Long backgammon. Classic Rules

06/10/2011
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13/12/2010
And the New Year is just around the corner. 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 during the 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 the white color of the checkers is given to the one who has the most points. With the same number of dropped points, the roll is repeated.
1.4. If the game consists of several games, then the color of the checkers changes and the next game is started by the player who played the previous game in black.
1.5. The player's move is the throw of the charge, as well as the movement of the checkers after the throw.
1.6. Throwing zara is better from a small glass, but it is also possible from the palms (by agreement with the opponent).
It is necessary to throw so that the balls fall on one half of the board and lie steadily on the edge. If the balls scatter on both halves of the board or fall on the floor, on the table (especially under the table), or the cube of one of the players stands askew, leaning against the side or checker, then the throw is repeated.
1.7. A move is considered made when the player who played his move transfers the charges to the opponent.

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

2.2. The term "throw" means to make a move with a checker so that it is off the board. You can "throw out" checkers only after all the checkers "came to the house". Therefore, White moves from the 13-18 zone to the 7-12 zone, and Black from the 1-6 zone to the 19-24 zone (Diagram 2).



3. Draw

3.1. The player rolls two dice (zara) at the same time.
After the throw, the player moves any of his checkers by a number of cells equal to the rolled number of one of the cubes, and then any one checker by a number of squares equal to the rolled number of the other cube.
That is, if "three" fell on one die, and "five" on the other, then, accordingly, you can move one of your checkers by three cells, and the other by five cells. In this case, you can move one checker eight cells.
It doesn't matter which move to make first, whether it's a larger number or a smaller one.
In this case, only one checker can be taken from the head (Fig. 3).



The first roll of the game grants the players an exception to the above rule.
If one checker, which can only be removed from the head, does not pass, then the second one can be removed.
There are only three such throws for the player:
six-six (6**6);
four-four (4**4)
three-three (3**3)
In this situation, it is not possible to play a full move with one checker, as the opponent's checkers standing on the head interfere. If one of these combinations falls out, then the player can remove two checkers from his head.
Note: At the first throw of white 5-5, and the subsequent throw by black 4-4, the latter remove one checker from the head playing one four, since the created obstacle prevents them from going further.
3.2. You cannot move two checkers by the number of cells indicated by one die, and then by the number of cells indicated by another die. That is, if five or four fell out, you can’t go first with one checker for two, then the other for three (that is, win back five with two checkers) and then win back the four in the same way.
3.3. If the same number of points (double, gosh, kush) falls on both dice, then the number of points is doubled, i.e. the player plays as if he rolled 4 dice and can make 4 moves per the number of cells rolled on one die.
3.4. Until the end of his turn, the player can move his checkers at his own discretion, if this does not contradict these Rules. The move is considered to be made when the player has taken his dice from the board.
If the move at the same time turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move in the form in which it was made, or to require the player to make the correct move.
3.5. It is forbidden to place a block (obstacle; bridge) of six checkers - and even a "run" if there is no opponent's checker in front of this block (Fig. 4).



It is not forbidden to build blocks of 6 checkers, however, all fifteen checkers of the opponent cannot be locked.
You have the right to build a fence of six checkers only if at least one checker of the opponent is in front of this fence.
3.6. If the opponent's checkers occupy six squares in front of any checker, then it is locked.
3.7. If the checkers are locked in such a way that the player cannot make a single move for the number of points that he threw out at dawn (the checkers "do not move"), then the player's points disappear, and the checkers do not move at all.
3.8. An arbitrary number of checkers can be placed on one field.
A checker cannot be placed on a cell occupied by an opponent's checker.
If a checker lands on an occupied cell, it is said that it "does not go".
3.9. If a player has the opportunity to make a move on the number of points on one dawn, but it is not possible to make a move on the number of points that fell on another dawn, then the player makes only one move. The points of the other move are lost, since the checker does not move.
3.10. If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest.
That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go.
If such a stone fell out that allows the player to make only one move, and any of the two, then the player must choose the larger one. The smaller points are gone.
Note: the term "stone" in backgammon can be called a dice, as well as a combination of points that fell on two backgammon.
For example, a stone "four-three".
3.11. Throwing checkers means making moves so that the checker is off the board.
A player can only start discarding checkers when all of his checkers have arrived at home.
3.12. In the process of taking the checkers out of the house, the player has the right to use the points that fell out at the dawn, at his own discretion: he can play the checker in the house or throw it away. It is possible to throw out checkers only from the fields corresponding to the dropped out eyes at dawn.
For example, if 6-3 is rolled, the player can remove one checker from the 6th field and one checker from the 3rd field from the board (three can be played from the 6th, 5th or 4th field).
In the process of removing checkers from one's own home, it is allowed to remove checkers from the fields of the lowest rank, if there are no checkers in the fields of the highest rank.
For example, if 6-5 fell out at dawn, and there are no checkers on fields 6 and 5, then the player can 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 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.

