Backgammon how to play them. How to play backgammon

1.1. Two are playing. into two halves (left and right). The number of checkers on the board is 15 for each player, which are placed on their part of the board along the left side. Players have different sets of checkers, usually black and white. The number of zars (dice) - 2. Players take turns throwing zars (dice).

Each player has the right to move only checkers of his own color.

1.2. The initial position of checkers on the board (positions 12 and 24) is called the "head". A move from this position is called a "head move". In one move, only one checker can be taken from the head (except for the first throw).

1.3. The right of the first move, and accordingly the white checkers, is played out as follows: each player rolls one dice (zar). The right of the first move and the white color of the checkers is received by the one with the most points. With the same number of points dropped, the throw is repeated.

1.4. If the game consists of several games, then the color of the checkers changes and the next game is started by the player who played the previous game in black.

1.5. The player's turn is the throw of the charge and the subsequent movement of the checkers after the throw.

1.6. Zary should be thrown from a special leather cup. It is necessary to throw so that the zars fall on one half of the board and lie steadily on the plane of the board.

1.7. Zaras remain on the board until the end of the move.

1.8. The move is considered completed after pressing the button of the tournament clock, or transferring the money to the opponent.

1.9. During the game, checkers move counterclockwise.

1.10. When a player throws zars, he is obliged to move his checkers in accordance with the points dropped. If there is an opponent's checker in the hole, then you cannot put your checker in this hole. It is necessary to walk strictly on the number of points that fell at the dawn. The player is obliged, even to his own detriment, to use all the points dropped. If there are two moves, one of which uses one dice and the other two, the player must make a move using both dice (the so-called "full move rule")

2. The meaning of the game:

2.1. The player must complete a full circle with all checkers (counterclockwise), enter the “house” with them and “throw” them before the opponent does. The “home” for each player is the last quarter of the playing field - “white house” (1-6) and “black house” (13-18)

2.2. The term "throw" means to make a move with a checker so that it is outside the board. You can “throw away” checkers only after all the checkers have “come into the house”. Consequently, White goes from the 19-24 zone to the 1-6 zone, and Black from the 7-12 zone to the 13-18 zone

3. The drawing.

3.1. The player rolls two dice at the same time. After the throw, the player moves any of his checkers to the number of holes (cells) equal to the dropped out number of one of the zars, and then one any checker to the number of holes equal to the dropped out number of the other dawn. That is, if at one dawn "three" fell, and at the other "five", then, accordingly, you can move one of your checkers to three holes, and the other to five holes. In this case, you can move one checker over eight holes. Which move is the first to make, the higher or lower dropped out, does not matter. In this case, only one checker can be taken from the head.

The first roll of the set provides players with an exception to the above rule. If one checker, which can only be removed from the head, does not work, then you can remove the second. There are only three such throws for a player: six-six (6 ** 6); four to four (4 ** 4); three-three (3 ** 3). In this situation, it is not possible to play a full move with one checker, since the opponent's checkers standing on the head interfere. If one of these combinations falls out, then the player can remove two checkers from his head, except for the situation if there are checkers in any of the squares that can be used to make a move. Note: At the first throw by White 5-5, and the subsequent throw by Black 4-4, the latter remove one checker from the head by playing one four, since the created obstacle prevents the passage further. Accordingly, on the first throw of White 2-2, and the subsequent throw of Black 5-5, the latter remove one checker from the head, playing three possible fives.

3.2. If the same number of points (double, gosh, jackpot) falls out on both zars, then the player plays as if he threw 4 zars and can make 4 moves.

3.3 The player has the right to change his move until the zars are handed over to the opponent or the clock button is pressed. 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 demand the player to make the correct move.

3.4. It is forbidden to place a block (fence; bridge) of six checkers - and even "run" if there is no opponent's checker in front of this block.

It is not forbidden to build blocks of 6 checkers, but all fifteen of the opponent's checkers cannot be locked. You have the right to build a fence of six pieces only if at least one of the opponent's pieces is in front of this obstacle. There is a variant of the rules: a block (fence; bridge) of six checkers - and even a "run" can be done only if at least one of the opponent's checkers has entered the house.

