Plain simple long backgammon. Results in the board game long backgammon

What is the origin of the game of backgammon?

Backgammon is known as the oldest board game. Its origins go back to Mesopotamia, to the third millennium BC. The first written rules for this game date back to the 13th century, in the game book of King Alfonso X.

Description and purpose of the game

Backgammon game two players play. The game takes place on the board, the playing fields are elongated triangles located in four quadrants of the board (six triangles in each quadrant) as shown in the picture. The board is divided along its length by a middle zone called a bar.

Each player has at his disposal 15 checkers of a color different from the color of the opponent's checkers. The game starts from the location shown in the picture.

The object of the game is for each player to move his 15 checkers to their home or inner corresponding quadrant, from where he can remove them from the board. The first player to remove all of their pieces from the board wins.

In order to play backgammon, you need:

  • board for the game;
  • 15 checkers of one color and 15 checkers of another color;
  • 2 or 4 dice.

Starting position and start of the game

Every player places his 15 chips as shown in the figure above. In this case, Blue starts from the top of the board from right to left, then moves down to the left of the board, and from there to the right, into the inner quadrant or home. As a result, the movement of blue chips occurs against the clock. The white pieces move in the opposite direction to the black ones, i.e. clockwise, and they are not allowed to change their direction of movement.

First, each player rolls one die to determine who starts the game. The player with the higher number starts first. If both players have the same number, it is necessary to repeat the throws until different numbers appear. For the first movement of the checkers, the beginning player must use this rolled number.

The game

Dice rolls

After the game has started, then the players uses two bones, and move the checkers in turn. Each player rolls the dice on the half board to their right. Checkers can move as many peaks as indicated by the rolled number. The player can choose two options for moving checkers:

Restrictions and illegal movements

By moving a checker, you can occupy any peak, except for those on which it is located. two or more opponent's checkers.

At the beginning of the game, none of the players can move the checkers, that is, it is always correct to move to the numbers that have fallen on the thrown dice. In the case when there is only an opportunity to move the checker to one of the two dropped numbers, the larger of the dropped numbers should play. If it is impossible to move a single checker to any dropped number, then the throw is considered zero and the turn passes to another player. If one of the players moved the checker in an illegal or incorrect way, the opponent may demand the correct movement of the checker, provided that the dice were not re-rolled.

Eating and introducing checkers into the game

If any peak is occupied by only one checker, then it is food for the opponent's piece when the latter's movement ends at this peak, or when it makes an intermediate stop at this peak. The eaten chip is placed on the central field.

A player who has one or more checkers out of play cannot move any of his checkers around the board until he has returned all the checkers in the middle of the board to the playing field. Checkers that are out of the game re-enter it through the home or inner quadrant of the opponent. Checkers can be re-introduced into the game if the rolled numbers make it possible to reach the free peak of the opponent's house. If there is only one opponent's chip on the peak, through which the checkers enter the game, it will be eaten by the chip entering the game from the bar. If, after throwing the dice, the player was unable to bring the checker or checkers from the bar into play, the move is considered lost, and the turn passes to his opponent.

double number

If after throwing the same number falls on both dice, the player moves the checkers to a number twice as large as that dropped out. For example, if after throwing rolled two triples, we have to move four times three. And thus, one chip can move four times in three spades; or one piece can move three times three spades and another piece move three spades; or one token can move two times three spades, and two other tokens can move three spades each, and so on.

Conclusion from the board

Checkers can only be saved or removed from the board when all of them (15 pieces) are in their own home or in the inner quadrant. Rescue means to remove chips from the board by rolling dice. A chip can only be saved if the number rolled on one of the dice is large enough for it to go over the side of the playing board.

