How short backgammon is arranged. Backgammon arrangement

Backgammon (tavla, backgammon) is perhaps the oldest board game in human history. Games with boards and dice, according to archaeological excavations, were known to the Sumerians and the ancient Egyptians. Board game with very similar rules was already known in ancient rome. In its current form, the game appeared in medieval Persia. Backgammon has been played in Western Europe since the 12th century.

In this article, we will tell you about the rules of backgammon for beginners (step by step).

General information

The game is played on a special board with checkers. Two opponents play with two sets of checkers (white and black). The goal of the game is to move all your checkers around the board as soon as possible, and also to make it difficult for the opponent's checkers to advance. The winner is the one who first managed to remove the checkers from the field. The number of moves depends on the roll of the dice: thus, when playing backgammon, luck plays a big role. At the same time, in order to successfully complete the game, the player must work with his head and correctly apply the strategy.

There are two types of games with different rules: long and short backgammon. Long backgammon is a classic version of the game, known in the East and in Russia. Short backgammon is a European, reformed version of the game, created by the Englishman Edmond Hoyle in the 18th century. IN Lately short backgammon became widespread in our country, but did not displace long backgammon.

We will describe the rules of the game in both versions.

Dice, board and checkers

The inventory is simple: a board with twenty-four holes, two dice and thirty checkers (fifteen white and the same black).

The playing field is the inside of the board (as opposed to chess and checkers). The board is divided into two halves (this division is called a "bar").

In short backgammon, the arrangement before the game is as follows. Opponents sit opposite each other on different sides of the board. Each player lines up checkers of his color in the upper right hole of the game board. In fact, your checkers will be lined up on the right side of the board, the opponent's checkers - opposite. The initial location of the checkers is called the "head".

The color of the checkers does not determine the order of the move (this issue is decided by throwing the dice)

During the game, you will need to pass your checkers through the holes (fields) on the upper and lower edges of the board. The upper right hole at the start is already occupied by your checkers, the lower left hole is occupied by the opponent's checkers. Opponents lead their checkers around the board counterclockwise. Your task is to lead them first through the holes of the far edge of the board, and then through the holes of its near edge to the right near quarter, which is called your "home". After that, you can start withdrawing from the board of your checkers. Your opponent performs the same task - his "home" is (from your point of view) on the far left edge of the field.

Backgammon: game rules for beginners with pictures:

The winner is the one who was the first to remove all his checkers from the game.

The third obligatory element of the inventory is two dice (dice). In backgammon, they have a special name - zara. Before each move, the player rolls both dice. The amount of possible points determines what actions the player can perform.

Rules for playing long (simple, classic) backgammon

At the beginning of the game, all the checkers of the opponents are placed in the manner described in the previous section, in the "head". Then, by rolling the dice, the players determine who owns the first turn.

Before making a move, the player again rolls two dice to determine how many steps he can move the checker forward. For example, the rolled numbers 3 and 2 allow him to remove the checker "from the head" and advance it three holes and two more holes forward. The next move is made by the opponent, then the players continue to walk in turn.

When removing checkers “from the head”, players can move only one checker per turn. But there is an exception: the backgammon rules provide for a double. If at the first throw of the dice a double falls out: 3 and 3, 4 and 4, 6 and 6, you can move with two checkers (for example, when throwing 3 and 3, move both of them forward by three cells).

  • move with one checker twice in one move (for example, if 2 fell on one die and 3 on the other, move three steps with one checker and immediately two)
  • move with two checkers (when throwing dice 2 and 3, move one checker 2 steps, the other 3 steps).

This is very important point: the player can choose which option is more appropriate and act according to the circumstances.

If your own checker is already in the hole, you can put your own checkers there (in any quantity).

If there is already an opponent's checker in the hole, you cannot put your own checker there.

You can't walk any number of steps.

You can't go back.

It is impossible to skip a move if there is any opportunity to go. According to the rules, you must make a move in your turn, even if this action worsens your position. You can skip a move only if the rules do not allow you to move at all.

Backgammon game, photo:

If there is a double (the same throw of two dice), then the total number of steps is doubled. For example, when throwing 4:4, the player moves not 8 holes forward, but immediately 16 (one checker for 16 hole-fields or two checkers for 8).