3.5. If the opponent's checkers occupy six cells in front of any checker, then it turns out to be locked.

3.6. If the checkers are locked in such a way that the player cannot make a single move for the number of points that he threw at the zarh (checkers "do not go"), then the player's points disappear, and the checkers do not move at all.

3.7. It is allowed to place an arbitrary number of checkers on one field. You cannot put your checker on the hole occupied by the enemy. In a situation when the checkers do not go, that is, the player cannot move them to the number of holes that fell on the dawn (checkers fall on the occupied holes), all points disappear, and the player skips a move. In a situation where it is possible to make a move on the number of holes that fell on one of the zars, and it is impossible to move a checker on the number of holes that fell on another dawn, only a possible move is made, and the points of the second are lost. A player cannot refuse a full move, even if it is not beneficial to him. If both moves cannot be made at the same time, then more, or the second checker is removed from the head. For example, a combination of six-five fell. The player can move six holes or five holes. The player is obliged to make the senior move (six holes), and the smaller move (5 holes) is burned out.

3.8. The withdrawal of checkers is as follows. The player has the right to remove the checker from the board, which stands on the hole corresponding to the number of points thrown out on the backs. For example, if the roll is 6-3, the player can remove from the board one checker from the 6th field and one checker from the 3rd field (three can be played from 6, 5 or 4 fields).

3.9. In the process of removing the checkers from the house, the player has the right to use the points that fell out early, at his discretion: he can play a checker in the house or throw it away. In the process of removing checkers from your own house, it is allowed to remove checkers from the fields of the lower grade, if there are no checkers in the fields of the higher grade. For example, if 6-5 dropped out at the start, and there are no checkers on squares 6 and 5, then the player can withdraw two checkers from the next in order, fourth field (holes), if there are no checkers there, then from the third, if there is no, then from the second, etc. The game ends.

4. Score in the game.

4.1. The situation when the loser managed to throw at least one checker is called "oin" (0-1).

4.2. The situation when one player has thrown all of his checkers, and his opponent has failed to throw a single one, is called "Mars" (2-0).

4.3. The concept of a draw in long backgammon in their classical form, which has existed for many centuries, is absent. The game was originally conceived as an uncompromising argument in which someone must win.

Starting position

Two players place 15 checkers - each on its own part of the board along the left side.

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.

Play the first move

Players roll one die at a time (zara). The right of the first move goes to the one with the most points. If the numbers match, they roll again.

Checkers movement

When playing long backgammon, the movement of checkers is counterclockwise. From the starting position, black checkers move from the upper right quarter to the upper left, then to the lower left and finally to their home - the lower right quarter. White's house is in the upper left quarter, where the checkers must move along the following route: lower left quarter - lower right quarter - upper right quarter - house.

During the game, each participant makes only two throws. After the throw, the player must move one of his checkers by the number of cells equal to the one dropped on one of the dice, and then any checker by the number of cells shown by the other dice. For example, at dawn, four or two fell. In this case, the player moves one checker four cells, the other two. You can only move one checker six cells.

If a double falls on the dawn, that is, the same number of points (two-two, three-three, etc.), then the player must make four moves, moving the checkers as many cells as the dashes show. This result of the throw is called the jackpot.

Prohibited actions

It is prohibited in this game:

  • Place a checker on the hole occupied by the opponent's checker.
  • Lock all the opponent's checkers in front of his first checker, an exception to this rule is allowed "on the pass", within one move, temporarily close and immediately vacate the unoccupied field
  • Move two checkers by the number of cells shown on one of the dice. If five or three dropped out, then you cannot move one checker two cells, another three, and then another one three, that is, you need to either take five steps with one checker, the other three, or go all eight steps with one checker - the sum of five and three.

Features of the course

In a situation where the chips do not go, that is, the player cannot move them to the number of holes that fell early (the chips fall on the occupied holes), all points disappear, and the player skips a move.

In a situation where it is possible to make a move on the number of holes that fell on one of the darts, and it is impossible to move a chip on the number of holes that fell out at another dawn, only a possible move is made, and the points of the second are lost. A player cannot refuse a full move, even if it is not beneficial to him.