The entire roll of the dice, or part of the roll, can also be used to move pieces along the inner quadrant instead of taking them off the board. This can be useful when the opponent has chips in the bar, which, when put into play, can eat a checker that is alone on one of the peaks of its home. When such a situation occurs, i.e., when a chip has been eaten during the withdrawal process, then it is necessary to return this eaten chip to the opponent’s inner quadrant and move it from there to its own inner quadrant before the remaining chips from the game board continue to be withdrawn.

End of the game and possible results

  • Ordinary win: The winner is the player who removes all of his pieces from the board before the opponent removes his last checker. In this case, the opponent was able to save one or more chips (1 point);
  • Gammon: the winner has withdrawn all his checkers, but the opponent has not yet withdrawn any (2 points);
  • Buckgammon: The winner has withdrawn all his checkers, and the opponent has not yet withdrawn any and has at least one chip in the bar or in the winner's inner quadrant (3 points).

double bone

This bone, which has numbers 2, 4, 8, 16, 32, 64 on her sides. When backgammon is played, they usually play games of X points, which depend on the type of player's victory. This die serves to double the bet and gives us the opportunity to get more points if we think we have an advantage over our opponent. The latter may accept the bet, or may refuse it.

All of the above rules of the game apply to short backgammon. This type of game is suitable for beginners, as short backgammon- faster and more dynamic game. In addition, due to a number of specific rules, short backgammon is more interesting game, how long backgammon. Nevertheless, we will briefly talk about the difference between long and short backgammon.

The purpose of long backgammon the same as short ones: move all the checkers to the house and remove them from the board before the opponent. However, there are several differences in the rules for playing long backgammon:

When the weather is bad outside and the planned walk is canceled, or you want to entertain your guests with something, try offering them an amazing old oriental game- backgammon. It promotes the development of memory and excellent even in children. At the same time, it will not be difficult for beginners to master the rules of backgammon. The purpose of this board entertainment is that you throw out the dice, and depending on the numbers that have fallen, you move your checkers, which you need to go a full circle around the board, bring them to your “house” or “hut” and remove them from the board earlier than the opponent will succeed. There are two types of the game - short and long backgammon.

Features of the game of short backgammon

The rules for playing short backgammon with a pattern will help you visualize exactly what you need to do. You will need a board with 24 spaces called points. These points are divided into 4 groups, each including 6 cells and called "yard", "house", "yard of the enemy", "house of the enemy". Between the house and the yard there is a “bar” bar that protrudes above the board.

According to the rules of backgammon for beginners, you should number the points for each player separately, starting with his "home". The point farthest from you is assigned number 24, which is also number 1 for the enemy. Each player will need 15 checkers, which are placed as follows: 5 checkers in the sixth point, 3 checkers in the eighth point, 5 checkers in the 13th point and 2 checkers in the point 24.

Your goal is to move all checkers to your home position and remove them from the board to win.

The rules of backgammon say that each player rolls one die to establish the turn order. The one with the higher number moves his checkers by the corresponding number of points. The game is then built like this:

The nuances of playing long backgammon

Understanding the rules of backgammon with pictures for beginners will not be difficult at all. They look like this:

If you have questions, you should refer to the following literature:

  1. Akhundov N.F. "Handbook of long backgammon: Theory and practice of the game" (2012).
  2. Shekhov V. G. "Backgammon: from beginner to champion" (2009).
  3. Chebotarev R. "Long Backgammon" (2010).
  4. Akhundov N. F. "School of playing long backgammon" (2009).
  5. Magril P. "Backgammon" (2006).
  6. Clay R. Backgammon. Strategy of victory” (2010).
  7. Fadeev I. "Backgammon - the game of millennia" (2009).

If you are fascinated by this game, we also suggest that you familiarize yourself with the rules of the game in

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 conditionally divided into two equal parts by a special board (bar), with six holes for checkers on each short side.

Fig 1. Initial arrangement of checkers in 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 white checkers are placed in the hole under No. 1 (see Fig. 1), and the white checkers in hole 13. Holes 1 and 13 are called respectively - the head of black and the head of white. The goal of the game of long backgammon is to bring all the checkers to your home before the opponent and remove them from the board before the second player does. Black's home is points numbered 19 to 24 (see Fig. 1), white's home is holes numbered 7 to 12.

