Last move in backgammon. Short backgammon. What is Nekgenmon

The species diversity of backgammon games makes it difficult for beginners to master the rules of the game. Inexperienced players should first highlight general rules games, the study of which in the future will help beginners to easily figure out how to play one or another type of backgammon. Conventionally, all existing varieties of the game can be divided into two main classes: short and long backgammon. Their main difference lies in the initial layout of the checkers, as well as the ability to shoot down the opponent's checkers.

In any variation of the game, there is no draw. The first one to line up checkers overboard wins.

Any kind of backgammon involves three types of victory, the value of which depends on the significance of the final advantage. Their essence is as follows:

  1. Mars. The arrangement of checkers at the end of the game, indicating that the loser did not have time to bring all his checkers into the house, and the winner was able to take the checkers off the playing board.
  2. home mars. The end of the game, as a result of which the loser managed to bring all the checkers into his home, but he could not withdraw them, and in the meantime, the opponent brought the chips out of the playing board.
  3. Coke. According to the rules of the game of long backgammon for beginners, this situation marks the end of the game, as a result of which the loser was not able to move the checkers out of the house, unlike his opponent, who managed to move all the checkers out of the borders. playing field. In short backgammon, the ending is called coke when the loser has not removed any of his checkers from the bar, and the winner at that time managed to bring all the checkers off the board.

In the rules of the game of backgammon, novice players will be able to get acquainted with a single scoring system, regardless of the type of game: simple - 1 point, for Mars - the winner gets 2 points, for home Mars - 3 and for coke situation - 4.

Basic rules for playing long backgammon for beginners

AT long backgammon ah 2 players compete using a special board. It has 24 points in the form of cells, formed into 4 groups. At the beginning of the game, both players line up all their checkers (15 pieces) in one line in the corner of the game board. Such a line in backgammon is called a “head”.

A sample of the placement of checkers according to the rules of the game of long backgammon is presented to beginners in the picture.

The task of the players is to bring their own checkers into the house and remove them from the playing field faster than the opponent.

The first move is made by the player who has more points at dawn (as dice are called in backgammon) more. According to the rules of the game of backgammon, only one chip can be removed from the head in one move. The only exception is the rolled double on the first move of the game.

While playing, the opponents move the checkers counterclockwise one by one according to the result of the charge throw. The opponent's checker standing in the cell does not allow you to put your own checker on this point. The number of standing checkers in one cell is not limited. In the case when the player has nowhere to go, he must give up his move.

After the player puts all the checkers into the house, he has the right to start removing them from the board.

Basic rules for playing short backgammon for beginners

There are 4 points with an equal number of cells on the game board. In total, there are 24 cells on the playing field. The task of the players is to move all their checkers across the playing field, bringing them into the house and taking them overboard. Moreover, it is necessary to pass this path faster than the opponent.

A sample layout of checkers according to the rules of the game of short backgammon is presented to beginners in the picture.

In this type of backgammon checkers move towards each other, while you can put them on free points, and even knock down opponent's checkers that are alone.

However, the presence of more than 1 checker in the cell does not allow you to put your own checker there, such a cell is considered occupied. You can move 1 or 2 checkers, and in the event of a jackpot (or in other words "double" - the same number of points on both game dice), even 4.

If the checker of another player is alone in the cell, then you can put your own in its place. Thus, the other player's checker is considered to be captured and sent to the middle of the game board "to the bar". It is allowed to shoot down an unlimited number of checkers per move.

The player can continue to move the checkers only after returning all his captured checkers to the game board, lining them up in the opponent's house in accordance with the results of the throw. When knocking out an opponent's checker from the cell of his home, it is not removed from the playing field. The last checker is brought into the house by a large number of points that have fallen on the die.

After entering all the player's checkers into the house, he has the right to start removing them from the board in accordance with the established rules.

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 desktop entertainment consists in the fact that you throw out the dice, and, depending on the numbers that have fallen out, move your checkers, with which you need to go a full circle around the board, bring them to your “house” or “hut” and remove them from the board before the opponent succeeds. 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 who had more, moves his checkers the appropriate 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

What is the difference between long and short backgammon, what is the peculiarity of each game? Tactics for each variety, current rules and some interesting information about backgammon.

Backgammon is one of the most ancient board games. By the way, backgammon is also the most mysterious board game, since the history of backgammon is least known about the origin, although there is a more or less acceptable version of the consistent evolution of this game.

Along with chess, backgammon is ancient game, which is currently distributed throughout the world.