In a situation where a player can perform any of two moves, but only one, he must choose the larger one. For example, a combination of six-four fell. The player can move six holes or four holes. The correct move is six holes. In this case, smaller points are burned. In a situation where it remains to bring the last chip into the house, and the hole is occupied (your chip is on the 18th hole, and 6 and 1 fell out at the start, and hole 24 is occupied by an opponent), in this case, the player starts the chip at a lower dawn, and the older one burns out.

Calculation of winnings

In each separate game, the result of oin or mars can be recorded.

If one of the players has thrown away all of his chips, and the opponent has not yet thrown all the chips, then the player fixes the win "oin" and gets 1 point.

If one of the players has thrown away all of his chips, and the opponent has not yet thrown a single chip, then the player fixes the win "Mars" and gets 2 points.

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Rules for playing classic backgammon (long)

1. General Provisions
1.1. Two are playing. The game is on on a special board divided into two halves (left and right).

The number of checkers on the board is 15 for each player, which are placed on their part of the board along the right side.
Players have different sets of checkers, usually black and white.
The number of charges is 2.
Players take turns throwing out the dice (dice).
The initial placement of checkers is shown in Fig. 1



Each player has the right to move only checkers of his own color.
1.2. The initial position of checkers on the board (positions 1 and 13) is called "head", a move from this position is called a "move from the head" ("take from the head").
You can take only one checker from the head in one move.
1.3. The right of the first move and, accordingly, the white checkers are played as follows: each player rolls one dice (zar).
This is a draw: the right of the first move and the white color of the checkers is received by the one with the most points. With the same number of points dropped, the throw is repeated.
1.4. If the game consists of several games, then the color of the checkers changes and the next game is started by the player who played the previous game in black.
1.5. The player's turn is the throw of the charge, as well as the movement of the checkers after the throw.
1.6. It is better to throw zars from a small glass, but it is also possible from the palms of your hands (by agreement with your opponent).
It is necessary to throw so that the zars fall on one half of the board and lie steadily on the edge. If the zars scattered on both halves of the board or fell to the floor, on the table (especially under the table), or the cube of one of the players stood obliquely, leaning against the side or checker, then the throw is repeated.
1.7. A move is considered to have been made when the player who played his move transfers the zars to the opponent.

2. The meaning of the game
2.1. The player must complete a full circle with all the checkers (counterclockwise), enter the "house" with them and "throw" them before the opponent does. The “home” for each player is the last quarter of the playing field, starting with a cell 18 cells away from the “head”.

2.2. The term "throw" means to make a move with a checker so that it is outside the board. You can "throw away" checkers only after all the checkers have "come into the house." Consequently, White goes from 13-18 to 7-12, and Black from 1-6 to 19-24 (Diagram 2).



3. The drawing

3.1. The player rolls two dice at the same time (dice).
After the throw, the player moves any of his checkers 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.
That is, if "three" fell on one die and "five" on the other, then, accordingly, you can move one of your pieces by three cells, and the other by five cells. In this case, you can move one checker eight cells.
Which move is the first to make, the higher or lower dropped out, does not matter.
In this case, only one checker can be taken from the head (Fig. 3).



The first roll of the set provides players with an exception to the above rule.
If one checker, which can only be removed from the head, does not work, then you can remove the second.
There are only three such throws for a player:
six to six (6 ** 6);
four-four (4 ** 4)
three-three (3 ** 3)
In this situation, it is not possible to play a full move with one checker, since the opponent's checkers standing on the head interfere. If one of these combinations falls out, then the player can remove two checkers from his head.
Note: At the first throw by White 5-5, and the subsequent throw by Black 4-4, the latter remove one checker from the head by playing one four, since the created obstacle prevents the passage further.
3.2. You cannot move two checkers by the number of cells indicated by one cube, and then by the number of cells indicated by the other cube. That is, if five or four fell, you cannot go first with one checker to two, then the other to three (that is, play five with two checkers) and then play four in the same way.
3.3. If the same number of points (double, gosh, jackpot) falls out on both dawn, then the number of points is doubled, i.e. the player plays as if he threw 4 zars and can make 4 moves for the number of cells dropped on one die.
3.4. Until the end of his turn, a player can move his checkers at his own discretion, if this does not contradict these Rules. The move is considered made when the player has taken his zars from the board.
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 demand the player to make the correct move.
3.5. It is forbidden to place a block (fence; bridge) of six checkers - and even "run", if there is no opponent's checker in front of this block (Fig. 4).



