Backgammon lesson. Backgammon game rules for beginners with pictures

Instructions

Make sure that your counterpart does not capture more than 3 consecutive positions in your upper side. This will be a great advantage. Do it yourself!

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

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

Checkers by the following methods:


  • the player removes a checker from the point according to the number on the dice,

  • if there is no checker at this point, he can rearrange the checker by more than the one that fell on the dice,

  • the player may not remove his checker if there is an alternative.

7. If a checker was removed from the board, it will no longer be returned to the game. The game ends when one of the players removes all of his 15 checkers from the board - he becomes the winner.

Backgammon Is a board game for two players. Backgammon is played on a special wooden board with carved checkers. The goal of the game is to throw the dice and move the checkers in accordance with the dropped positions until a full circle on the board is completed. As a result of the game, one of the participants is the first to throw the checkers over the board, thus marking his victory. Backgammon are divided into short and long.

Instructions

Position four. Bet eighteen checkers on the thirteenth point and two on the first. This is not the best option, as it is very risky. Your opponent has more advantages with this checker arrangement.

Position five. Place checkers in 23/16 position. This is the best move if you expect to win. Improve the position with 23/22 and 7/1. So you discourage your opponent, after several moves he will have nowhere to his checkers.

Position six. Place checkers in position 22/16 and 7/6. This way you can control the board. Keep the anchor in reserve. This will allow you to best secure your subsequent moves.

Position seven. Put seven checkers on the second item and six checkers on the fifth. Blots in the house will not play a special role with such an arrangement of checkers, which will significantly strengthen your position in the game. Which position is convenient for you, determine for yourself. The main thing is to place checkers for the correct moves, which determine the course of the game and the winner.

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

Instructions

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

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

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

The rules prohibit moving two tokens by the number of cells equal to the number of points dropped on only one die. For example, if you rolled two or three, you cannot move both counters three cells.

If a double has dropped out early, the player must make four moves and move the pieces by the number of points dropped on one of the dice.

In the case when a continuous horizontal row of six of your pieces is lined up in front of the opponent's checker, it is called locked and cannot participate in the game until your row is broken. The formation of such lines is one of the tactics aimed at preventing an opponent. In this case, it is forbidden to lock all the opponent's checkers - at least one of them must be in play. It is also forbidden to place your chip on a hole occupied by an opponent.

If numbers fall on the dawn, to which it is impossible to move any of the player's chips in this game situation, all points are burned, and the right to move goes to the enemy.

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

The winner in the party is the one who will be able to quickly complete a full circle, bring all his checkers home and, after they are all gathered in this position, throw them out of the game.

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

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

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

The opponent has no right to move any of the pieces until he is loaded with a bat. This term, that to start the game, he must enter his battered piece into the field with an initial position in the opponent's house so that to enter his house, it needs to go through 19 cells. You can charge two tokens with a stone (a combination of points at two times), and if you have a double, you can enter the game and four tokens, if he is not prevented by the opponent's double checkers.

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

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

Instructions

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

There are several basic strategies for this game, but each has its own disadvantages and advantages. The first tactic is speed play. It is successful if at the very beginning you got 6x6 or 4x4. The essence of the method is to quickly bring checkers into your first house, not paying attention to the location of the blocks on the second board. Start with the farthest shapes. Move them gradually, while do not strengthen the first block, but only move the distant checkers.

This strategy is applicable with other dropped numbers as well. And yet, before using it, make sure you can move all the pieces and withstand the blow. It is recommended to leave no more than two vulnerable checkers.

This method is beneficial in that you jump over the opponent's checkers while he builds the second block, leaving him no chance of interception. But if your checker can be beaten, then it will get stuck in the opponent's block. In addition, you may find vulnerable spots, it is not excluded that the enemy's pieces will be captured.

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

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

The disadvantage of this technique is as follows: if you cannot beat the opponent's checker, you will lose time, the process of creating blocks will be delayed, and you can lag far behind the opponent. The situation can change to the opposite: you yourself will find yourself trapped in the first block. To avoid such a trap, carefully consider the possibility of being substituted in the final stage of this game. Consider if you can move the checkers immediately after disbanding.

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

Vintage oriental game backgammon and is still very popular these days. At first sight backgammon seem like a very simple game that does not require any special strategy. It is enough just to roll the dice and move the chips in accordance with the received points, and the winning depends entirely on random luck. In fact, this is absolutely not the case, and even with a smaller number of points dropped, you can win a brilliant victory if you act wisely.

Instructions

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

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

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

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

From the very beginning of the game, pay special attention to the jackpot dropped out (duplicated points on the game dice - 2x2, 4x4, 6x6, etc.). The jackpot allows you to make four moves if necessary, instead of two, and this is a very important point. Therefore, initially try to arrange your chips taking into account the possibility of a double. A successful placement and a timely winning jackpot can radically change the entire result of the game.

If you see that your opponent is approaching your 1st and 2nd quarters, try to create obstacles for his chips by sequentially occupying 3 to 5 positions in a row. Six points do not come up very often and a solid line of 5 checkers can significantly slow down an opponent's progress.

When you have already come close to the “home” (the last quarter of the board, where you can start dropping checkers), try to occupy it heaply from the middle, taking the most advantageous positions to which it is easy to carry your checkers. While moving, try to defend all your checkers so that none of them is blocked by the opponent's pieces. Otherwise, due to the unsuccessful position of one checker, you can get stuck in place for a long time and about the whole game.

To play backgammon with a resident of another country, you do not have to make tedious trips. Now it is enough to have a computer at home with unlimited Internet access.

After registering, return to the main page of the site. Now find the name of the operating system you are using under the Connecting heading and click on it. If you are using a different OS, please follow the Others link. A page with a list of software products suitable for interacting with the server will be loaded.

Find one of the programs in the list that is suitable for your operating system, and at the same time is free. Download and install it on your computer, PDA or cell phone. Any of these devices must be connected to the Internet at an unlimited rate. If the connection is made through a mobile operator, the device must have the correct access point (APN) configured - its name must begin with the word internet, not wap.

Backgammon

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

The subtleties of the correct game of backgammon

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

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

Backgammon checkers movement

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

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

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

Play until you win

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

If the number of points is compared, then another attempt must be made. If the game continues (the second game), the player who won the last time starts playing.

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Rules for playing classic backgammon (long)

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

The number of checkers on the board is 15 for each player, which are placed on their part of the board along the right side.
Players have 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 like this: 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 checkers (counterclockwise), enter the "house" with them and "throw" them before the opponent does it. The "home" for each player is the last quarter of the playing field, starting from the square 18 squares 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 the 13-18 zone to the 7-12 zone, and Black from the 1-6 zone to the 19-24 zone (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 to the number of cells equal to the dropped out number of one of the dice, and then one any checker to the number of cells equal to the dropped out 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 to make first, 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, to 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 on both zars, 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, the 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 require 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 at the zar (checkers "do not go"), then 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 hits 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, but it is not possible to make a move for the number of points that fell at another dawn, then the player makes only one move. The points of 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 manages 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 playing white threw all his checkers, then the second player playing 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.

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

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

Fig 1. Initial placement of checkers in the board game long backgammon

According to the rules of the game of long backgammon, each player has 15 checkers of the same color. Initially, all black checkers are placed in hole number 1 (see Fig. 1), and white checkers in hole 13. Holes 1 and 13 are named respectively - black head and white head. The goal of the long backgammon game is to bring all the checkers to his house before the opponent and remove them from the board before the second player does. Home for blacks are points numbered 19 to 24 (see Fig. 1), for whites, holes numbered 7 to 12 are home.

Start of the game long backgammon

Long backgammon starts with a sequential throw of dice. The dice or dice are thrown in such a way that they both fall in one half of the game board and lie steadily on the edge. If the cubes are scattered on both halves of the board, if at least one of them falls outside the board, or at least one of them stands obliquely, leaning against the board or checker, then the throw is repeated.

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

At the beginning of the game, advantageous positions are captured. From the head, in a move, you can remove only one checker (except for the first move 3: 3, 4: 4 and 6: 6). In order to capture profitable positions that will secure future moves, it is better to use each move. In case of falling out during the first move of the combinations 3: 3, 4: 4 and 6: 6, you need to remove two checkers from the head, because One cannot make the entire move - the opponent's head will interfere.

The object of the game of long backgammon

In the game of long backgammon, the player must complete a full circle (counterclockwise) with all the checkers, enter the house with them and throw them away 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.

The movement of checkers in the board game long backgammon

In the board game, long backgammon, the player rolls two dice simultaneously. 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 of any checkers 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 checkers by three cells, and the other - by five cells. In this case, you can move one checker eight cells. Which move to make first, the higher or lower dropped out, does not matter. In this case, only one checker can be taken from the head.

The first throw in the long backgammon board game provides players with an exception to the above rule. If one checker, which can only be removed from the head, does not work, then you can remove the second. There are only three such throws for a player: six-six, four-four, three-three. In this situation, in the board game long backgammon, it is not possible to play a full move with one checker, 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.

