Rules for playing short backgammon! How to arrange backgammon Backgammon arrangement.

Rules for playing Short Backgammon

Starting position

Starting position.

Short backgammon 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. 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. For white (shown below in the diagrams) points are numbered clockwise, for black - counterclockwise.

The items are combined into groups. These groups are called - house (1-6), yard (7-12), enemy house (19-24), enemy yard (13-18). The house and yard are separated by a bar that protrudes above the playing field and is called a bar.

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. Each player has his own pair of dice and a special glass, which is used to mix the dice. A die with the numbers 2, 4, 8, 16, 32, and 64 printed on its sides 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 his checkers wins the game.

Initial draw

To start the game, each player rolls one die. This determines which player goes first and what numbers he uses for his first move. If both players roll the same numbers, they both roll the dice until different numbers are rolled.

Checkers movement

The player who rolls the higher number during the draw moves his checkers according to the numbers on both dice. After the first move, players alternately roll two dice and make moves.

The numbers on each dice 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 lower numbers. For whites - counterclockwise. For blacks - clockwise. In this case, 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.

1. The numbers on both dice make up separate moves. For example, if a player rolls a 5 and a 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 latter only if an intermediate point (at a distance of three or five fields from the starting point) is also open.

2. The player who rolls a 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, and he can move the checkers in any combination as he sees fit.

3. The player is obliged to use both numbers that he got, if they are allowed by the rules (If he got a double, he is obliged to use all four numbers). 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. You cannot refuse a move if the result of the move is unfavorable.

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 checkers out of the game

When a player has brought all fifteen checkers to his home, they begin throwing them off the board. The player throws a checker as follows: a pair of dice is thrown and then you can: a) remove a checker that stands on a point corresponding to the value on the die (for example, if a five is rolled up, then a checker is thrown out from the fifth field) b) move any checker inside the house from the point with a higher number (that is, if a three is rolled, then move the checker from the fifth field to three fields (that is, on field number two), even if there is also a checker on the third field) c) remove the checker that is on the point with the lower number number, if there are no checkers on a point corresponding to and greater than the value of the rolled dice (that is, if a four is rolled, and there are no checkers on the fourth, fifth and sixth fields, then a checker is discarded from the third, if not on the third field, it is discarded from the second, if not on the second, then from the first). d) when moving a checker on the inner board, killing an opponent’s checker, it is prohibited to throw away this checker or a pair of checkers, even when throwing away paired dice (in the case of playing according to prison rules).

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.

Dave

Backgammon is usually played for money with an agreed upon 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 dawa (that is, double the bets). 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 passes, then he gives up the game and loses one point. Otherwise, he must accept the offer and play with double the bets. The player who accepted the dove becomes the owner of the cube, and only he can now double the bets again. Counter doubling of bets in the same game is called bass (or redouble). If the player gives up at this point, he loses as many points as were at stake before this redouble. Otherwise, the cube goes to him and the game continues with the bets doubled again. There are no restrictions on the number of redoubles.

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 are worth on the die at that moment (one point if none of the players said so). However, if the loser did not manage to throw a single checker off the board, he loses the mars and loses double the number of points. If, moreover, the loser did not remove a single checker and one or more of his checkers remained on the bar or in the opponent’s house, he loses the coke and loses triple the number of points.

Additional rules

Some additional rules have become widespread in the game.

Auto-double. If both players get the same number of points on the first move, then the bets are doubled. The cube is turned two at a time and remains in the middle of the board. Players usually agree in advance to limit the number of auto-doubles at the beginning of the game. This rule is mainly used when playing for money to add more excitement.

Beaver. If a player is declared a dove, he can immediately double the bets by declaring a counter redouble - beaver, in this case the cube remains with this player. The player who first declared dave has the opportunity to accept this bever or pass, as in the case of a simple dave, but in this case he loses the double bet.

Jacobi's rule. Mars and coke count as one point if neither player declares dave during the game. This rule speeds up the game because it eliminates situations where a player does not declare dave because he is trying to play for mars.

There is a nuance in the rules of Caucasian backgammon that says: you cannot kill the enemy’s checker in your house and hide. In other words, the checker that hit the opponent’s checker cannot be moved with the same move so that it stands on another checker and is doubled, that is, out of reach for a blow. Killing and covering the hit checker with another is possible. It is possible to kill and move further to a free field, but do not hide. Killing and throwing away (if there is no other move) is possible. There are no such restrictions on indoor play in international rules.

