Backgammon oriental pattern. Rules for playing classic backgammon (long)

Backgammon is one of the oldest board games in the world, but there is no exact date and history of the game. There is a legend that says that the game was created in Egypt. The game differed in many ways from the modern version, but there were also similar features that established the progenitor of classical backgammon.

What skills does backgammon develop?

The board game is a strategic board game and is good for developing mental arithmetic and strategic thinking. The game largely depends on chance (that is, on the numbers falling on the dice).

The most expensive set of backgammon in the world

Jeffrey Parker has created the world's most expensive backgammon to order. The total cost of backgammon was $390,000. When developing the game, yellow and white gold, diamonds, and diamonds were used.

Immortalized

Backgammon is a popular and favorite game of many, because of this you can notice this game in the monuments installed in Yerevan and Vladikavkaz.


I've already seen it somewhere...

You may have noticed this board game in many films and TV series. And it does not lose its relevance today. You could see backgammon in James Bond 007: Octopussy, the Univer series, Matchmakers, Gendarmes in St. Tropez and many other films.


Frequently asked questions about backgammon

What is the difference between long backgammon and short backgammon?

The goal of the game in long and short backgammon is the same - to move your checkers across the board and remove them. The differences between them are the rules of the game, the initial location and direction of the checkers.

Initial arrangement of long and short backgammon

Initial arrangement of backgammon


Initial arrangement of short backgammon

Is there a draw in backgammon?

There are no draws in backgammon. The winner is the one who first threw his checkers over the board.

What is Mars in backgammon?

Mars is the location of the checkers at the end of the game, when a player did not have time to bring the checkers to his house, while the other player threw all the checkers off the board. Usually in this situation the points are doubled.

What is home mars in long backgammon?

A house mars is a situation in which a player brought all of his checkers into the house but was unable to take any of his checkers out, while the other player brought all of his checkers out of the board.

What is coke in backgammon?

Coke - this term appeared relatively recently. This is a rare situation in the game in which a player did not have time to remove his checkers from the initial location, while another player brought all his checkers off the board.

How many checkers should there be in backgammon?

The number of checkers (chips) in long and short backgammon is the same. Total - 30 checkers (15 white and 15 black chips).

Is it possible to cover 6 holes in a row in backgammon?

You can cover 6 holes in a row if your opponent goes home (that is, went through the holes you covered). If the checker did not pass and did not go home, then it is forbidden to close more than 5 holes in a row.

Who makes the first move in backgammon?

As in chess, white usually always goes first. But you can cast lots to see who gets the most on the die.

Are there backgammon championships?

Yes, sports backgammon championships are held in three directions: short backgammon, long backgammon, long backgammon with doubling cube.

What to do if you get a double in backgammon?

This means you go four times. For example, if the result is 6:6, then go four times 6, if the result is 3:3, then go four times three, etc.

What to do if you get a double during the first move of the long backgammon game?

You play the same four times according to the number rolled on the die. The exception is 6:6. Since during the initial setup in long backgammon, the hole will be closed by your opponent. In this case, you have the courage to take two checkers and move to “6”.

Thousands of people on our planet are addicted to backgammon, which in English-speaking countries is called backgammon. This ancient oriental game occupies the top places in the ratings of tabletop entertainment. Beginners think that victory or defeat depends on the roll of special dice - pay. You get a lot of points - you win, a few - you lose. Not everyone who has played at least once in their life knows: there are secrets to playing backgammon, and if you master them, you will wear the winner’s laurels without taking them off.

Backgammon tactics

Surely everyone knows the basics of backgammon, but if not, then here key points. Each participant places 15 checkers on his part of the board (in the house). The main task is to make a circle around the playing field and remove chips from the field faster than the enemy. The number of holes to which the checker is moved is determined by throwing the charge.

A thorough knowledge of the rules can hardly be called cunning. This is rather an immutable truth. Therefore, if you still have gaps in knowledge, fill the lack of knowledge immediately. This can be done on our website, where the rules are written in an accessible and in clear language. After all, without knowledge of the theory you will not achieve mastery.

Secrets of playing backgammon

In a nutshell, secrets known species Backgammon is as follows: think carefully about each move, otherwise it is unlikely to be successful. The development of events depends on the initial movements of the chips, whether in long or short backgammon. Although the outcome of the fight also depends on whether the dice roll is successful, it is tactically correct to calculate the movements and predict the behavior of the opponent.

The tactics of playing backgammon are as follows: we move one checker from our own head, take the second one from another hole and, thus, slowly move towards the opponent’s head. Some experienced players advise choosing one of the possible strategies:

  • try to move forward by any means;
  • hold the defense until the last.