In the board game long backgammon, 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, to play five with two checkers) and then play four in the same way. If both dice have the same number of points (double, jackpot), then the number of points is doubled, i.e. the player plays as if he threw 4 dice and can make 4 moves for the number of cells on one die.

In the board game, long backgammon on one field is allowed to place an arbitrary number of checkers. You cannot place a checker on a cell occupied by an opponent's checker. If a checker hits an occupied square, they say about it that it "does not go". If the opponent's checkers occupy six cells in front of any checker, then it turns out to be locked. In the board game, long backgammon is not forbidden to build blocks of 6 checkers, but all fifteen of the opponent's checkers cannot be locked. There is a variant of the rules: you have the right to build a fence of six pieces only if at least one of the opponent's pieces entered the house.


Fig 2. In long backgammon, the "run" move is not considered an error, because it is done during the player's turn and does not interfere with his opponent

In the board game, long backgammon, if a player cannot make a single move for the number of points that he threw on the dice (checkers "do not go"), then the player's dropped points disappear, and checkers do not move at all. 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". In long backgammon, 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 on two dice. For example, the stone "four-three".

Throwing checkers in the board game long backgammon


Figure 3. Black dropped 4: 2. They throw two checkers

In the board game, long backgammon, the term throwing checkers means making such moves so that the checker is outside the board. Conventionally, tips for throwing checkers can be divided into 3 parts: capturing positions in the fourth quarter, correctly entering checkers into the throwing zone and actually throwing checkers. A player can start throwing checkers only when all his checkers have come into the house. In the process of removing the checkers from the house, the player has the right to use the points that fell on the dice at his own discretion: he can play a checker in the house or throw it away. You can throw checkers only from the fields corresponding to the dropped eyes on the dice. 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. In the board game, long backgammon, 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 the dice rolled 6: 5, 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 there, then from the third, if there are no - from the second, etc.

Results in the board game long backgammon

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

Building and breaking "fences"

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

Deficit of moves

At any point in the game, we have a different number of moves available for each of the 6 cube numbers. There are times when, with a double of 6: 6, we have available, let's say, only two moves and not four (for example, during the first move), and there is a loss of moves. Effective use of the "deficit of moves" of your own and your opponent is one of the most difficult in long backgammon and is a sign of the highest skill.

Backgammon is a rather ancient game, but despite this interest in it does not disappear to this day. Currently, many varieties of backgammon have been invented, each differing in its own rules of moves, the initial position of the checkers and other features, but the most popular are long and short ones.

There are rules for playing backgammon that are common to all types of this game:

The players make their moves in turn, the first move is determined by throwing one die (the player with the most points makes it first). In different types and rules of the game of backgammon, there can be a different direction of movement of the checkers, but they move exactly in a circle and only in one direction.

The dice must be thrown into an empty space on the board in one of its half. If at least one bone flew out of the field, rolled over to its other half, lay unevenly or leaned against a checker, then the throw is invalid and must be repeated.

Before each of the moves, two dice are thrown, and for each move you can make from one to four movements of the checker. In each of them, the player can move a checker of his color by the number of points equal to the points on one die.

You can move either two different checkers or one. When a double falls on the dice, the points that fell out are doubled, and the player can make 4 moves.

Remembering the forbidden movements of checkers will also help to play backgammon correctly. A player cannot move if the number of points on the dice does not allow moving the checker to the occupied or empty point. In this case, the move should be skipped. But when you can make at least one movement, you cannot refuse it, even if it is unprofitable.

When, when moving, all the player's checkers occupy their home, then with each next move they can be placed outside the field of the board. This, like the initial placement of checkers, is determined by the rules of the selected type of backgammon.

The point of the whole game is to pass the entire field in a circle with checkers, then return them all to your house and put them out of the playing field before the opponent.

There is no draw in this game. Whoever completed the circle first is the winner.

Knowing the general rules of the game, it is much easier to understand how to play any kind of backgammon. And playing them is not only fun, but also useful, because in the process you train your mathematical abilities and endurance. Also, backgammon like many others board games, are able to unite a small team or give many interesting family evenings.

We also offer you a short video tutorial on long backgammon games:

How to play backgammon? Competition rules

Many people remember the game of corners. White and black pieces are lined up in groups in diagonal opposite corners of the field, and the player's goal is to move to enemy territory as quickly as possible. A similar principle applies to backgammon. How to play backgammon?

The rules of the game seem complicated at first glance. However, this is not so, let's figure it out in order.

What are backgammon and the rules of the game

The set includes: a game board with cells along the inner perimeter, thirty chips: 15 pieces of black or white for each player, two dice (dice).

