Backgammon first move 6 6. How to arrange short backgammon: basic rules, features and recommendations. How to play Backgammon short

Backgammon is one of the oldest two-player games that people have been playing for over five thousand years. To win, you need to bring all the checkers to the so-called house, and then remove them from the board. If you want to learn how to play this exciting game, read the steps below.

Steps

Part 1

Preparing for the game

    Check out the game board. Backgammon is played on a special board consisting of 24 narrow triangles, also called points. The triangles alternate in color and are grouped into four quadrants (quarters) of 6 triangles each. Quadrants are divided into 4 types: player's house, player's yard, enemy's house and enemy's yard. At the intersection of the quadrants, in the middle of the board, there is a bar.

    • Players sit on opposite sides of the board facing each other. Each player's house is located in the quadrant closest to his right. The houses are opposite each other, as are the courtyards located in the left quadrant.
    • The player moves his checkers from the enemy's house counterclockwise so that the trajectory of their movement resembles a horseshoe.
    • The triangles are numbered from 1 to 24 (each player has their own numbering), with point number 24 being the furthest away and point number 1 being in the near right corner of the house. Players move their checkers from opposite ends of the board, so that one player's point 1 is numbered 24 for his opponent, point 2 is number 23, and so on.
  1. Remember, you can double your bet at any time during the game. In backgammon, it is not the winner who wins points, but the loser who loses them. So if you win, your opponent will lose by par, double or triple, depending on the bets on the doubling die. This die is not a die, but just a mark. At the beginning of the game, it is placed with the one side up, but during the game you can double your bet: this is done at the beginning of your turn before rolling the dice.

    • If you offer a doubling and your opponent accepts, the die is turned with the new number up and placed in the opponent's court. Now only he will be able to offer doubling on one of his subsequent moves.
    • If the opponent does not accept the doubling, then he loses the game based on the initial bet on the dice.
    • You can double your bet re-double her and so on, but usually doubling occurs no more than three or four times per game.
  2. Try to dominate the board. Before moving checkers into the house, try to occupy as many points as possible with two checkers, do not pile up 5-6 checkers in several points. This will not only give you more options when moving to open points, but will also make it more difficult for enemy checkers to move, reducing the number of open points for them.

Part 3

Taking checkers and putting them back into play
  1. Beat the blot and the enemy's checker will go to the bar. If you beat blot, that is, you place your checker on a point occupied by only one of your opponent’s checkers, his checker goes to the bar. Try to hit blots whenever possible, especially if it helps you move your own checkers closer to home. By doing this, you also greatly slow down the advancement of the enemy’s checkers.

    • If a player's checker is on the bar, he does not have the right to move other checkers until he moves it from the bar to the opponent's house.
  2. Introduce beaten checkers back into the game. If the enemy has beaten your blot, then your checker is placed on the bar. Now your task is to return this checker back to the field, to the enemy’s house. To do this, you roll the dice, and if you get a number corresponding to an open point in your opponent's house, you place your checker on that point. If the points with the dropped numbers are closed, you skip your turn and try again on your next turn.

    • For example, if you throw a 2, you can take a checker to the 23rd point in the opponent’s house, if, of course, it is open, since in this case the checker from the bar moves to two points.
    • When withdrawing from a bar, you cannot sum two drawn numbers. For example, if you roll 6-2, you cannot move 8 points with one checker. In this case, you can move your checker to the sixth or second point, if they are free.
  3. Having removed all your checkers from the bar, you can continue to move other checkers. Once there are no more checkers left on the bar, you can move checkers on the board again. If you have removed the last checker from the bar, and at the same time you still have the second number drawn unused, you can match the corresponding number of points with another checker on the board.

    • If you have two checkers on the bar, then you need to put both into play. If, after throwing the dice, you were able to enter only one, the second move is lost, and you try to enter the remaining checker on the bar on the next move.
    • If you have more than two checkers on the bar, then you can move all the rest only after you remove all your checkers from the bar.

Part 4

Throwing checkers out of the game
  1. Understand the conditions necessary to win. To win the game, you need to remove all your checkers from the board before your opponent, that is, throw them out of the game. To do this, you roll both dice and then remove the corresponding checkers from the board. The numbers rolled must be equal to or greater than the number of points required for the thrown checkers to end up outside the board.