During the game, it is desirable not only to bring all the checkers to your "home" as soon as possible, but also to put spokes in the opponent's wheels. By placing six cells of your color in a row, you create an "impassable barrier" through which the enemy cannot break through. We remember that it is impossible to go to a hole occupied by an opponent’s checker, and, say, when throwing dice by 5 and 4, it is impossible to immediately go nine points forward, but only 4, and then immediately 5 steps (or first 5 , and then to 4). Thus, it will not work to jump over the "bridge" of the opponent's six checkers.

There is a limitation regarding the construction of "bridges". You can build a bridge only if there is at least one enemy checker in front of this barrier.

When all the checkers are already in the "house", the player will begin to remove them from the board in order to complete the game as soon as possible. As long as at least one checker remains on the board, your game is not over. This is also done by rolling dice. So, when throwing 1 and 3, one checker is removed from those that are in the first and third holes on the right. If all the checkers have already been removed from this field, the checker from the senior position is removed. At the same time, checkers can not only be removed, but also moved in the “house”.

It is believed that there are no draws in backgammon. However, in last years there was one exception. If one of the opponents has already removed all the checkers from the field, it is necessary to give the other one move. If during this move he also manages to remove all the checkers, it is considered that a draw has come.

The end of one game is not the end of the match. Opponents can play several games for points. It is important that in long backgammon there are two types of wins. A more complete victory is called “mars” (one opponent has already completed the game, and the other has not yet had time to put all his checkers into the “house”). The losing mars loses double points.

Long backgammon rules: video

Rules for playing short backgammon

There are many similarities between the two games. Same board, same number of checkers. Therefore, we will only talk about the specific features of short backgammon.

The rules of the game in short (fast) backgammon are such that the opponent's checkers move towards each other (White's house and Black's house are opposite each other). Therefore, the game is more of a battle than a race.

The rules allow and prescribe to knock down an opponent's checker from the board. As we remember, in long (classic) backgammon you cannot put your checker in the hole if someone else's checker is already there. In short backgammon, the rules are different - if there is only one checker in the hole (this is called a “blot”), the opponent can throw it away, putting his own in this place. But if there are more than two checkers in one hole, it is impossible to take them or stop on this field. Captured checkers are stacked on the "bar" (a line that divides the field in half). The opponent of the stasis finds himself in a disadvantageous position: on the next move, he is ordered to return his checker to the game. It has to be put into action in the "house" of the enemy, that is, at the maximum distance from the target - one's own "home". In which hole to put it, determines the roll of the dice. So, if the bones show 3 and 5, then you can choose to put a checker in the third or fifth hole. If it is technically impossible to make such moves (the holes are occupied by two or more enemy checkers), you will have to skip the move and try your luck next time.

To "beat" the opponent's checkers means to slow down his advance to the finish line and, consequently, increase his own chances of winning. For this reason, occupying a consolidated field (hole) with only one chip is quite dangerous.

You can win in short backgammon in different ways. A more complete victory is called "mars" (if the loser has not yet managed to remove a single checker from the field). An even more complete victory is called “coke” (if the loser did not manage to remove a single checker and, in addition, at least one of his checkers remained on the bar or in the opponent’s “house”). "Mars" gives double points, "coke" gives triple points.

Rules of the game of short backgammon: video tutorial

Backgammon is one of the ancient games in the world. The spread of the game began in the ancient East and has now covered almost the entire world. In its essence, the game of backgammon is close to a dispute, and to science, and to art. From the majority intellectual games Backgammon differs from everyone else in that each move in them depends not only on the situation on the board, but also on chance, namely, on the number of points dropped on the dice, which makes them the most democratic for the class of players.

Backgammon, like all other sports, is subject to the rules that determine the basis of the game, the purpose of which is to move the checkers towards the "home" and bring them to the "yard".

The rules set out below should be known to everyone who plays backgammon, who practices this sport, who plays honestly and fairly.

These rules are developed on the basis of studying the world experience of a multinational game and taking into account all the proposals made by interested organizations, they include all the provisions related to the backgammon game regulations, and are the Unified rules for playing long backgammon within the framework of the 1st Open Moscow international tournament.

Terms and concepts of backgammon game

"Zary" - cubes (dice) - are made of bone or plastic, with numbers from one to six marked on the faces with the help of dot symbols.

"Head" - the initial location of the checkers.

"Home" - the last quarter of the board on the route, where all the checkers must be collected before the player can throw them away.

"Double" - the indication of zar (cubes), if the same number of points fell on both of them.

"Correct" - a term denoting that the player is not going to move the checker, but only corrects it.