There is no mystery here, everything is explained logically: if games with more points appear more often, move forward. If with a little one, defend yourself. When playing backgammon, tactics will differ depending on the situation; you cannot predict all combinations in advance; there are no win-win games.

Logically speaking, when two opponents of the same skill level sit at the board, they have the same chance of winning. Then, to win, follow these tactics for playing long backgammon: don’t let your opponent score points and don’t lose points yourself. To prevent your opponent from gaining points, create positions in which he will not be able to move and will be forced to miss moves. At the same time, carefully place checkers in the house and think through combinations in advance so as not to lose points.

Tactics for playing long backgammon

The main secret of correct tactics is to anticipate the situation, and not just see what is happening on the playing field in front of your eyes. In other words, calculate possible consequences movements. Adherents of backgammon with a mathematical mindset made some calculations and found out that in order to get to the desired hole, try to stand 5-6 holes before it. Most often the total is the same number of points. This little trick will help even a beginner win.

What other secrets of playing long backgammon are known? Close holes for your opponent that he can get into, because we already know that usually the bets give 5-6 points when throwing. Use this tactic against your opponent.

The secrets of backgammon also include building a fence. A fence is called a battle participant's chips placed in three to six cells in a row. By lining up the fence correctly, create a winning combination. The point is that your opponent will have a shortage of moves, but you will have the opportunity to make a good, well-thought-out move. If you don’t scare your opponent with a fence of 3 chips, then when there are 4, 5 or 6 chips in a row, this is almost a winning combination.

Long backgammon tactics for playing with a computer

When playing long backgammon with a robot, the tactics remain the same. We defend or attack depending on the situation on the field and how lucky your day is today. Online backgammon also requires the player to logical thinking and at least the simplest ones mathematical abilities. To win, play hundreds of games. It’s like in sports - the more you train, the closer you are to victory.

Use the secrets of backgammon while playing with a robot or a person in the LuckForFree Free Club. Also, everyone will find on our website most popular games: card games, chess, checkers, dominoes, roulette, etc.

TRIAL GAME
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By throwing the dice and moving the checkers in accordance with the points dropped, move the checkers a full circle around the board, enter your house with them and throw them over the board before your opponent does.

Rules of the game

There are many varieties of backgammon, 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 options games. But in any case, the checkers move in a circle and for each player the direction of their movement is fixed.
  • The right to make the first move is played out by throwing dice - each player throws one die, the one with the most points goes first. In case of the same number of points, the throw 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 land on free place boards on one side of the bar. If at least one of the dice flew off the board, the dice ended up in different halves of the board, the dice hit a checker or stood unevenly (leaned against a 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, during this move 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 to 4 then to 2). If both dice roll the same number of points (a double), then the rolled points are doubled and the player gets the opportunity to make 4 moves. Each movement of the checker must be done for the full number of points rolled on the dice (if 4 points are rolled, then you cannot move the checker 1, 2 or 3 points - you can only move the full 4).
  • In the “mad gulbar” version of the game, when a double is rolled out, the player makes all moves from the dropped double to the double of six (for example, when a “four-four” double is rolled out, the player moves one checker by 4 points, then another by 4 points, then another by 5 , another one at 5, one at 6 points and another at 6 points). If a player does not have the opportunity to make any of these moves, then the opponent must make the unplayed moves.
  • In each version of the rules there are some prohibited movements of checkers. The player cannot select moves that require such movements. If there are no allowed movements for the dropped combination of points, the player misses his turn. 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 it is impossible to use the points of one of the dice, they are lost. If there are two possible moves, one of which uses the points of only one dice, and the other - both, then the player must make a move that uses the points of both dice. If only one of two checkers can be moved (that is, the move of one checker excludes the possibility of moving the other), the player must make a move on large quantity points. In case of a double, the player must use the maximum possible number of points.
  • When all the player's checkers, while moving along the board, fall into their home, the player can begin to place them behind the board with the next moves. A checker can be placed on the board when the number of the point on which it stands is equal to the number of points rolled on one of the dice (that is, a checker standing on the outermost point can be placed if a one is rolled up, on the second from the edge - if a two is rolled out ). If all the checkers in the house are closer to the edge of the board than the number of points rolled, then the checker from the point with the highest number can be placed on the board.
  • The initial placement of the checkers is determined by the rules. - There are no draws in backgammon. The first one to put all his checkers overboard wins.
  • The winner receives from one to three points for winning. The rules for awarding points for winnings in different variants of backgammon may differ.

Setting up a 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.