    • For example, if you roll a 6-2, you can discard the checkers on spots 6 and 2. However, if you don't have a checker on spot 6, you can discard the checker on a lower-numbered spot, such as spot 5 or 4.
  2. First, move all your checkers into the house. You can throw checkers out of the game only after all your checkers are in your house. You need to safely transfer all your checkers to points 1-6. At these points the checkers can be positioned in any way you like. But don’t forget that your checkers are still vulnerable in the house.

    • If the opponent has a checker on the bar, he can bring it to a blot in your house, if you have one, and you will have to put the knocked checker back into the game and return it from the opponent's house, and until it reaches your house you have no right throw other checkers out of the game. Try to keep your checkers safe for as long as possible.
  3. Start throwing checkers out of the game. In this case, you throw away the checkers from the point corresponding to the number rolled on the dice. For example, if you roll 4-1, and you have a checker on the 4th and 1st points, then you can throw them away. If you get a double 6-6, and you have 4 checkers on the 6th point, then you can throw out all 4.

    • If you need to throw dice and you cannot throw away any checker, move one of the checkers. For example, if you have 2 checkers left on points 6 and 5 and the result is 2-1, move the checker from point 6 to point 4 and from point 5 to 4 as well.
    • You can use a higher value on the dice to remove a checker from a smaller point from the game. If the roll is 5-4, and you only have a few checkers left at points 2 and 3, then you can throw away two of them.
    • You must use the die with the lower value first, even if this means that you will not be able to make full use of the numbers rolled. For example, if you have a checker on point 5 and roll 5-1, then first you move the checker one point, placing it on point 4, and then throw it out of the game using 5.
  4. Throw out all 15 checkers from the game. If you do this before your opponent, you will win the game. However, not all victories are equal. An opponent can lose in one of three ways:

    • A common defeat. Occurs when you throw all your checkers out of the game before your opponent. The opponent loses the value on the doubling die.
    • Mars(gammon). If you throw all your checkers out of the game before your opponent has time to throw out at least one, then your opponent loses with Mars, that is, with the value on the doubling die doubling.
    • Coke(backgammon). If you throw away all of your game checkers before your opponent has had a chance to throw away at least one, and one or more of your opponent's checkers are still on the bar or in your house, then your opponent loses with a Cox, that is, with the value on the doubling die tripled .

Two players place 15 checkers (white and black) on their part of the board along the right side.

The initial location of the checkers on the board (positions 12 and 24) is called "head". The move from this position is called the “move from the head.” You can only take one checker from your head in one move (see Exception). The last quarter of the playing field for each player is called “home”- “white house” (1-6) and “black house” (13-18).

Exception

If on his first turn, the player rolled doubles six-six (6-6); four-four (4-4); three-three (3-3), he can remove two checkers from his head. Because in this situation it is not possible to play a full move with one checker, since the enemy’s checkers standing on the head interfere. If the opponent's checkers on the field prevent him from making a full move, the player removes only 1 checker from his head.

First move draw

Each player rolls one dice (dice). The right of the first move and the white color of the checkers is given to the one who has the most points. If the number of points is the same, the throw is repeated.

Purpose of the game

The goal of the game is to go through a full circle with all the checkers (counterclockwise), enter them into the “house” and remove (“throw away”) them before the opponent does.

White checkers move from points 19-24 to 1-6, and black ones from points 7-12 to 13-18.

You can withdraw a checker only after all the checkers have “come into the house”.

Rules and restrictions:

  • Each player has the right to move checkers only of his own color.
  • When a player rolls the dice (dice), he must move his checkers in accordance with the points rolled. If the space is occupied by the opponent's checker, then you cannot place your own checker in this hole.
  • You must move strictly on the number of points that appear on the dice. The player is obliged, even to his own detriment, to use all the points that fall out.
  • Full Move Rule - If there are two moves, one of which uses one die and the other uses two dice, the player must make a move that uses both dice.
  • If both dice show the same number of points (a double), the player plays as if he had rolled 4 dice and can make 4 moves.

  • In a situation where the player cannot match the value that came up on the die (checkers fall into occupied holes), all points are lost and the player misses his turn.

Checkers withdrawal

After all the player’s checkers are placed in the “house,” he removes from the board from 1 to 4 (when throwing out a double) checkers, in holes corresponding to the number of points rolled on the dice.

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.

In the process of removing checkers from your own home, you are allowed to throw away checkers from the holes of the lowest category if there are no checkers in the holes of the highest category. For example, if the dice roll is 6-5, and there are no checkers in holes 6 and 5, then the player can “throw away” two checkers from the next in order, fourth field (hole), if there are no checkers there, then from the third, if not there, then from the second, etc. The game ends.