Total known to hundreds of varieties of backgammon. Of course, the situation here is approximately the same as with chess: there is classic version and there are many different additions and variations.

The most popular are two varieties of this game:

  • long;
  • short.

The history of the game of backgammon

Given the presence of bones in this game (which are called zaras here), it is quite it is possible to assume the original use of backgammon as varieties divinatory technique.

As you know, many games appeared precisely from the magical and divinatory rituals of antiquity, for example, cards or dice as such.

Chess, for example, initially did not represent a divinatory technique, but tried to express reality through a symbolic image of the confrontation between two armies, which could well be considered both literally - as training in tactical schemes, and metaphorically - as a kind of image of the model of the dialectical development of the world.

The oldest backgammon board was found on the territory of modern Iran. This object dates back to about three thousand years BC. new era.

Games-prototypes of modern backgammon

Since the topic of the evolution of backgammon has been touched upon, let's take a brief look at the board games from ancient civilizations, which served as a kind of stages on the path of mankind to modern backgammon:

  • ur - Sumerian game for the upper classes, played mostly rulers. The goal was to move 7 checkers across 20 squares of the board. As bones, small pyramid cubes with marked edges were used;
  • senet - egyptian game, found in many tombs and dating from about 2700-2500 BC. The exact rules are still not known, but we are talking about a game in which you also need to move your pieces across the playing field, in the senet. By the way, the playing field contained special hieroglyphs on some cells;
  • tabula - is a Roman descendant of senet and is almost modern backgammon. This game originated from earlier Roman board games, which varied in the number of dice and the number of game holes.

Mentions of backgammon date back to the sixth century AD.. According to recorded tradition, the Indians sent chess to the Persians in order to test the ingenuity of the Persians, whether they could determine the rules of such a game. The Persians figured out chess and in return sent backgammon, which was in use there.


For the Persians, backgammon was a purely symbolic game that reflected the fullness of the absolute.

The game is based on a calendar:

  • four parts of the board - four periods of the year;
  • 12 holes on each side - the number of months;
  • 30 stones on the field - the number of days;
  • the bones on the faces have numbers that add up to seven - the number of planets known by that time;
  • the stones symbolized the stars, and the game board symbolized the sky.

Long backgammon - rules of the game

Backgammon is one of the most popular games inhabitants of the Middle East. It combines elements of chance and subtle calculation. Allows the player to watch the waves of luck coming, both their own and their opponent's. It is very interesting not only to play, but also to watch the players.

The clatter of dice rolling on the sonorous base of the wooden playing field (they are also called “zary”), clicks of rearranged checkers, sly glances of opponents playing their combinations, gambling exclamations and sharp jokes. Thanks to all this, as well as its dynamism, unpredictability and, at the same time, the ability to apply various strategies, backgammon has become popular in many countries.

And what are they, backgammon?

  1. The playing field is divided into two halves. This ensures dynamism, ease of storage and portability of the game.
  2. Each half has 12 game points located six on each side. The total is 24. They have the shape of strongly pointed triangles. Cells are made at the base of each of them.
  3. Numbering of paragraphs starts with the "head". This is the "start" place.
  4. The player controls fifteen checkers. Moves are determined by two dice.

Long backgammon! What could be more popular than this variety?

The goal is simple: first you need to run all the checkers “home”, and then remove them from the field. The size of the moves will depend on the points at the dawn.

How many checkers to remove, and from what points, is also determined by the dice. The home of "blacks" is in points 1-6, while "whites" need to get to the field 13-18.

Whose first move?

Opponents roll a die. Whoever has the most points starts the game.

Lineup before the game: first, everyone places their checkers in the “head”, this is the 24th position.

Movement is counterclockwise. Threw "stones" - made a move. For each cube - one movement of the checker. You can take stones from the “head” twice, but only on the first move, if game dice"issued" 6-6, 4-4 or 3-3.

Wherein the following conditions must be strictly observed:

  • move the checkers strictly in accordance with the dropped points;
  • can only take free place or put your checkers on top of each other;
  • it is unacceptable to sum up points for a move with one checker;
  • it is necessary to carry out the movement of the checkers for all the dropped points, even if this does not agree with the player's plans and will worsen his position;
  • on one point occupied by your checker, you can put all the rest, but such a strategy is unlikely to lead to victory;
  • As a rule, there are several options for the move. You must use all the points of the dropped combination. This is the “full stroke” rule;
  • if it is not possible to walk, then the move is skipped;
  • you can’t line up your checkers in a row until at least one of their colleagues serving the enemy’s camp is ahead of the barrier being set up.