Start of the game long backgammon

The game of long backgammon begins with the successive throwing of dice (dice). Zaras (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 off the board, or at least one stands obliquely, 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 die each, the player who throws more points will go first. In case of equality of points dropped out, 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 there is a capture of advantageous positions. Since only one checker can be removed from the head per move (with the exception of the first move 3:3, 4:4 and 6:6), then you need to use each move for this.

The purpose of the game of long backgammon

In the game of long backgammon, the player must pass all the checkers a full circle (counterclockwise), enter the house with them and throw them away before the opponent does. The home for each player is considered the last quarter playing field, starting from a cell 18 cells away from the head.

The movement of checkers in the board game long backgammon

In the backgammon board game, 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 cubes, and then any one checker - by a number of squares equal to the rolled number of the other cube. 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. It doesn't matter which move to make first, whether it's a larger number or a smaller one. In this case, only one checker can be taken from the head.

The first roll in the 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 pass, then the second one can be removed. There are only three such throws for the 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, as the opponent's checkers standing on their heads 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 die, and then by the number of cells indicated by another die. That is, if five or four fell out, you can’t go first with one checker for two, then the other for three (that is, win back five with two checkers) and then win back the four in the same way. If the same number of points is rolled on both dice (double, pash, gosh, kush), 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 dropped on one die.

In the board game long backgammon, it is allowed to put an arbitrary number of checkers on one field. A checker cannot be placed on a cell occupied by an opponent's checker. If a checker lands on an occupied cell, it is said that it "does not go". If the opponent's checkers occupy six squares in front of any checker, then it is locked. In the board game long backgammon, it is not forbidden to build blocks of 6 checkers, however, all fifteen checkers of the opponent cannot be locked. There is a variant of the rules: You have the right to build a fence of six checkers only if at least one checker of the opponent entered the house.

run", 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 out at dawn (the checkers "do not go"), then the player's points disappear, and the checkers do not move at all. If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest. That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go. In long backgammon, if such 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. The smaller points are gone. Note: the term "stone" in backgammon can be called dice, as well as the combination of points that fell on two dawns. For example, a stone "four-three".

Throwing checkers in the board game long backgammon

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

In the board game long backgammon, the term to throw away checkers means to make moves so that the checker is off the board. Conventionally, advice for the release of checkers can be divided into 3 parts: the capture of positions in the fourth quarter, the correct introduction of checkers into the ejection zone and the actual release of checkers. A player can only start discarding checkers when all of his checkers have arrived at home. In the process of taking the checkers out of the house, the player has the right to use the points that fell out at the dawn, at his own discretion: he can play the checker in the house or throw it away. It is possible to throw out checkers only from the fields corresponding to the dropped out eyes at dawn. 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 one's own home, it is allowed to remove checkers from the fields of the lowest level if there are no checkers in the fields of the highest level. For example, if 6:5 fell out at dawn, and there are no checkers on fields 6 and 5, then the player can withdraw two checkers from the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are none - 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 away all his checkers, the second player is considered a loser, even if the next throw may also throw away all his checkers. The game of long backgammon is over.

Building and breaking "fences"

"Fence" - these are 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 blank fence because it is impossible to jump over it.

Deficit of moves

At any moment of the game, we have a different number of moves available for each of the 6 digits of the zar. There are moments when, with a double 6:6, we have access to, let's say, only two moves and not four (for example, during the first move), and there is a loss of moves. The effective use of the "deficit of moves" of one's own and the opponent's is one of the most difficult in long backgammon and is a sign of the highest skill.

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 conditionally divided into two equal parts by a special board (bar), with six holes for checkers on each short side.