Calculation of winnings

Winning “oin” is declared in a situation where one of the players has withdrawn all his checkers, and his opponent has withdrawn at least one. Such a win brings the winner 1 point.

If one player throws away all his checkers and his opponent fails to throw away any, the win is called a “mars” and brings 2 points.

In amateur fights and on some Russian-language sites, there are winning options: “coke” (3 points) and “home mars” (4 points).

Cox is a situation where the loser did not have time to withdraw one or more checkers from his starting quarter.

Home Mars is a situation in which the loser managed to bring all his checkers into the “house”, but did not manage to remove a single checker from the board.

These concepts are not found in any serious document about the Rules, Regulations, or Tournament Formulas.

There is no concept of “draw” in long backgammon in its classical form. However, in a number of countries, in head-to-head games, the last move rule (equal move rule) may be applied, which means that each player must perform the same number of moves. A situation is possible when the player playing black uses his last throw and also removes all his checkers. In this case, the game ends in a draw, and the players receive half a point (1/2-1/2) or one point (1-1), depending on the Tournament Regulations.

Difference from short backgammon

  • Another starting setup.
  • Absence of knocked down checkers: it is forbidden to place a checker on a hole occupied by even one opponent’s checker.
  • Possibility of locking. If six checkers are placed in front of one of the opponent's checkers, it is considered locked.
  • The movement of checkers for both players occurs in the same direction (counterclockwise or clockwise), while in short backgammon the checkers of the players move towards each other (some clockwise, others counterclockwise).
  • IN backgammon There is a possibility of doubling the rate.

Varieties of long backgammon:

  • Kaftar
  • Kabutar
  • Gulbar
  • Mad gulbar
  • Crazy backgammon
  • Astrogon
  • Even-odd
  • Khachapuri
  • Buffalo (Keschmakesh).

Backgammon arrangement

Very often backgammon is confused with chess. Perhaps this is due to the fact that for quite a long time they walked side by side: the inner side of the board was intended for playing backgammon, and the outer side for chess. But chess and backgammon are absolutely two different things. Today, chess can be called a sport, but backgammon remains an amazing and exciting board game.

For those who decide to learn how to play backgammon, you should initially familiarize yourself with the rules of the game, as well as study the system for placing chips on the playing field. Even beginners know that there is a huge selection of different types of backgammon. But only two are considered the most common and generally accepted: long and short. Each of these options has its own characteristics of chip placement.

Long backgammon

N Arda placement of chips on the field has its own specifics. In order to more accurately understand how this needs to be done, you first need to get acquainted with the playing field. The backgammon board is divided into two absolutely equal halves. There are 24 narrow andelongated triangles, which are called points and are numbered accordingly. But each player has his own numbering: where one player has the first point, his opponent will have the twenty-fourth. Backgammon is designed for two players, each of whom has 15 chips of a certain color. It is they who need to be placed in one row in the first or thirteenth points along the right side. This is the original arrangement of backgammon. This position is called “head” and the move starts from the head.

Backgammon arrangement in its original form does not give advantages to any other player. All chances of winning are equal. How is this game different from chess? And the fact is that in chess only logical calculation and the ability to think constructively lead to success. In backgammon there is still a share of luck, which is carried along with the dice. This arrangement of backgammon is typical for a long look. With short backgammon everything is different.

Short backgammon

Short backgammon is also designed for two players and the game board remains unchanged. The triangles we know are called the house and the yard, the bar in the middle is the bar. There are points that are numbered from 1 to 24. The arrangement of the chips changes. Each player has 15 checkers. The initial arrangement of checkers is as follows: each player has two checkers in the twenty-fourth point, five in the thirteenth, three in the eighth and five in the sixth.

The goal of the game in both cases is to determine the number of your moves by throwing dice, moving chips across the field to bring them into the house and be the first to completely remove them from the game. Backgammon arrangement, which differs in long and short varieties, makes the game more exciting and difficult. Anyone can try their hand at one form or another.

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 book of games of King Alfonso X.

Description and purpose of the game

The game of backgammon two players play. The game takes place on a 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 length of the board is divided by a middle zone called a bar.

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

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

In order to play backgammon, you need:

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

Starting location and start of the game

Every player has his 15 chips as shown in the picture above. In this case, the blues begin their movement from the top of the board from right to left, then move down to the left side of the board, and from there to the right, to the inner quadrant or home. As a result, the blue chips move counterclockwise. White chips move in the opposite direction to black ones, that is, clockwise, and they are not allowed to change the direction of their movement.