Withdrawal of checkers

This is the final stage of the game. We proceed to it only when all the checkers are in the "house".

The conditions are:

  • a checker is removed from the position corresponding to the number of points;
  • if such points are not occupied, then checkers move from senior positions;
  • if the points are greater than the available positions, then checkers are taken from the largest fields.


It's no secret that backgammon is gambling. To calculate the winning rate, the place and number of not withdrawn checkers of the losing player are taken into account.

If by the end of the game there is a situation in which the loser has not had time to remove any of his checkers, then this is called "mars", and the amount of winnings is doubled.

Short backgammon - rules of the game

This game uses an identical field, which is divided into two halves, with each of which there are two quarters of the field: “house”, “yard”. Every two quarters belong certain player. In the middle of the field there is a bar, which is called the "bar" and is also part of the game.

The field has a separate numbering for each player, which starts from the farthest (opposite left) quarter and moves clockwise to the player's home. The other player starts their own holes at the 24th hole of the opposing player.

The 15 stones used by each player are arranged differently compared to long backgammon. The lineup for each player is as follows:

  • 24 point - two stones;
  • 13 point - five stones;
  • 8 point - three stones;
  • 6 point - five stones.


Over time, you will be able to easily remember this arrangement, but for starters, you can simply count the holes.

Game process

The purpose of short backgammon is identical to the purpose of long backgammon, i.e. you need to move the stones to your own house and further, in the second part of the game, remove stones from the field.

The player who first removes his own stones fully - wins.

How do stones move?

Each player rolls a die to determine who goes first. On the first turn, the player rolls two dice., then they move in turn, the numbers on the bones determine the number of possible moves.

Stones move counterclockwise, that is, from the largest point to the smallest.

The main differences between short and long backgammon

It should be noted features of the game of short backgammon, which distinguish this game from the long ones:

  • "Closed" is a point occupied by two or more opponent's stones., that is, one stone of the opponent can be knocked out of the hole (we will talk about this later);
  • moves are determined by bones, for example, 1-2 gives moves for one stone 1 and for another 2, but it is also possible to summarize for one stone in 1 + 2, that is, in a move for three holes, but you need to either point 1 hole from the stone in the direction of travel , or point 2 holes from the stone were free, that is, the numbers on the gaps are summed up, but you need to walk, as it were, in two stages and so that there is such an opportunity;
  • doubles here also give four moves by the dropped number;
  • play as many moves as possible If it is possible to make a move only on one or another bone, then they move on the larger one, if not all moves can be played from the double, you need to play the largest number of available ones. If there are no possible moves, the player skips a move;
  • "blot"- so called hole occupied by only one stone, these stones can be knocked out by another player if the stone stops exactly at this point. After that, the knocked out stone is sent to the bar, from where the player needs to return the stones again to the house of another player, where the movement begins again to his own house;
  • each player, if there are stones in the bar, must first of all return these stones to the game. Stones are returned according to the number on the rolled bones. For example, if 1-2 fell out, a player can put a stone from the bar for 24 or 23 points, if they are open. If there is only one stone of another player, then this stone is knocked out into the bar.


As you can see, the main the difference between this game lies in the initial arrangement and the ability to choose the stones of the opponent.

In many ways, the tactics of short backgammon is based precisely on the competent creation of closed holes, two or more stones each, and the skillful use of the opportunity to knock out the opponent's stones.

Final stage

Essentially no different from long backgammon, but here one should take into account such a possibility when the other player only moves the stones to his own house.

Moreover, there may be such a situation when you brought your stones into the house, but another player not only did not start, but also knocked out some of your stones into the bar. Then you will again need to lead a stone from a distant point to your own house, and only after that begin the final stage again.

Scoring may vary. For example, it is possible to count games by the position of the opponent's stones. When the opponent throws out at least one stone, this position is called “oin” and equals a single bet, and “mars”, that is, when the player does not throw out a single stone, equals a double bet.


Also, scoring can be carried out according to the number of not thrown stones.. For example, after each match, the number of opponent's stones remaining on the field is counted and the game is played until a certain score.

We hope that the information provided will help you learn or learn something useful about short and long backgammon.

These games look quite simple, but they have great depth and potential, the use of dice adds an element of excitement and fortune, and a clear structure of the playing space allows you to apply various tactics.