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 field is divided into 24 holes, 12 on each side of the field. 30 checkers are used, 15 pieces of different colors for each of the two players, two zara. Zara - ordinary dice (cubes).

Placement of chips, start and goal

Backgammon is long. Each player places all his checkers in the first hole in the upper right corner of the board. The right side of it is called the white yard, the left side is the black yard. The player whose zar shows the most points on the roll goes first. The winner starts the second game. The goal of the game is to move all of your checkers counterclockwise to the last quarter of the board, the “home” (if for your own checkers, consider the one where they stand first) and then discard them. Both dice are rolled to make a move. If at least one of them fell on the edge of the board or flew out of it, the throw is repeated. The number of points dropped determines the number of holes on which you can move one or two chips (which ones, the player decides).

Movement of checkers in long backgammon

On the first move, one checker is moved by the number of holes that the dice will show. At a time, only one chip can be taken from the “head” (the hole in which they are placed at the beginning). An exception is made if the same number has fallen on the dice (“jackpot”, four moves are allowed), then two chips can be removed. For example, if “twos” fell out, there are such options:

Remove one chip from the “head” and go four times with two holes;

Remove two, and go with both two times two;

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

When all the checkers are on the field, with "jackpots" they go four times, with what chips and how, you decide for yourself. It is forbidden to put a checker in the hole where someone else's is already standing, you can put it on your "head". If, for example, the “jackpots” of the six fell out on the first move, the only option is to remove two checkers and rearrange them in 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 also to prevent the opponent from moving, occupying as many holes as possible. Then the enemy will lose moves and have fewer options for movement. If after the throw there is nowhere to go due to the fact that all possible divisions for the move are occupied by other people's checkers, they skip the con. It is impossible to refuse a move, even if it is not profitable.

Throwing chips, game over

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

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

Many have heard about backgammon, but they think that this game is difficult or long, even if they have never played it. This game is full of symbols - 12 cells - months, 30 chips - days / nights, and on the bones the sum of the opposing sides is equal to the number of days in a week.

Modern rules appeared in 1743 in Britain. How many chips in backgammon - depends on the game, their number can change both up and down. Backgammon is easy to play (players from 6 years old), it has simple rules, one round lasts about 10-20 minutes. Another interesting thing is that the game depends on the random value of the dice, so you do not need to calculate each move like in chess.

Short backgammon or long backgammon?

There are two main types - short and long backgammon. Short ones require a higher skill level of the player, so tournaments are held mainly for this type of game. They are called short not by how many chips there are in backgammon, but because of their dynamism and fascination. Despite their great similarity, these games have a number of differences that change the gameplay.

What they have in common is that they are designed for two players, each is given 15 one-color chips, they are placed in the house - their corner of the playing field.

One of the main differences is the arrangement of chips and the ability to play broken checkers. During the game, the chips go through the entire playing field (in short backgammon, moves are made in opposite directions, in long backgammon - in one, counterclockwise direction). Having bypassed the circle, the chips return to the house and are taken out of the field. Whoever does it first is the winner.