"Throw away" - means to make such moves with checkers so that the checker is outside the house.

"Mars" - a winning situation when the losing opponent did not have time to throw out a single checker.

“Oin” is a winning situation when the losing opponent has thrown out at least one checker.

Long backgammon

Two people play backgammon. The game is played on a special board divided by a special board dividing the board into two identical halves, with six holes for checkers on each short side. On the backgammon board are placed 15 white and 15 black checkers (or two other excellent colors). Players need two dice (dice or cubes), on the six faces of which there are from one to six points corresponding to the number of points and determining combinations of checkers moving towards the house.

When playing long backgammon, all white checkers (player A) are placed in hole I (white head), all black checkers (player B) are placed in hole XII) (black head). Players take turns moving the checkers along the playing edge of the board for a certain number of lines (holes), according to the number of points dropped, towards their home. White checkers (player A) move clockwise along the route: I - XII - 12 - 1, home of the white checkers of the field 1 - 6; black checkers (player B) also move clockwise along the route: 12 - 1 - I - XII, black's home - squares VII - XII.

The object of the game of backgammon is to bring all the checkers to your house as quickly as possible and throw them into the yard (D).

The game begins with the sequential throwing out of charges. You can throw dice (dice) from a small cup or box. In principle, it is allowed to throw out the zara from the palms, however, if one of the opponents suspects the other of trying to cheat, he may require the use of a cup or box. Zaras are thrown in such a way that they fall on one half of the board and lie steadily on the edge. If the dice are scattered on both halves of the board, if at least one of them falls off the board, or stands obliquely, leaning against the board or checker, then the throw is repeated.

Players can use one pair of zar, throwing them alternately, or two pairs - each of the opponents has his own. In the first case, if after the throw and the move of the opponent the player took the dice in his hands, then by this he recognizes the correctness of the move by the opponent. In the second case, if the player who made the move raised his pair of zar, then this means that he has finished making his move; in this case, throwing a charge by the opponent means the recognition of the correctness of the move made.

When playing backgammon, the rule applies: take it - go. If a player touches a checker that he is not going to move, he must first say “correct”.

The right of the first move is given to the player who rolled the most points with one die. 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.

After the right of the first move is played, the player who wins this right makes the first roll. It is allowed to remove checkers from the head only one at a time, this move is called the “move from the head”.

On the board, from the side of each player, 6 white and 6 black triangular fields are drawn - lines numbered with Arabic and Roman numerals. Board - the inner edge of the board, dividing the field into two equal halves. Yard - the free space between the lines (holes). Lines 1 to 6 are white's home; Lines 7 to 12 are black's home.

After throwing, the player moves one of his checkers by the number of squares equal to the rolled number of one of the dice, and then moves any checker, including the one he just played, by the number of squares equal to the rolled value of another zar. For example: with the rolled values ​​"three" and "five", you can move one of your checkers to three fields, and the other - to five fields; or one checker on eight fields.

As noted earlier, only one checker can be taken "from the head", but the first move of the game provides each player with an exception to this rule. If one checker, which can be removed "from the head", does not pass by the sum of the dropped points, you can remove the second checker. Not passing the field means getting to the field occupied by at least one opponent's checker. Such a situation in the first move occurs when throwing three combinations of numbers: 3x3, 4x4 and 6x6. Own checkers in one field are placed in an arbitrary number. Moreover, if the number of checkers in one field is six or more and they are located in front of the opponent's checker, then it is locked. It is allowed to build a "fence" of six checkers only if at least one checker of the opponent is in front of this fence. At the same time, as an exception to this rule, it is allowed “on the way”, within one move, to temporarily close and immediately release the field left unoccupied.

If the checkers are locked in such a way that the opponent cannot make a single move for the number of points that fell on the dawn, then the points disappear, and the checkers do not move at all.

If the number of points on one of the balls allows you to make a move, but not on the other, then the player makes only one move. The points of the next move disappear.

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. For example: at dawn - “six-four”, in this case, you can play with one checker 6, and there is no way to go with the second checker for 4, or you can play 6 and 4 with one checker. The player must choose the second move option. If in this situation the player can make only one move, and any of the two, he must play a larger one. The smaller points are gone.

You cannot move two checkers by the number of fields indicated by the number of one zar. For example: if the value “five - four” fell out, it is impossible to play the sum of five or four with two checkers.

If a double falls out at dawn, i.e. the same number of points (two-two, three-three, etc.), then the player can make four moves by moving one, two, three or four checkers as many fields as the number of one zar shows.

When one of the players takes his checkers into the house completely, he gets the right to take them overboard, also in accordance with the points that fall out on the backs. For example: “five-three” fell out at dawn, which means you can remove one checker from the fifth and third fields from the game.

In the process of removing the checkers from the house, the player has the right to use the points that fell on the backs, at his own discretion - either in full or in part. For example: if there are “six-three” at the dawn, you can remove one checker from the 6th field from the board and move the other one three fields forward (from 6, 5 or 4 fields).

Each move of the game must be completed in full - you cannot, for example, move a checker to 4 squares if 5 points have fallen.

If “six-five” fell on the cards, and there are no checkers on fields 6 and 5, then the player can take two checkers out of the house from the next fields in order, as they decrease.

The player who first removes all his checkers from the house wins the game. There can be no draw in backgammon, because The game ends as soon as one of the players has thrown all his checkers.

In the event that a player has withdrawn all the checkers from the house, and the opponent has not managed to withdraw any, the backgammon ending is called “mars”.

In the event that a player has taken all his checkers out of the house, and the opponent has taken at least one checker, the backgammon ending is called “oin”.

A victory with "mars" brings the winner two points, and with "oin" - one.

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

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

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

1.3. The right of the first move, and accordingly the white color of the checkers, is played out as follows: each player throws one dice(zar). The right of the first move and the white color of the checkers is given to the one who has the most points. With the same number of points dropped out, the roll 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 move is the throw of the charge and the subsequent movement of the checkers after the throw.

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

1.7. Zara lie on the board until the end of the turn.

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

1.9. During the game, the checkers move counterclockwise.

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

2. The meaning of the game:

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

2.2. The term "throw" means to make a move with a checker so that it is off the board. "Throwing out" checkers is possible only after all the checkers "came to the house". Therefore, White moves from the 19-24 zone to the 1-6 zone, and Black from the 7-12 zone to the 13-18 zone

3. Draw.

3.1. The player rolls two zara (dice) at the same time. After the throw, the player moves any of his checkers by the number of holes (cells) equal to the dropped number of one of the zar, and then any one checker by the number of holes equal to the dropped number of the other zar. That is, if “three” fell on one dawn, and “five” on the other, then, accordingly, you can move one of your checkers three holes, and the other five holes. In this case, you can move one checker eight holes. 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 of the game grants the players 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 a player: six-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, as the opponent's checkers standing on the head interfere. If one of these combinations falls out, then the player can remove two checkers from his head, except for the situation if there are checkers in any of the fields that can be used to make a move. Note: At the first throw of white 5-5, and the subsequent throw by black 4-4, the latter remove one checker from the head playing one four, since the created obstacle prevents them from going further. Accordingly, at the first throw of white 2-2, and the subsequent throw of black 5-5, the latter remove one checker from the head, playing three possible fives.

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

3.3. The player has the right to change his move until the charges are transferred to the opponent or the clock button is pressed. If the move at the same time turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move in the form in which it was made, or to require the player to make the correct move.

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

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

3.5. If the opponent's checkers occupy six squares in front of any checker, then it is locked.

3.6. If the checkers are locked in such a way that the player cannot make a single move for the number of points that he threw out at dawn (the checkers “do not move”), then the player’s points disappear, and the checkers do not move at all.

3.7. An arbitrary number of checkers can be placed on one field. You cannot place your checker on the hole occupied by the opponent. In a situation where the checkers do not go, that is, the player cannot move them by the number of holes that fell out at dawn (the checkers fall on the occupied holes), all points disappear, and the player misses the move. In a situation where it is possible to make a move for the number of holes that fell on one of the dawns, and it is impossible to move the checker for the number of holes that fell on another dawn, only a possible move is performed, and the points of the second one are lost. The player cannot refuse a full move, even if it is not beneficial to him. If both moves cannot be made at the same time, then a larger number is played, or the second checker is removed from the head. For example, a combination of six-five fell out. The player can play six holes or five. The player is obliged to make a senior move (for six holes), and a smaller move (for 5 holes) burns out.

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

3.9. In the process of removing the checkers from 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. In the process of removing checkers from one's 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 6-5 fell on the heads, 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, fourth field (hole), if there are no checkers there, then from the third, if and not there, then from the second, and so on. The party ends.