See also

Literature

  • Yu. N. Amelin, M. Yu. Amelin Short backgammon // All about backgammon. - Rostov-on-Don: Phoenix, . - P. 44-73. - 128 s. - (Home Encyclopedia). - 10,000 copies. - ISBN 5-222-01488-6

Purpose of the game The purpose of the game “Short Backgammon” is to get all your chips into the “house” and remove them from the board before the second player does. Moving Pieces To start the game, each player rolls one die. This determines which player goes first and what numbers he uses for his first move. If both players roll the same numbers, they both roll the dice until different numbers are rolled. The player who rolls the higher number moves his chips according to the numbers on both dice. After the first move, players alternately roll two dice and make moves. The number on each dice shows how many spaces the player must move his pieces. Chips always move only in the direction of their home. In this case, the rule applies: a piece can only move to an open point, that is, to one that is not occupied by two or more pieces of the opposite color. The numbers on both dice make up separate moves. For example, if a player rolls a 5 and a 3, he can go with one chip to three fields and the other to five, or he can go with one chip to eight (5 + 3) fields at once, but the latter only if an intermediate point (at a distance of three or five fields 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 pieces 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 score and load a chip A point occupied by only one chip is called a blot. If a chip of the opposite color stops at this point, the blot is considered beaten and placed on the bar. Any time one or more chips are on the bar, the player's first responsibility is to load the chips in his opponent's house. The chip comes into play by moving to the point corresponding to the rolled die value. For example, if a player rolls a 4 and a 6, he can load the chip into the fourth. or to the sixth points, if they are not occupied by two or more enemy pieces. If both points corresponding to the values ​​of the thrown dice are occupied, the player misses his turn. How to Discard Chips Once a player has brought all fifteen of his chips to his home, he can begin discarding them from the board. The player throws out a chip as follows: a pair of dice is rolled, and the chips 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 a chip from the sixth point. If there are no chips on the point corresponding to the rolled die, the player is allowed to move a chip from points larger than the rolled number. If a player can make any moves, he is not required to remove a piece from the board. During the chip discard phase, all of a player's chips must be in his house. If a chip is hit while discarding chips, the player must bring the chip back to his home before he continues discarding chips. The first one to remove all the chips from the board wins the game.

Setting up a board for playing backgammon, checkers and dice

Long backgammon, according to the rules of the game, is played on a board consisting of 24 points (holes). The board is conventionally divided into two equal parts by a special board (bar), with six holes for checkers on each short side.

Fig 1. Initial arrangement of checkers in the board game backgammon

According to the rules of the game of backgammon, each player has 15 checkers of the same color. Initially, all black checkers are placed in hole No. 1 (see Fig. 1), and white checkers are placed in hole 13. Holes 1 and 13 are called respectively - Black's head and White's head. The goal of playing long backgammon is to bring all the checkers into your home before your opponent and remove them from the board before the second player does. Home for blacks are points numbered 19 to 24 (see Fig. 1), for whites home are holes numbered 7 to 12.

Start of the game of backgammon

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

The right of the first move in long backgammon is played as follows: players throw one dice at a time, the player who throws the most points will go first. In case of equality of points, a repeat attempt is made. If after the end of the first game a second game is played, then the player who won the first game starts it.

At the beginning of the game, advantageous positions are captured. From the head, in one move, you can remove only one checker(except for the first move 3:3, 4:4 and 6:6). To capture profitable positions that secure future moves, it is better to use every move. If the combinations 3:3, 4:4 and 6:6 appear during the first move, you need to remove two checkers from your head, because You won't be able to make the whole move alone - your opponent's head will get in the way.

The purpose of the game of backgammon

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

Movement of checkers in the board game long backgammon

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

The first throw in the board game of backgammon provides players with an exception to the above rule. If one checker, which is the only one that can be removed from the head, does not pass, then you can remove the second one. There are only three such throws for a player: six-six, four-four, three-three. In this situation, in the board game long backgammon, it is not possible to play a full move with one checker, since the opponent’s checkers standing on the head interfere. If one of these combinations appears, the player can remove two checkers from his head.

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

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


Fig. 2. In long backgammon, a “running” move is not considered an error, because it is done during the player's turn and does not interfere with his opponent

In the board game long backgammon, if the player cannot make a single move for the number of points that he rolled on the dice (the checkers “do not go”), then the player’s dropped points disappear, and the checkers do not move at all. If a player has the opportunity to make a full move, he has no right to shorten it, even if it is in his interests. That is, if it is more profitable for a player to make a “three”, but the roll is “six” and there is an opportunity to go “six”, then he should go “six”. In long backgammon, if a stone falls out that allows the player to make only one move, and either of the two, then the player must choose the larger one. Smaller points are lost. Note: the term "stone" in backgammon can refer to a die, as well as a combination of points rolled on two dice. For example, the “four-three” stone.

Throwing out checkers in the board game long backgammon


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

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

Results in the board game long backgammon

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

Building and hacking "fences"

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

Lack of moves

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

A backgammon board is similar to a chess board, only the action takes place from the inside, and not from the outside, as in chess. The course is divided into 24 holes, 12 on each side of the course. 30 checkers are used, 15 pieces of different colors for each of the two players, two coins. Zars are ordinary dice (cubes).