This game is quite considered a sports discipline along with poker. and others similar games and, like any sport, can help you develop your intelligence and positive qualities of character.

Video: rules and features of the game of long backgammon

Video: rules and features of the game of short backgammon


May 18, 2017 Alexandra

06/10/2011
So the summer is over... During this time we loved, a huge number of changes took place in our assortment, which we simply did not get around to post on the site. Now in the office it is much more comfortable than on the street - this will help us to place all the necessary novelties in addition. And today we want...
25/02/2011
On the eve of spring, with its indispensable feeling of the proximity of warmth and relaxation, trips to the country and vacation trips, we hastily introduced into our assortment several different sets of chess on oak boards, 33 * 33 cm in size. It is this size in birch version according to reviews. ..
13/12/2010
That's New Year not far away. And then a series of days off, continuing right up to January 10th. Where to celebrate the New Year? With whom? And most importantly, what to do in long new year holidays? We believe that the New Year is a holiday that unites people. And that means they will meet him in companies. And that means...

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 White color Checkers are received by the one with 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 out 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 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. 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 remove 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 right to the last throw 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. Two are playing. The game is played on a special board divided into two halves (left and right). The number of chips on the board is 15 for each player, which are placed on their part of the board along the right side. Sets of chips for players of different colors. Players take turns throwing dice (dice). The number of charges is two. The initial arrangement of chips is shown in Fig.1. Each player has the right to move only pieces of his color.

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. Implemented on :
The player with the higher number rolls the dice and starts the game first.
Rule variant: The player with the higher number moves his tokens according to the numbers on both dice. After the first move, players alternately roll two dice and take turns. The number on each dice indicates how many points, or pips, the player must move their chips. The player's turn is a roll of dice (zar), as well as the movement of chips after the roll.

Purpose of the game

The player must pass with all the chips a full circle (counterclockwise), go with them to house and throw away them before the enemy does. home for each player, the last quarter of the playing field is considered, starting from the cell spaced from heads for 18 cells.

Term throwing away means to make a move with a chip so that it is off the board. throwing away chips can only be after all the chips "came to the house". Therefore, black moves from the 12-7 zone to the 13-18 zone, and white from the 19-24 zone to the 1-6 zone (Diagram 2).

Fig 2.

Chip movement

The player rolls two dice at the same time. After the throw, the player moves any of his chips by a number of cells equal to the rolled number of one of the cubes, and then any one chip - by a number of cells 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 chips by three cells, and the other by five cells. In this case, you can move one chip 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 chip 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 chip, which can only be removed from the head, does not pass, then you can remove the second. There are only three such throws for the player: six-six, four-four and three-three - with them, the opponent's chips standing on their heads interfere. If one of these combinations falls out, then the player can remove two chips from his head.

If the same number of points (double, pash, gosh, kush) falls on both zarahs, then the number of points is doubled, i.e. the player plays as if he rolled four dice and can make four moves per the number of cells rolled on one die.

Until the end of his turn, the player may move his pieces 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.

It is allowed to put an arbitrary number of chips on one field. You cannot place a chip on a cell occupied by an opponent's chip. If a chip lands on an occupied cell, it is said that it "does not go".

If the opponent's pieces occupy six cells in front of any piece, then it is locked. It is not forbidden to build blocks of 6 pieces, however, all fifteen enemy pieces cannot be locked. Implemented on : You can only build a six-pawn fence if at least one enemy pawn is in front of this fence. There is a variant of the rules:
You have the right to build a fence of six pieces only if at least one enemy piece has entered the house.

If the player cannot make a single move by the number of points that he threw out at dawn (chips "do not go"), then the player's points disappear, and the chips do not move at all.

If a player has the opportunity to make a full move, he 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".

ejection

Throwing chips means making moves so that the chip is off the board. A player can start throwing chips only when all his chips have come to the house.
In the process of removing chips 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 chip in the house or throw it away. It is possible to throw out chips only from the fields corresponding to the dropped out points at dawn. For example, if a 6-3 is rolled, the player can remove one chip from the 6th field and one chip from the 3rd field from the board (three can be played from the 6th, 5th or 4th field).
In the process of withdrawing chips from your own home, it is allowed to withdraw chips from the fields of the lowest category if there are no chips in the fields of the highest category. For example, if 6-5 fell out at dawn, and there are no chips on fields 6 and 5, then the player can withdraw two chips from the house from the next in order, the fourth field, if there are no chips there, then from the third, if there are none - from the second, etc.

Game result

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