4. Score in the game.

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

4.2. The situation when one player has thrown out all his checkers, and his opponent has not been able to throw out any, is called "mars" (2-0).

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

Starting position

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

Purpose of the game

The goal of the game is to move all your checkers to your home and then remove them from the board. The first player to remove all of their checkers wins the game.

Playing the first move

Each player rolls one die (zara). The right of the first move goes to the one with the most points. If the numbers match, they roll again.

Checkers movement

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

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

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

Prohibited actions

In this game it is forbidden:

  • Place a checker on a hole occupied by an opponent's checker.
  • Lock all the checkers of the opponent in front of his first checker, an exception to this rule is allowed “on the way”, within one move, temporarily close and immediately release the field left unoccupied
  • Move two checkers by the number of spaces shown on one of the dice. If five or three fell out, then you can’t move one checker two cells, another three, and then another three, that is, you need to: either take five steps with one checker, three with another, or go all eight steps with one checker - the sum of five and three.

Features of the move

In a situation where the chips do not go, that is, the player cannot move them by the number of holes that fell out at dawn (the chips fall on the occupied holes), all points disappear, and the player misses the move.

In a situation where you can make a move by the number of holes that fell on one of the dawns, and you cannot move the chip by the number of holes that fell on the other dawn, only a possible move is made, and the points of the second are lost. The player cannot refuse a full move, even if it is not beneficial to him.

In a situation where a player can make either of two moves, but only one, he must choose the larger one. For example, a combination of six-four fell out. The player can play six holes or four. The correct move is six holes. In this case, smaller points burn out. In a situation when it remains to bring the last chip into the house, and the hole is occupied (your chip is on the 18th hole, and 6 and 1 fell on the gaps, and hole 24 is occupied by the opponent), in this case the player brings the chip to the lower score, and the older one burns out.

Win calculation

In each individual game, the result of oyn or mars can be fixed.

If one of the players has thrown away all his chips, and not all the chips have been thrown away from the opponent, then the player fixes the win “oin” and gets 1 point.

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

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Classic backgammon rules (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.
Number of charges - 2.
Players take turns throwing dice (dice).
The initial arrangement of checkers is shown in Fig. 1



Each player has the right to move only checkers of his own color.
1.2. The initial arrangement of the checkers on the board (positions 1 and 13) is called the "head", the move from this position is called the "move from the head" ("take from the head").
Only one checker can be taken from the head in one move.
1.3. The right of the first move and, accordingly, the white color of the checkers is played as follows: each player throws one dice (zar).
This is a lot: the right of the first move and the white color of the checkers is given to the one who has the most points. With the same number of dropped points, the roll 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 move is the throw of the charge, as well as the movement of the checkers after the throw.
1.6. Throwing zara is better from a small glass, but it is also possible from the palms (by agreement with the opponent).
It is necessary to throw so that the balls fall on one half of the board and lie steadily on the edge. If the balls scatter on both halves of the board or fall on the floor, on the table (especially under the table), or the cube of one of the players stands askew, leaning against the side or checker, then the throw is repeated.
1.7. A move is considered made when the player who played his move transfers the charges to the opponent.

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

2.2. The term "throw" means to make a move with a checker so that it is off the board. You can "throw out" checkers only after all the checkers "came to the house". Therefore, White moves 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. Draw

3.1. The player rolls two dice (zara) 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 (Fig. 3).



The first roll of the game grants the players 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 (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, as 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 of white 5-5, and the subsequent throw by black 4-4, the latter remove one checker from the head playing one four, since the created obstacle prevents them from going further.
3.2. 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.
3.3. If the same number of points (double, gosh, kush) falls on both dice, 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.
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 to be made when the player has taken his dice from the board.
If the move at the same time turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move in the form in which it was made, or to require the player to make the correct move.
3.5. It is forbidden to place a block (obstacle; bridge) of six checkers - and even a "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, however, all fifteen checkers of the opponent cannot be locked.
You have the right to build a fence of six checkers only if at least one checker of the opponent is in front of this fence.
3.6. If the opponent's checkers occupy six squares in front of any checker, then it is 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 out at dawn (the checkers "do not move"), then the player's points disappear, and the checkers do not move at all.
3.8. An arbitrary number of checkers can be placed 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".
3.9. If a player has the opportunity to make a move on the number of points on one dawn, but it is not possible to make a move on the number of points that fell on another dawn, then the player makes only one move. The points of the other move are lost, since the checker does not move.
3.10. 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.
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 a dice, as well as a combination of points that fell on two backgammon.
For example, a stone "four-three".
3.11. Throwing checkers means making moves so that the checker is off the board.
A player can only start discarding checkers when all of his checkers have arrived at home.
3.12. 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 6-3 is rolled, the player can remove one checker from the 6th field and one checker from the 3rd field from the board (three can be played from the 6th, 5th or 4th field).
In the process of removing checkers from one's 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 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 no checkers there either. second, etc.
The party ends.