It is not forbidden to build blocks of 6 checkers, but all fifteen of the opponent's checkers cannot be locked.
You have the right to build an obstacle of six pieces only if at least one of the opponent's pieces is in front of this obstacle.
3.6. If the opponent's checkers occupy six cells in front of any checker, then it turns out to be locked.
3.7. If the checkers are locked in such a way that the player cannot make a single move for the number of points that he threw in the zarah (checkers "do not go"), the player's points disappear, and the checkers do not move at all.
3.8. It is allowed to place an arbitrary number of checkers on one field.
You cannot place a checker on a cell occupied by an opponent's checker.
If a checker lands on an occupied square, they say about it that it "does not go".
3.9. If a player has the opportunity to make a move for the number of points at one dawn, and it is not possible to make a move for the number of points that fell at another dawn, then the player makes only one move. The points of another move disappear, since the checker does not move.
3.10. If a player has the opportunity to make a full move, he has no right to shorten it, even if it is in his interests.
That is, if it is more profitable for the player to make "three", but "six" dropped out and there is an opportunity to play "six", then one should play "six".
If 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. Smaller points are lost.
Note: the term "stone" in backgammon can be called a dice, as well as a combination of points, dropped out at two dawn.
For example, the stone "four-three".
3.11. Throwing away checkers means making such moves so that the checker is outside the board.
A player can start throwing checkers only when all his checkers have come into the house.
3.12. In the process of removing the checkers from the house, the player has the right to use the points that fell out early, at his discretion: he can play a checker in the house or throw it away. Checkers can only be thrown from the fields corresponding to the dropped eyes on the dawn.
For example, if the roll is 6-3, the player can remove from the board one checker from the 6th field and one checker from the 3rd field (three can be played from 6, 5 or 4 fields).
In the process of removing checkers from your own house, it is allowed to remove checkers from the fields of the lower grade, if there are no checkers in the fields of the higher grade.
For example, if 6-5 dropped out at the dawn, and there are no checkers on squares 6 and 5, then the player can withdraw two checkers from the next in order, fourth square, if there are no checkers, then from the third, if there are no second, etc.
The party ends.

4. Calculation in the game

4.1. The situation when the loser has managed to throw at least one checker is called, lost "oin" (0-1).

4.2. The situation when one player threw all his checkers, and his opponent failed to throw a single one, is called "Mars" (2-0).

4.3. * Draw in backgammon. If one player who plays white has thrown all his checkers, then the second player who plays black has the right to the last throw, since he initially started the game - the game later. In this case, if the player who played black, using his right of the last throw and took his checkers off the board, then the game ends in a draw and the players receive half a point (1 / 2-1 / 2), or one point each (1- 1) depending on the tournament regulations.


* Draw in long classic backgammon is an innovation.

User rating 5 out of 5 (3 votes total)

The game of Long Backgammon attracts special attention of board game lovers. 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. On our site you can play short backgammon, the rules for 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 site not only allows you to play with real opponents, but also provides for participation in Tournament competitions.

How to play Long Backgammon?

IN 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 continue to move the first counter further, calculating the number of possible movements, adding the value of the points of the second cube to first;
  • you cannot skip moves if it is possible 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" 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 in the "house" there are only chips located on the 1st and 2nd cells and 5 and 3 have dropped out 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 awarded, 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 the one who won the most times in games with different players.

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Rating: 5 out of 5

Backgammon is a board game for two players on a special board divided into two halves.

The meaning of the game

Throwing the dice and moving the checkers in accordance with the dropped points, go through the full circle with the checkers on the board, enter your house with them and throw them over the board before the opponent does.