Placement of chips, start and goal

Backgammon is long. Each player places all his checkers in the first hole of the upper right corner of the board. Its right side is called the white yard, the left side is called the black yard. The first to go is the one whose score will show more points when thrown. The winner starts the second game. The goal of the game is to move all your checkers counterclockwise to the last quarter of the board, the “home” (if you count the first one for your checkers as the one where they stand) and then discard them. To make a move, both dice are rolled. If at least one of them falls on the edge of the board or flies off the board, the throw is repeated. The number of points rolled determines the number of holes into which one or two chips can be moved (which ones are decided by the player himself).

Movement of checkers in backgammon

On the first move, one checker is moved to the number of holes that the beads will show. You can take only one chip at a time from the “head” (the hole in which they are placed at the beginning). An exception is made if the same number appears on the dice (“jackpot”, four moves are allowed), then two chips can be removed. For example, if you roll a two, you have the following options:

Remove one chip from the “head” and use it to play two holes four times;

Take off two, and go with both two times;

Remove two, one - one move by two divisions, the second three moves by two divisions.

When all the checkers are on the field, at the “jackpots” they move four times, with which chips and how, you decide for yourself. It is forbidden to place a checker in the hole where someone else’s already stands; you can place it on your own “head”. If, for example, on the first move you hit the “jackpot” of sixes, the only option is to remove two checkers and move them to the seventh hole, the next move falls on the “head” of other people’s chips.

The player needs not only to move his chips to the last field as quickly as possible, but at the same time also to interfere with the opponent’s movement, occupying as many holes as possible. Then the enemy will lose moves and have fewer movement options. If after a throw there is nowhere to move due to the fact that all possible divisions for a move are occupied by other people's checkers, the game is skipped. You cannot refuse a move, even if it is not profitable.

Throwing out chips, end of game

You can start throwing away checkers only when they are all in the “house”. They are discarded according to the number of points rolled: 6 and 4 are rolled, checkers from the sixth and fourth from the end of the field, the hole, are removed. If there are no chips in the slots whose number was dropped, a move is made on this number (1 and 2 fell when everyone is on the sixth hole - a move is made on 1 and 2 spaces; 6 and 5 when everyone is already on the first field - two are simply thrown ).

There are no draws, the winner is the one who discards all the checkers first. Your throw!

There are two varieties of backgammon, long and short. This article will focus on the latter.

The history of backgammon is closely connected with the culture of the Ancient East: it is believed that it was invented in Iran more than 5 thousand years ago (it was there that the oldest gaming board was found). Previously, the destinies of both individuals (usually rulers) and entire nations were predicted by the numbers rolled on the dice; later this knowledge was lost.

Gameplay.

So, to play short backgammon, you will need a board lined with 24 long narrow triangles (usually black and white, colors alternate one at a time), the triangles are called points. The playing field is divided into 4 equal parts, each of which has 6 triangles. Points are numbered separately for players: for black players the numbering is counterclockwise, for white players - clockwise. So, your 24th point is your opponent’s 1st point. And vice versa. The board is divided in half by a bar, it is called a bar.

The items are combined into groups:

  • House – from 1 to 6;
  • Courtyard - from 7 to 12;
  • Enemy court – from 13 to 18;
  • The enemy's house is from 19 to 24.

Each player has his own pair of dice, a glass for mixing them and 15 checkers.

The starting position is the same for everyone:

  • At point 24 – 2 checkers;
  • At 13 – 5 each;
  • At 8 - 3 each;
  • At 6 – 5.

The goal of the gameplay is to move the checkers to your home and remove them from the board. The one who did it faster wins.

The game begins with each player throwing one die. Whoever gets the highest number starts. If the numbers are the same, the procedure is repeated.

The lot determines not only the right to move, but also the first move itself: checkers move in accordance with the numbers rolled on both dice. Suppose the numbers 3 for your opponent and 8 for you mean that you need to move the checkers or checker 3 and 8 points forward (clockwise or counterclockwise, depending on the position). You cannot split numbers, that is, instead of three, turn them into two and one.

A few basic rules:

Checkers move only to an open point. Open - either empty or occupied by one of the opponent’s checkers (then the point is called “blot”). In the latter case, the opponent’s checker is “eaten” and sent to the bar.

If a double appears on the dice, for example, 6:6, the player makes four moves of 6.

If a move cannot be made (due to the location of the checkers on the board), the move is skipped. You cannot skip a move without permission.

If the checker is on the bar, the first move is to remove it to the opponent's house. If all the points in the house are occupied and there is no way to go, the move is skipped. You can play with other checkers only when there are no checkers on the bar.

Discarding from the board begins when all your checkers are in your home. The player rolls the dice and can either discard the checker or move it a maximum number of spaces in his house.

Share: