of the game. This rule is occasionally used when playing for money to add more excitement.

2. Beaver. If a player is announced dave, he can immediately redo the bets by announcing a counter redouble - beaver, in this case the cube remains with this player. The player who calls the dave first has the option to accept that beaver or pass, as in the case of a simple dave.

3. Jacobi's rule. Mars and coke are counted as one point if none of the players announced dave during the game. This rule speeds up the game, as it eliminates situations where the player does not announce dave, because he wants to play for Mars,

Matches, moneygame and team backgammon game

As a rule, a match consists of several games. The goal of the entire match is to score a certain number of points (usually played to 3, 5, or more odd points)

In matches, dave is usually used.

There is one limitation to the previous point. (Crawford's rule). If in a given game your opponent scored one point less than necessary to win the match, then you have no right to declare dave directly in this game. If you win the game, in the next one you can already double your bets.

There is a variant of the moneygame backgammon game, as the name suggests, it is usually played for money. In this variant, the number of games is not limited (usually they play up to a certain difference in the score or until a certain time).

In moneygame, the Jacobi rule is usually applied - that is, until the die is shown, Mars and Cox are counted as 1 point. Beaver can also be used in moneygame if the parties have agreed on this before starting the game.

In tournaments and clubs, sometimes several different versions of team backgammon are used. The main options are as follows:

1. Paired consultations - A two-on-two game on the same board. The game proceeds according to the usual rules, but on each side there are two players who are allowed to consult with each other. The dice, as a rule, are thrown all the time by one of the players, or they are changed after each game.

2. Team Tournament - As a rule, each team consists of three players. The game is played according to the usual rules on three boards. To win, a team must win two out of three matches.

3. Shvets (chouette) - Club version of the backgammon game "One against all".

Controversial situations

1. Both dice must be thrown simultaneously onto the flat surface of the board in the right section. The player must repeat the throw if one or both dice are outside the right section of the board, hit the checkers or do not lie horizontally.

2. A move is considered made when the player takes his dice. If the move in this case turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move as it was made, or to require the player to make the correct move. A move is considered made as it is if the opponent threw his dice or started his move by declaring dave.

3. If a player rolls the dice before his opponent has completed his turn (that is, he has not yet taken his dice), the player's roll will not count. This rule is usually not used if the move was forced or when further contact between the pieces of opposite sides is impossible.

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Special attention of amateurs board games attracted by the game Long backgammon... This is an ancient oriental game that sages were fond of. Today it is available to everyone. The rules for playing Long Backgammon are so simple that both professionals of virtual clubs and beginners play them with great pleasure. You can also play short backgammon on our site, the rules of playing short backgammon are quite different.

The essence of the game of long backgammon

Two people take part in the game. One plays with light chips, the other with dark ones. A backgammon board consists of two equal halves marked with narrow triangles (arrows). The task of each opponent is to overtake their chips across the opponent's field and return to their initial positions - "Home". Then, be the first to remove all the chips on the board.

It is never possible to predict which of the two participants will be the winner. Random dropping of dice values \u200b\u200bcan drastically change the position of players on the battlefield. This is why backgammon is intriguingly interesting.

The online version of long backgammon on our website not only allows you to play with real opponents, but also provides for participation in Tournament competitions.

How to play Long Backgammon?

AT online game Long backgammon rules are as follows:

  • the computer distributes to each participant fifteen chips, which they put on their field on the left side along one arrow;
  • then the priority of the move is determined - each participant throws a die, who has the highest value of points, he starts the game;
  • backgammon move is considered to be the movement of chips across the field equal to the number of points dropped on two dice;
  • the movement of checkers is performed counterclockwise;
  • in backgammon, you can move after discarding the dice either with one chip, or with two, for example, the first checker is moved to the number of positions indicated by one cube, the second by the second cube, or they continue to move the first counter further, calculating the number of possible movements, adding the value of the points of the second dice to the first;
  • you cannot skip moves if there is an opportunity to move at least one piece;
  • if the dropped number on the dice does not allow making a move (the positions are occupied by the opponent's pieces), then the player skips the move;
  • from the start (first arrow), you can take only one chip, if there is a desire to move with two pieces - move one from the start, and the second is selected from those that have already been moved to other positions at the beginning of the game;
  • if a double falls out when the dice are thrown, the number of moves is doubled, that is, you can make four moves with one counter according to the values \u200b\u200bof one die, or "divide" the moves by any number of tokens, for example, one move by four tiles;
  • if it turns out to move with only one chip, then the player moves the checker according to the values \u200b\u200bof one cube, and the number of positions pointed to by the second cube burns out;

after all the chips have returned home, you can remove them on the board. In this case, the following rules apply:

  • the numbers of cells are counted from right to left - far right \u003d 1, then 2, 3, 4, 5 and 6. (for example, if a player has dice 6 and 4, he removes one chip from the 4th (right) cell and one from 6 th (right))
  • if there are no chips on the cell with the number of the thrown die, the player must move the chips according to the "general" rules. If he also cannot move them (there are no such options), he removes a chip from the leftmost cell on which there are chips. For example, if you have thrown 3 and 4, but there are no chips on the 3rd cell, the player must remove one chip from the 4th cell to the "board", and move one more chip from the 4th cell to 3 cells to the right, i.e. to the first cell on the right. Another example - if only the chips located on the 1st and 2nd cells are left in the "house" and 5 and 3 fell on the dice, the chips are removed first from the 2nd cell, then from the 1st.
  • the game ends at the moment when one of the two participants has completely removed their chips from the cells on the board.

Outcome of the game

In Long Backgammon, a draw is never counted, even when one player is only one move behind the other. The winner is the one who finishes the game first - performs the first honorable movement of his checkers in a circle and discards the chips from the board.

The winner in the Backgammon Tournament is considered the one who won the most times in games with different players.

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The rules of playing short backgammon!
Backgammon is a game for two players on a board made up of 24 narrow triangles called points.
The triangles are grouped into four groups of six triangles each. These groups are called - house, yard, enemy's house, enemy's yard. The house and the yard are separated by a bar that protrudes above the playing field and is called a bar.

Initial placement of checkers and direction of movement

Purpose of the game

The goal of Backgammon Short is to take all your pieces to the “house” and remove them from the board before the second player does.

Chip movement

To start the game, each player rolls one die. This determines which player goes first and which numbers he uses for his first move. If both players have the same numbers, they both roll the dice until they get different numbers. The player with the highest number moves his tokens in accordance with the numbers on both dice. After the first move, the players alternately throw two dice and make moves.
The number on each dice shows how many points the player must move his pieces. Chips always move only towards their home. In this case, the rule applies: a chip can only move to an open point, that is, to one that is not occupied by two or more chips of the opposite color.
The numbers on both dice make up separate moves. For example, if a player has 5 and 3, he can move one piece to three squares, and the other to five, or he can move one piece to eight (5 + 3) squares at once, but the latter only if the waypoint (three or five fields from the starting point) is also open.
The player who has a double plays each of the numbers on each of the dice twice.
For example, if the roll is 6-6, then the player must make four moves of six points, and he can move the pieces in any combination as he sees fit.
The player must use both numbers that fell to him, if they are allowed by the rules (or all four numbers, if he has a double). When only one number can be played, the player must play that number. If each of the numbers can be played individually (but not both), the player must play the larger number. If a player cannot make a move, then he skips a move. In case a double has dropped out, if the player cannot use all four numbers, he must play as many moves as possible.

How to score and charge a chip

An item occupied by only one token is called a blot. If a counter of the opposite color stops at this point, the blot is considered beaten and is placed on the bar. Whenever one or more chips are on the bar, the player's first responsibility is to charge the chips in the opponent's house. The chip comes into play, moving to the point corresponding to the rolled value of the die.
For example, if a player rolls 4 and 6, he can charge a chip to the fourth. or in the sixth points, if they are not occupied by two or more opponent's pieces.
If both points corresponding to the values \u200b\u200bof the thrown dice are occupied, the player skips his turn.

How to discard chips

When a player has brought all of his fifteen pieces to his house, he can start throwing them off the board. The player throws a chip as follows: a pair of dice is thrown, and the chips that stand on the points corresponding to the rolled values \u200b\u200bare removed from the board. For example, if 6 points are rolled, you can remove a chip from the sixth point.
If there are no chips on the point corresponding to the dropped die, the player is allowed to move the chip from points larger than the dropped number. If a player can make any moves, he is not obliged to throw a piece off the board.
During the discarding stage, all the player's chips must be in his house. If a chip is beaten in the process of throwing out chips, the player must bring the chip back to his house before he can continue throwing chips. Whoever removes all the chips from the board first wins the game.

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