Backgammon board

The playing field (board) has a rectangular shape. There are 24 points on the board - 12 on each of the two opposite sides. The point is usually a narrow, elongated isosceles triangle, the base of which lies on the side, and the height can reach half the height of the board. Points are numbered from 1 to 24. The numbering for each player is different. For convenience, the points can be colored in two colors - even in one, odd in the other. Six points in a row in one of the corners of the board are called the player's house. The location of the house depends on the rules. On the sides of the board, areas can be allocated for placing checkers behind the board. If the design of the board does not include them, the players place checkers on the table to the side of the board (next to the house). The board is divided in the middle by a vertical strip called a bar. In those versions of backgammon where you can beat the opponent's checkers, the knocked down checkers are placed on the bar. Each player has a set of checkers - 15 pieces of the same color (in some versions of the game, fewer checkers are used). There is at least one pair of dice (zar). The set can contain two pairs of dice - each player has his own, as well as special cups for mixing dice. In a betting game, the so-called "doubling cube" can also be used, an additional cube for the convenience of accounting for the increase in rates - the numbers 2, 4, 8, 16, 32, 64 are marked on its edges.

Rules of the game

There are many varieties of the backgammon game, differing in the rules of moves, bets, starting position and other details. However, there are three main varieties of the game - long, six-one and short backgammon. The following rules are common to all options:
  • Players take turns.
  • The direction of movement of checkers differs in different versions of the game. But in any case, the checkers move in a circle and for each player the direction of their movement is fixed.
  • The right of the first move is played by throwing the dice - each of the players rolls one dice, the one with the most points goes first. In the case of the same number of points, the roll is repeated. - Before each move, the player rolls two dice (called: dice). The dropped points determine the possible moves. The dice are thrown onto the board; they must fall on an empty spot on the board, one side of the bar. If at least one of the dice flew off the board, the dice were in different halves of the board, the dice hit the checker or stood unevenly (leaning against the checker or the edge of the board), the throw is considered invalid and must be repeated.
  • In one move, from one to four movements of the checker are made. In each of them, the player can move any of his checkers by the number of points that fell on one of the dice. For example, if 2 and 4 points are rolled, the player can move one (any) of the checkers by 2 points, the other by 4 points, or move one checker first by 2, then by 4 points (or, conversely, first 4 then 2). If both dice have the same number of points (double), then the dropped points are doubled, and the player gets the opportunity to make 4 moves. Each move of a checker should be done on the full number of points that fell on the dice (if 4 points fell out, then you cannot move a checker to 1, 2 or 3 points - you can only go to full 4).
  • In the variant of the game "mad gulbar", when a double falls out, the player makes all moves from the dropped double to a double of six (for example, when a double "four-four" falls out, the player moves one checker by 4 points, then another by 4 points, then another by 5 , one more for 5, one for 6 points and another for 6 points). If the player does not have the opportunity to make any of these moves, then the opponent must make the underplayed moves.
  • In each version of the rules there are some forbidden movements of checkers. The player cannot choose moves that require such movements. If there are no allowed movements for the dropped combination of points, the player skips a move. But if there is an opportunity to make at least one move, the player cannot refuse it, even if this move is unprofitable for him.
  • If you cannot use the points of one of the bones, they are lost. If there are two options for a move, one of which uses the points of only one dice, and the other - both, then the player must make a move using the points of both dice. If only one of the two checkers can be moved (that is, the move of one checker excludes the possibility of another move), the player must make a move by more points. In the event of a double, the player must use the maximum possible number of points.
  • When all the player's checkers in the process of moving along the board fall into his house, the player can start placing them behind the board in the following moves. A checker can be placed behind the board when the number of the point on which it stands is equal to the number of points dropped on one of the dice (that is, a checker standing at the extreme point can be placed if a one fell, on the second from the edge - if a two fell ). If all the checkers in the house are closer to the edge of the board than the dropped out number of points, then the checker from the point with the highest number can be placed behind the board.
  • The initial position of checkers is determined by the rules. - There are no draws in backgammon. The winner is the one who was the first to throw all his checkers overboard.
  • The winner receives from one to three points for the win. The rules for calculating points for winning in different backgammon variants may differ.
  • Chess