Fig 1. The initial arrangement 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 are placed in hole 13. Holes 1 and 13 are called respectively - black's head and white's head. The goal of the game of long backgammon is to bring all the checkers to your home before the opponent and remove them from the board before the second player does. Black's home is points numbered 19 to 24 (see Fig. 1), white's home is holes numbered 7 to 12.

Start of the game long backgammon

The game of long backgammon begins with the successive throwing of the dice. Dice 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 cubes are scattered on both halves of the board, if at least one of them falls off the board, or at least one stands obliquely, 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 die each, the player who throws more points will go first. In case of equality of points dropped out, 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 there is a capture of advantageous positions. From the head, for the move, you can remove only one checker(except for the first move 3:3, 4:4 and 6:6). It is better to use every move to capture profitable positions that secure future moves. In case of falling out during the first move of combinations 3:3, 4:4 and 6:6, two checkers must be removed from the head, because. You won’t be able to make the whole move alone - the enemy’s head will interfere.

The purpose of the game of long backgammon

In the game of long backgammon, the player must pass all the checkers a full circle (counterclockwise), enter the house with them and throw them away before the opponent does. The home for each player is considered to be the last quarter of the playing field, starting from a cell separated from the head by 18 cells.

The movement of checkers in the board game long backgammon

In the backgammon board game, 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 cubes, and then any one checker - by a number of squares equal to the rolled number of the other cube. 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. It doesn't matter which move to make first, whether it's a larger number or a smaller one. In this case, only one checker can be taken from the head.

The first roll in the 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 pass, then the second one can be removed. There are only three such throws for the 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, as the opponent's checkers standing on their heads 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 die, and then by the number of cells indicated by another die. That is, if five or four fell out, you can’t go first with one checker for two, then the other for three (that is, win back five with two checkers) and then win back the 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 rolled 4 dice and can make 4 moves per the number of cells rolled on one die.

In the board game long backgammon, it is allowed to put an arbitrary number of checkers on one field. A checker cannot be placed on a cell occupied by an opponent's checker. If a checker lands on an occupied cell, it is said that it "does not go". If the opponent's checkers occupy six squares in front of any checker, then it is locked. In the board game long backgammon, it is not forbidden to build blocks of 6 checkers, however, all fifteen checkers of the opponent cannot be locked. There is a variant of the rules: You have the right to build a fence of six checkers only if at least one checker of the opponent entered the house.


Fig 2. In long backgammon, the move by "run" is not considered a mistake, 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 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 does not have the right to shorten it, even if it is in his interest. That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go. In long backgammon, if such 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. The smaller points are gone. Note: the term "stone" in backgammon can refer to a dice, as well as a combination of points that fell on two dice. For example, a stone "four-three".

Throwing checkers in the board game long backgammon


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

In the board game long backgammon, the term to throw away checkers means to make moves so that the checker is off the board. Conventionally, advice for the release of checkers can be divided into 3 parts: the capture of positions in the fourth quarter, the correct introduction of checkers into the ejection zone and the actual release of checkers. A player can only start discarding checkers when all of his checkers have arrived at home. 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 the checker in the house or throw it away. Checkers can only be thrown from the fields corresponding to the dropped points 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 one's own home, it is allowed to remove checkers from the fields of the lowest level if there are no checkers in the fields of the highest level. For example, if 6:5 fell on the dice, and there are no checkers on fields 6 and 5, then the player can withdraw two checkers from the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are none - 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 away all his checkers, the second player is considered a loser, even if the next throw may also throw away all his checkers. The game of long backgammon is over.

Building and breaking "fences"

"Fence" - these are 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 blank fence because it is impossible to jump over it.

Deficit of moves

At any moment of the game, we have a different number of moves available for each of the 6 digits of the die. There are moments when, with a double 6:6, we have access to, let's say, only two moves and not four (for example, during the first move), and there is a loss of moves. The effective use of the "deficit of moves" of one's own and the opponent's is one of the most difficult in long backgammon and is a sign of the highest skill.

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