At the beginning, each player rolls one die to determine who starts the game. The player with the highest number starts first. If both players have the same number, the rolls must be repeated until different numbers appear. To move the checkers for the first time, the beginning player must use this rolled number.

A game

Dice Rolls

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

Restrictions and illegal movements

By moving a checker, you can occupy any peak, with the exception of 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, they can always move correctly to the numbers that appear on the thrown dice. In the case where there is only the opportunity to move a checker to one of the two numbers drawn, the larger of the numbers drawn must be played. If it is impossible to move a single checker to any number rolled, then the throw is considered zero and the turn passes to the other player. If one of the players has moved a checker in an illegal or incorrect manner, the opponent may demand that the checker be moved correctly, provided that the dice have not been rolled again.

Eating and introducing checkers into the game

If any peak is occupied by only one checker, then it is food for your 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 of the checkers in the middle of the board to the playing field. Checkers that have left the game re-enter through the opponent's house or inner quadrant. Checkers can be put back into play if the numbers rolled allow the free pick of the opponent's house to be reached. If at the peak through which the checkers enter the game there is a single opponent’s chip, it will be eaten by the chip that enters the game from the bar. If, after throwing the dice, the player was unable to bring a checker or checkers from the bar into play, the move is considered lost and the turn goes to his opponent.

Double number

If after rolling both dice the same number is rolled, the player moves the checkers to twice the number rolled. For example, if after throwing got two threes, we have to move four times three. And thus, one chip can move four times in three spades; or one chip can move three times three spades, and another chip can move three spades; or one chip can move two times three spades, and two other chips 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 house or in the inner quadrant. Saving means removing pieces from the game board by throwing dice. A chip can only be saved if the number rolled on one of the dice is high enough for it to move through the side of the playing board.

The entire dice roll, or part of the roll, can also be used to move tiles along the inner quadrant instead of removing them from the board. This can be useful when the opponent has chips on the bar which, when brought into play, can eat a checker that alone is on one of its house peaks. When such a situation occurs, that is, when a chip has been eaten during the withdrawal process, 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 continuing to remove the remaining chips from the game board.

End of the game and possible results

  • Regular Victory: The winner is the player who gets all his pieces off the board before his opponent gets his last piece out. In this case, the opponent was able to save one or more chips (1 point);
  • Gammon: the winner has brought out all his checkers, but the opponent has not yet brought out any (2 points);
  • Buckgammon: The winner has brought out all of his checkers and the opponent has not yet taken out any and has at least one checker in the winner's bar or inner quadrant (3 points).

Double Dice

This bone that has numbers 2, 4, 8, 16, 32, 64 on her sides. When playing backgammon, games of X points are usually played, which depend on the type of victory the player has. 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 refuse it.

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

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

Backgammon (other common names: backgammon, backgammon, tavla, shesh-besh, kosha) is an ancient oriental game. The origin of this game is not exactly known, but it is known that people have been playing this game for more than 5,000 years, for which there is historical evidence. Thus, the oldest of the backgammon boards was found in Iran (in Shahri-Sukhta) and dates back to about 3000 BC. An analogue of this game was discovered in the tomb of Pharaoh Tutankhamun (XV BC). .).

The rules of playing backgammon are simple and novice players can easily master them, but nevertheless, in order to win you need logical thinking and, of course, luck. There are two main varieties - and backgammon. The Backgammon game consists of a special board, 30 checkers of two different colors and two dice). The game involves 2 players.


Short backgammon


Starting position


Fig 1. Board with checkers in starting position. An arrangement that is mirror symmetrical to the one shown in the figure is also possible. The house in it is located on the left, and the yard is located on the right.


Fig 2. The direction of movement of the white checkers. Black checkers move in the opposite direction.

Rice. 3. Two ways White can play

Short backgammon (Fig. 1) is a game for two players, played 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, enemy's house, enemy's yard. The house and yard are separated by a bar that protrudes above the playing field and is called a bar.

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

Purpose of the game- move all your checkers to your home and then remove them from the board. The first player to remove all his checkers wins the game.

Checkers movement

Players take turns throwing two dice and making moves.

The numbers on each dice indicate how many points, or steps, the player must move his checkers. Checkers always move in only one direction (Fig. 2) - from points with higher numbers to points with lower numbers.

The following rules apply:

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

The numbers on both dice make up separate moves.