The playing field, dice and chips are the same when playing any backgammon. How many chips should be depends not only on whether backgammon is long or short, but also on a variation of any of these games. Usually they are from 5 to 15 for each player.

In you can knock out blots - cells with one enemy chip.

In long backgammon, the chips are usually off the board and one by one are entered onto the playing field. It is forbidden to put 6 chips in a row, you can not occupy a field in which there is already an opponent's chip, there is no way to knock out chips.

In short backgammon, the numbering of cells is individual for each player. The final quarter of the playing field (where there are 5 chips at the beginning) is called the home. The farthest is the 24th cell, it is also the 1st point for the enemy. The arrangement of 15 chips is as follows: 2 checkers on the 24th cell, 5 - on the 13th, 3 - on the 8th and 5 - on the 6th.

In long backgammon, the house is the last quarter of the field, 18 cells from the head.

Game progress

Before starting the game, how many backgammon chips the players have chosen, such a number are placed along their wall along the entire length. Then they, depending on the values ​​that fell on the die, move around the field. You can move with one or two chips. If a double fell on the dice, then the move is repeated with the same or other chips for the same number of moves.

To choose the order, they roll a die (also called a bone or a dice). The one with the highest value rolls first. This also determines the initial location of the chips. If the values ​​are the same, then repeated throws are carried out until different results appear. The player, starting the game, moves the chips by a number of moves equal to the rolled values ​​of both dice.

Further, in short backgammon, players take turns throwing two dice and moving their chips from cells with large numbers to smaller ones (clockwise). Chips of the same color can stand one above the other, this is called "on the head". In one turn, you can take only one chip from your head, unless a double has fallen on the dice. You cannot bet on your opponent's chips. If there is no valid move, it is skipped.

Game strategies

It doesn't matter how many chips are in backgammon, the winnings are very dependent on the random values ​​of the rolled dice. But there are, apart from the will of chance, some game strategies that build its course so that the opponent is forced to skip his moves. Therefore, it is recommended not to collect chips compactly, but to distribute them as much as possible over the surface. And although according to the rules you cannot put 6 chips in a row, you can put 5, thereby making it difficult for the opponent. If there is no strategic move, you need to try to take one chip from your head per turn, otherwise the enemy will quickly get to 1 sector with several of his chips and block your exits.

Throwing the dice and moving the checkers in accordance with the dropped points, pass the checkers a full circle around the board, go into your house with them and throw them off the board before the opponent does.

Rules of the game

There are many varieties of backgammon games that differ in the rules of moves, bets, starting position and other details. However, there are three main varieties of the game - long, six-one and short backgammon. Common to all options are the following rules:

  • The players take turns.
  • The direction of movement of checkers is different in different versions of the game. But in any case, the checkers move in a circle and for each player the direction of their movement is fixed.
  • The right of the first move is played by throwing the dice - each of the players throws one dice, the one who has the most points goes first. In case of the same number of points, the throw is repeated. - Before each move, the player rolls two dice (called: dice). Dropped points determine the possible moves. The dice are thrown onto the board, they must fall on an empty space on the board, on one side of the bar. If at least one of the bones flew off the board, the bones ended up in different halves of the board, the bone hit the checker or stood unevenly (leaned against the checker or the edge of the board), the throw is considered invalid and must be repeated.
  • In one move, from one to four checker movements are made. In each of them, the player can move any of his checkers by the number of points that fell on one of the dice. For example, if 2 and 4 points fell out, the player can move one (any) of the checkers by 2 points, the other by 4 points, or move one checker first by 2, then by 4 points (or, conversely, first by 4 then by 2). If the same number of points (double) falls on both dice, then the dropped points are doubled, and the player gets the opportunity to make 4 moves. Each movement of the checker must be done for the full number of points that fell on the dice (if 4 points fell out, then you cannot move the checker for 1, 2 or 3 points - you can only go for the full 4).
  • In the “mad gyulbar” variant of the game, when a double is dropped, the player makes all moves from the double that has fallen to the double of six (for example, when a “four-four” double occurs, the player moves one checker by 4 points, then another by 4 points, then another one by 5 , another one for 5 points, one for 6 points, and another one for 6 points). If the player does not have the opportunity to make any of these moves, then the opponent must make the unplayed moves.
  • In each version of the rules, there are some prohibited movements of checkers. The player cannot choose moves that require such movements. If there are no allowed moves for the rolled combination of points, the player skips the turn. But if there is an opportunity to make at least one move, the player cannot refuse it, even if this move is unprofitable for him.
  • If it is impossible to use the points of one of the dice, they are lost. If there are two options for a move, one of which uses the points of only one bone, and the other - of both, then the player must make a move that uses the points of both bones. If it is possible to move only one of the two checkers (that is, the move of one checker excludes the possibility of moving the other), the player must make a move by more points. In the event of a double, the player must use the maximum possible number of points.
  • When all the checkers of the player in the process of moving along the board fall into their home, the next moves the player can start putting them off the board. A checker can be placed off the board when the number of the point on which it stands is equal to the number of points dropped on one of the dice (that is, a checker standing on the extreme point can be set if a unit has fallen, on the second from the edge - if a deuce has fallen ). If all the checkers in the house are closer to the edge of the board than the number of points dropped, then the checker from the point with the highest number can be placed behind the board.
  • The initial position of the checkers is determined by the rules. - There are no draws in backgammon. The first player to put all their checkers overboard wins.
  • The winner receives from one to three points for winning. The rules for scoring points for winning in different variants of backgammon may differ.

The device of the board for playing backgammon, checkers and dice

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

Fig 1. The initial arrangement of checkers in the board game long backgammon

According to the rules of the game of long backgammon, each player has 15 checkers of the same color. Initially, all black checkers are placed in hole number 1 (see Fig. 1), and white checkers are placed in hole 13. Holes 1 and 13 are called respectively - black's head and white's head. The goal of the game of long backgammon is to bring all the checkers to your home before the opponent and remove them from the board before the second player does. Black's home is points numbered 19 to 24 (see Fig. 1), white's home is holes numbered 7 to 12.

Start of the game long backgammon

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

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

At the beginning of the game there is a capture of advantageous positions. From the head, for the move, you can remove only one checker(except for the first move 3:3, 4:4 and 6:6). It is better to use every move to capture profitable positions that secure future moves. In case of falling out during the first move of combinations 3:3, 4:4 and 6:6, two checkers must be removed from the head, because. You won’t be able to make the whole move alone - the enemy’s head will interfere.

The purpose of the game of long backgammon

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

The movement of checkers in the board game long backgammon

In the backgammon board game, the player rolls two dice at the same time. After the throw, the player moves any of his checkers by a number of cells equal to the rolled number of one of the cubes, and then any one checker - by a number of squares equal to the rolled number of the other cube. That is, if "three" fell on one die, and "five" on the other, then, accordingly, you can move one of your checkers by three cells, and the other by five cells. In this case, you can move one checker eight cells. It doesn't matter which move to make first, whether it's a larger number or a smaller one. In this case, only one checker can be taken from the head.

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

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

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


Fig 2. In long backgammon, the move by "run" is not considered a mistake, because. it is done during the player's turn and does not interfere with his opponent

In the board game long backgammon, if a player cannot make a single move for the number of points that he rolled on the dice (the checkers "do not go"), then the player's dropped points disappear, and the checkers do not move at all. If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest. That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go. In long backgammon, if such a stone fell out that allows the player to make only one move, and any of the two, then the player must choose the larger one. The smaller points are gone. Note: the term "stone" in backgammon can refer to a dice, as well as a combination of points that fell on two dice. For example, a stone "four-three".

Throwing checkers in the board game long backgammon


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

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

Results in the board game long backgammon

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

Building and breaking "fences"

"Fence" - these are the checkers of one of the players lined up in a row. If you managed to build a fence of 6 or more chips, then this is already a deaf fence because it is impossible to jump over it.

Deficit of moves

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

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