Figure 1. Initial placement of checkers in board game backgammon

According to the rules of the game of backgammon, each player has 15 checkers of the same color. Initially, all black checkers are placed in hole No. 1 (see Fig. 1), and white checkers are placed in hole 13. Holes 1 and 13 are called respectively - Black's head and White's head. The goal of playing long backgammon is to bring all the checkers into your home before your 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 home are holes numbered 7 to 12.

Start of the game of backgammon

The game of backgammon begins with sequential throwing of dice. Cubes or dice are thrown in such a way that they both fall in one half of the game board and lie firmly on the edge. If the dice scatter across both halves of the board, if at least one of them falls off the board, or at least one of them stands askew, leaning against the board or checker, then the throw is repeated.

The right of the first move in long backgammon is played as follows: players throw one dice at a time, the player who throws the most points will go first. In case of equality of points, a repeat attempt is made. If after the end of the first game a 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 one move, you can remove only one checker(except for the first move 3:3, 4:4 and 6:6). To capture profitable positions that secure future moves, it is better to use every move. If the combinations 3:3, 4:4 and 6:6 appear during the first move, you need to remove two checkers from your head, because You won't be able to make the whole move alone - your opponent's head will get in the way.

The purpose of the game of backgammon

In the game of long backgammon, the player must go through a full circle with all the checkers (counterclockwise), 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 from a square 18 squares from the head.

Movement of checkers in the board game long backgammon

In the board game long backgammon, the player rolls two dice at the same time. After the throw, the player moves any of his checkers by a number of cells equal to the rolled number of one of the dice, and then any one checker - by a number of cells equal to the rolled number of the other die. That is, if one die rolls “three” and the other rolls “five,” then, accordingly, you can move one of your checkers three squares and the other five squares. In this case, you can move one checker eight cells. Which move to make first, whether the number drawn is higher or lower, does not matter. In this case, you can only take one checker from your head.

The first throw in the board game of backgammon provides players with an exception to the above rule. If one checker, which is the only one that can be removed from the head, does not pass, then you can remove the second one. 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 enemy’s checkers standing on the head interfere. If one of these combinations appears, the player can remove two checkers from his head.

In the board game long backgammon, you cannot move two checkers by the number of squares indicated by one die, and then by the number of squares indicated by another die. That is, if the roll is five or four, you cannot go first with one checker for two, then with the other for three (that is, win back a five with two checkers) and then play a four in the same way. If both dice show the same number of points (double, jackpot), then the number of points is doubled, i.e. The player plays as if he had rolled 4 dice and can make 4 moves per the number of spaces rolled on one die.

In the board game long backgammon, you can place an arbitrary number of checkers on one field. You cannot place a checker on a square occupied by an enemy checker. If a checker lands on an occupied square, it is said to be “not moving.” If the enemy's checkers occupy six squares in front of a checker, then it is locked. In the board game long backgammon, it is not prohibited to build blocks of 6 checkers, but you cannot lock all fifteen of your opponent’s checkers. There is a variant of the rules: You have the right to build a fence of six checkers only if at least one enemy checker has entered the house.


Fig. 2. In long backgammon, a “running” 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 the player cannot make a single move for the number of points that he rolled on the dice (the checkers “do not go”), then the player’s dropped points disappear, and the 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 a player to make a “three”, but the roll is “six” and there is an opportunity to go “six”, then he should go “six”. In long backgammon, if a stone falls out that allows the player to make only one move, and either of the two, then the player must choose the larger one. Smaller points are lost. Note: the term “stone” in backgammon can refer to a die, as well as a combination of points rolled on two dice. For example, the “four-three” stone.

Throwing out checkers in the board game long backgammon


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

In the board game long backgammon, the term throwing checkers means making moves so that the checker ends up outside the board. Conventionally, advice on throwing checkers can be divided into 3 parts: capturing positions in the fourth quarter, correctly inserting checkers into the throwing zone and actually throwing checkers. A player can start throwing away checkers only when all his checkers have reached the house. In the process of removing 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 the checker in the house or throw it away. Checkers can only be thrown from the fields corresponding to the points rolled on the dice. For example, if the roll is 6:3, the player can remove one checker from the 6th field and one checker from the 3rd field from the board. In the board game, long backgammon in the process of removing checkers from own home It is allowed to remove checkers from the fields of the lowest rank if there are no checkers in the fields of the highest rank. For example, if the dice roll is 6:5, and there are no checkers on fields 6 and 5, then the player can take two checkers out of the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are no checkers there either - from the second, etc.