For example, if a player rolls 5 and 3 (Fig. 3), then:

He can move one checker three steps, and the other five,

Or he can move with one checker eight (five plus three) steps at once, but the latter only if the intermediate point (at a distance of three or five steps from the starting point) is also open.

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

The player must use both numbers that he got if they are allowed by the rules (or all four numbers if he got a double). When only one number can be played, the player must play that number.

If each number can be played individually (but not both together), the player must play the larger number.

If a player cannot make a move, then he misses his move. In case of a double, if the player cannot use all four numbers, he must play as many moves as possible.


How to hit and load a checker


A point occupied by only one checker is called blot. If a checker of the opposite color stops at this point, the blot is considered hit and placed on the bar. At any time when one or more checkers are on the bar, the player's first responsibility is to charge the checkers in the opponent's house. The checker comes into play by moving to the point corresponding to the rolled die value.

For example, if a player rolls 4 and 6, he can load a checker into the fourth or sixth points, if they are not occupied by two or more enemy checkers.

If both points corresponding to the values ​​of the thrown dice are occupied, the player misses his turn.

If a player can enter some of his checkers, but not all, he must load all the checkers that are possible and then skip the rest 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 of his fifteen checkers to his home, he can begin throwing them off the board. The player throws out a checker as follows: a pair of dice are thrown, and the checkers that stand on the points corresponding to the dropped values ​​are removed from the board. For example, if you roll 6 points, you can remove the checker from the sixth point.

If there are no checkers on the point corresponding to the rolled die, the player is allowed to move the checker from points larger than the rolled number. If a player can make any moves, he is not required to throw a checker off the board.



During the checkers throwing phase, all the player's checkers must be in his house. If a checker is hit during the process of throwing checkers, then the player must bring the checker back to his home before he continues throwing checkers. The first one to remove all the checkers from the board wins the game.


Rules of the game


Number of players - two. The number of checkers on the board is 15 for each player.

The initial location of the checkers of each player is called the head, and the move from the initial position is called “from the head” or “take from the head.” You can only take one checker from your head in one move.

The player rolls two dice at the same time. After making a throw, the player must move any checker 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. Those. if the dice roll shows, for example, six or five, the player must move one checker six squares, and then any one (can be the same one, or another) five squares. In this case, you can always take only one checker from your head. The only exception is the first throw in the game. If one checker that can be removed from the head passes, then the second one can be removed. There are only three such stones for the first player: six-six, four-four and three-three (the opponent’s checkers standing on the head get in the way). If one of these stones falls, the player removes two checkers from his head. For the second player, the number of stones at which two checkers can be removed from the head increases, since it is not only the head that prevents the first stone from passing, but also the stone removed by the opponent. If the opponent's first throw is: two-one, six-two or five-five, then the second player can remove the second checker also with throws five-five and six-two (except: six-six, four-four and three-three, which also do not go directly).

It is impossible to move two checkers by the number of cells shown by one die. Those. If the dice roll is six to five, the player cannot move one checker, for example, to three and the other to three squares, so that together they get six, and then play five.

If a hollow falls out, i.e. identical points on two dice, for example, five-five, the player makes four moves (for the number of cells corresponding to the dice).

You cannot place your checker on a square occupied by an opponent's checker. If a checker lands on an occupied square, then it is said to be “not moving.” If the enemy's checkers occupy six squares in front of any checker, then such a checker is locked.

You cannot lock all fifteen of your opponent's checkers. That is, it is possible to build a fence of six checkers in a row only if at least one enemy checker is in front of this fence.

If the player cannot make a single move for the number of points that fell on each die, i.e. if the checkers do not move, then the points disappear and the checkers do not move.

If a player can make a move for the number of points that fell on one of the dice, and cannot make a move for the number of points that fell on the second die, he makes only the move that is possible, and the remaining points are lost.

If a player has the opportunity to make a full move, he is obliged to make it even to the detriment of his interests. If a stone falls out that allows the player to make only one move, and any of the two, then the player must choose more. Smaller points are lost. The point of the game is to go through a full circle with all the checkers, bring them into the house and throw away all the checkers before the opponent does.

Each player's home is the last quarter of the playing field, starting with a square 18 squares from the head. Throwing away checkers means making moves with them so that the checkers end up outside the board. A player can start throwing away checkers only when all his checkers have reached the house.

There is no one. If the player who started first has thrown away all his checkers, and the second player can do the same with the next throw, the second is considered a loser, since there will be no next throw: the game ends as soon as one of the players has thrown away all his checkers.