Chips of the selected color are displayed in the upper right corner of you. There are no special requirements for how they should stand, most often they are simply lined up in a vertical row. The main thing is that they are all at the start, that is, in the starting corner cell.

The forces of the opponent, respectively, will be under your left hand.

The game begins with the players rolling one die. Whoever has the most points, he goes first. Further, throughout the game, players roll a couple of dice and move their chips to as many cells as there are dots.

All chips move counterclockwise across the board! When it’s your turn to roll the dice, you’ll get two numbers, for example, you have 5 and 2. You can add up these results and make a single move of 7 steps. One cell - one step.

Or you can skip adding these results and move two figures at once. One for 5, and the other for 2 moves forward.

Moving around the field, you need to adhere to one rule. You can stop either on an empty cell or on your own color. This is called "putting on your head."

Simply put, you can put your chips on top of each other if necessary, but stopping on an opponent's chip is prohibited. This rule also applies if you add up the results of the dropped points. In this case, we move with a stop.

Example: If the dice showed 5 and 2, then first the piece moves 5 cells, looks around, and only then makes the remaining 2 steps. You can also vice versa: first by 2, then by 5. The main thing is that the stop does not fall on the enemy's head: this is prohibited by the rules. Otherwise, you will have to look for another move.

There is one more rule. At the beginning of the game, all the pieces are lined up in one corner cell. Any chip starts exactly from it, this is called “off the head”.

So you can remove from the head only 1 time in one move.

Example: dice are shown as 2 and 6. You remove the counter from your head and take 2 steps with it. The remaining 6 steps you can do either with her or with any other piece on the field. In other words: no more than one removal from the head per turn.

It so happens that you cannot make a move for the number of steps that fell to you. No matter how you look, any of your moves stops at enemy positions. Most often this happens towards the end of the game, when almost the entire territory of the field is occupied.

Alas, in this case, you miss a turn and hope for the mercy of the dice.

It is also called a double. This is when both dice show the same number of points. In this case, the player gets the right to make 4 moves, each for as many steps as each of the dice showed points.

Example: With a 3: 3 double, you get 4 moves of 3 steps each. In total, you get 12 moves, and you use them at your discretion. You can also play a jackpot with one piece, moving it all 12 steps.

The main thing is that the stops do not fall on the opponent's head.

If the double 6: 6 fell on your very first move in the game, then it gives the exclusive right to "remove" two chips from the head at once, because it will not be possible to make a single move in 24 steps: we will find ourselves at the start of the opponent.

It happens that you have a lucky jackpot, but you cannot make all 4 moves: the balance of forces of the opponent does not allow. We act according to the above-described rule - we are sadly waiting for the next chance.

What to strive for

As you can see, it is not difficult to learn the rules and play backgammon. Your goal is to move competently across the field and line up all your one-color soldiers on the opponent's territory. This is called bringing home. Home is considered 6 cells in the lower right quarter of the board.

As soon as your last figure is on the coveted territory, we begin to "expel" them.

In the online electronic backgammon game, the necessary chips are automatically removed from the field. In real backgammon, you simply move them: to the center or to the start, in a bunch or in a row - it doesn't matter. The main thing is that they no longer participate in the game.

How to "kick out"

We number all the home cells, starting from the far right. It is numbered 1 and then ascending to the left, up to 6. On your next turn, you roll the dice. The number of dots dropped out on them is the number of cells from which you can remove chips.

Example: the cubes showed 3 and 1. You either remove 2 pieces from the cells of the same name, or add the result and remove one piece from cell number 5.

It happens that the cubes show the numbers of empty cells. In this case, you either move the pieces by the number of steps indicated by the dice on your home territory, or remove the leftmost piece if the border of the field does not allow you to complete the move completely.

If you get a jackpot, then you also get the right to remove four pieces at once.

Example: kush 3: 3. Remove four shapes from the 3rd cell. If it is empty, then make four moves from cells numbered 4, 5 or 6. If they are empty, remove the four leftmost pieces from the remaining ones.

Who has won?

The winner is the one who first removes all the chips from the field. However, even losing backgammon has its own nuances. The most offensive is the loss-coke.

This is when all your figures are collected in the house, but you did not have time to expel any of them. All lost points are multiplied by 3.

Learn how to refuel a hookah from our article.

If the opponent has finished the game, and some of your chips have not made it home, then this is a loss-mars, the lost points are multiplied by 2. If at the end of the game you removed at least one chip from the field, the loss is considered normal, the lost points are equal to the number of remaining field of figures. The score of the game is 0: 1. To highlight some of the nuances and clearly answer the question "how to play backgammon" video with the rules will help. Good game!

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