Results in the board game long backgammon

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

Building and hacking "fences"

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

Lack of moves

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

Two people are playing. The game is played on a special board, divided into two halves (left and right). The number of chips on the board is 15 for each player, which are placed on their part of the board along right side. Sets of chips for players different color. Players take turns throwing out zara (dice). Number of charges - two. The initial placement of chips is shown in Fig. 1. Each player has the right to move only pieces of his own color.

To start the game, each player rolls one die. This determines which player goes first and what numbers he uses for his first move. If both players roll the same numbers, they both roll the dice until different numbers are rolled. Implemented on:
The player who rolled larger number, throws the dice and starts the game first.
Rule Variation: The player who rolls the higher number moves his chips according to the numbers on both dice. After the first move, players alternate between rolling two dice and making moves. The numbers on each dice indicate how many points, or pips, the player must move his chips. The player's turn is a roll of the dice (zar), as well as the movement of the chips after the throw.

Purpose of the game

The player must go through a full circle with all the chips (counterclockwise), enter them into house And throw away them before the enemy does. Home for each player the last quarter of the playing field is considered, starting from the cell located from heads for 18 cells.

Term throwing away means making a move with a piece so that it ends up outside the board. throwing away chips are possible only after all the chips have “come into the house”. Consequently, blacks go from zone 12-7 to zone 13-18, and whites from zone 19-24 to zone 1-6 (Fig. 2).

Fig 2.

Chip movement

The player rolls two dice at the same time. After the throw, the player moves any of his chips by a number of squares equal to the rolled number of one of the dice, and then any one chip - by a number of squares equal to the rolled number of the other die. That is, if one die rolls “three” and the other rolls “five,” then, accordingly, you can move one of your chips three squares and the other five squares. In this case, you can move one chip eight cells. Which move to make first, whether the number drawn is higher or lower, does not matter. In this case, you can only take one chip from your head (Fig. 3).

The first roll of the game provides players with an exception to the above rule. If one chip, which is the only one that can be removed from the head, does not go through, then you can remove the second one. There are only three such throws for a player: six-six, four-four and three-three - with them, the opponent’s chips standing on the head interfere. If one of these combinations appears, the player can remove two chips from his head.

If the same number of points appears at both dawns (double, pash, gauche, jackpot), then the number of points is doubled, i.e. The player plays as if he had rolled four dice and can make four moves per number of spaces rolled on one die.

Until the end of his turn, a player may move his pieces at his discretion, unless this contradicts these Rules. The move is considered made when the player has taken his coins from the board. If the move turns out to be unfinished or contrary to the rules, the opponent has the opportunity to accept the move as it was made, or require the player to make the correct move.

You can place an arbitrary number of chips on one field. You cannot place a chip on a cell occupied by an opponent's chip. If a chip lands on an occupied square, it is said to be “not moving.”

If the enemy's pieces occupy six squares in front of a piece, then it is locked. It is not forbidden to build blocks of 6 chips, but you cannot lock all fifteen of your opponent’s chips. Implemented on: You have the right to build a fence of six chips only if at least one enemy chip is in front of this fence. There is a variant of the rules:
You have the right to build a fence of six chips only if at least one enemy chip has entered the house.

If the player cannot make a single move for the number of points that he threw out at the start (the chips “do not go”), then the player’s points disappear, and the chips 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 a player to make a “three”, but the roll is “six” and there is an opportunity to go “six”, then he should go “six”.

If a stone falls out that allows the player to make only one move, and either of the two, then the player must choose the larger one. Smaller points are lost. Note: the term “stone” in backgammon can refer to a die, as well as a combination of points that appears on two sets. For example, the “four-three” stone.

Throwing away

Throwing away chips means making moves so that the chip ends up outside the board. A player can start throwing away chips only when all his chips have come into the house.
In the process of removing chips from the house, the player has the right to use the points that fell at dawn at his own discretion: he can play with a chip in the house or throw it away. You can only throw away chips from the fields corresponding to the points that fell out at dawn. For example, if the roll is 6-3, the player can withdraw one piece from the 6th field and one piece from the 3rd field from the board (three can be played from the 6th, 5th or 4th field).
In the process of withdrawing chips from your own home, you are allowed to withdraw chips from the fields of the lowest rank if there are no chips in the fields of the highest rank. For example, if 6-5 came up at dawn, and there are no chips on fields 6 and 5, then the player can withdraw two chips from the house from the next in order, the fourth field, if there are no chips there, then from the third, if there are no chips there either - from the second, etc.

Game result

There is no draw in backgammon. If one player throws away all his chips, the other player is considered a loser, even though the next throw may also throw away all his chips. The party ends.
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