4. Calculation in the game

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

4.2. The situation when one player has thrown all his checkers, and his opponent has not been able to throw any, is called "mars" (2-0).

4.3* Draw in backgammon. If one player playing white has thrown away all his checkers, then the second player playing black has the right of the last throw, since he initially started the game - game later. In this case, if the player who played black, using his last throw right and removed his checkers from 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 rules of the tournament.


*A draw in long classic backgammon is an innovation.

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

Starting position

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

An arrangement that is mirror-symmetrical to that shown in the figure is also possible. The house in it is located on the left, and the courtyard - respectively on the right.

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

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

Purpose of the game

The goal of the game is to move all your checkers to your home and then remove them from the board. The first player to remove all of their checkers wins the game.

Checkers movement

To start the game, each player rolls one die. This determines which player goes first and which numbers he uses for his first move. If both players have the same numbers, they both roll the dice until different values ​​are rolled. The player who rolled the higher number moves his checkers according to the numbers on both dice. After the first move, the players take turns throwing two dice and making moves.

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

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

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

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

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

How to beat and charge a checker

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

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

If both points corresponding to the values ​​of the rolled dice are occupied, the player skips his turn. If a player can bring in some of his checkers but not all of them, he must charge all the checkers he can and then skip the remainder of his turn. Once all the checkers have been entered from the bar, the unused dice values ​​can be used as usual by moving the checker you loaded or any other checker.

How to throw away checkers

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

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

In the stage of throwing out the checkers, all the checkers of the player must be in his home. If a checker is beaten in the process of dropping checkers, then the player must bring the checker back to his home before he continues to drop checkers. The first player to remove all checkers from the board wins the game.

Dave

Backgammon is usually played for money with an agreed bet per point won. Each game starts with a bet of one point. During the game, a player who feels that he has a fairly large advantage in the game may offer to dave (i.e., double the stakes). He can only do this before the start of his turn, before he rolls the dice.

If the player who was offered to double the bets folds, then he surrenders this game and loses one point. Otherwise, he must call dave and play double. The player who accepted the dave becomes the owner of the cube, and only he can now double the bets again. The counter doubling of rates in the same game is called bass (or redubl). If the player gives up at this point, he loses as many points as were at stake before this redouble. Otherwise, the cube passes to him, and the game continues on with twice the value of the stakes. There is no limit on the number of redables.

Mars and Cox

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

Additional rules

Some additional rules have become widespread in the game.

1. Auto-double If both players get the same number of points on the first move, then the bets are doubled. The cube is rotated in twos and remains in the middle of the board. Players usually agree in advance to limit the number of auto redoubles at the beginning of the game. This rule is occasionally used when playing for money to give more excitement.

2. Beaver. If a player is declared a dove, he can immediately double the bets by announcing an opposite redouble - beaver, in this case the die remains with this player. The player who first declared the dave has the option of accepting the bisever or passing, as in the case of a simple dave.

3. Jacobi's rule. Mars and coke are counted as one point if neither player has declared dave during the course of the game. This rule speeds up the game because it eliminates situations where the player doesn't call dove because they want to play mars,

Matches, moneygame and backgammon team game

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

In matches, as a rule, dave is used.

There is one restriction to the previous point. (Crawford's rule). If in a given set your opponent scored one point less than what is necessary to win the match, then you do not have the right to declare dave directly in this set. If you win a game, you can already double your bets in the next one.

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

In moneygame, Jacobi's rule usually applies - that is, until a die is shown, mars and coke count as 1 point. Beaver can also be used in moneygame, if the parties have agreed on this before the start of the game.

Tournaments and clubs sometimes use several different options. team game in backgammon. The main options are:

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

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

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

Controversial situations

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

2. A move is considered made when the player has taken his dice. If the move at the same time turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move in the form in which it was made, or to require the player to make the correct move. The move is considered to be made as it is, if the opponent rolled his dice or started his move by declaring dove.

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

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