Backgammon game rules for beginners. Backgammon. Rules of the game

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Playing backgammon means immersing yourself in an ancient tradition that came from the East; the oldest board found is at least 5,000 years old.

It was once common among the nobility, and the outcome of the party influenced the decisions of the rulers.

Where do the white and black stones go?

The point of the process is that the player’s stones go a full circle around the board, end up in the “house” (the last quarter of the playing board), and then the player must remove the stones from the board before the opponent.

Is there a difference between long and short backgammon

Differences between short and long backgammon:

  • The initial arrangement in short ones is more complex;
  • In them you can knock down single enemy chips, which is unacceptable in long ones;
  • In short bets there is a doubling cube (doubling), which allows you to double your bet and increase interest. When the doubling system was implemented in 1920, backgammon became a sport;
  • The skill of the player matters a lot to victory. Chance plays a big role in backgammon.

Short backgammon, or backgammon, is preferred by most people in the West.

The outcome of a game is often unexpected. Sometimes it seems that one player is in a hopeless situation, but in one move the desperate situation can radically change. This is why this game is loved all over the world. The long backgammon variant is popular, but its rules are simpler.

Where to begin

If you sit down to play backgammon, you should learn how to play, rules and basic principles in advance.

Before starting the game, it is important to understand how the playing field is structured.

There are 24 triangles on the board called "points".

Stones move along them. The initial position of the checkers is called the “head”.

The movement occurs counterclockwise. You need to pass all your stones through the board into the “house”.

The chips are usually red and white or red and black.

The main thing is that they must differ in color.

When thrown, the dice (zars) should fall to one side of the board and lie firmly on the edge. The game is played with 2 dice.

They come up with 2 numbers, for example 4-1. One checker can be moved by 4 points, and the other by 1.

The exception is the first move (“from the head”), you can only move one chip. If during the first move it lands on the points where the opponent’s chips are located, then we will allow a move with two checkers.

The tactic is to capture as many points as possible in order to limit the enemy's movement options.

Backgammon on social networks and for smartphones

The social network VKontakte offers you to play in applications. vk.com/igra.nardy - You can play long backgammon at this link, short backgammon can be found here - vk.com/korotkie.nardy.

For iOS there is such an application freesoft.ru/zolotye_nardy. With different designs, game options and difficulty levels. Or here gados.ru/ios/nardy-hd-dlya-ipad-ios/ classic design. You can play both short and long backgammon for free.

You can have fun and earn money by playing

You can play for money on the following resources:

  • fpclub.eu - This is one of the most popular places where you can win. Here you can find different versions of backgammon.
  • skill7.net - On this site you do not need to download an additional client to play. All known payment systems work.
  • rushplay.com/landing/ — There is a large selection of tables. You can choose the one that suits you by level, bet size, and speed.

What you need to do to win

Don't forget what the essence of backgammon is. You need to remove your checkers from the board before your opponent. Before you make a move, it is worth considering how it will benefit you.

Superiority must be gained from the first moves. To do this, each move you need to rearrange one chip from the starting position, and move the second one forward. So soon everyone will be brought into the game, and there will be no left forgotten and blocked by the enemy.

You cannot give the enemy the opportunity to occupy 3 points in a row near your “head”. It will become much more difficult to introduce chips into the game.

A special combination of dice drawn from 2 identical numbers (“jackpot”) makes it possible to make 4 moves, instead of the usual 2. Try to prepare for this. Such a case can change the course of the entire game.

Blocking your opponent as he approaches your quarters will help slow his progress. You need to take from 3 to 5 points in a row.

On the approach to the “house” with checkers you need to take the most advantageous positions from the middle of the quarter. One stone stuck among the enemy's pieces results in defeat.

In short backgammon you should calmly follow your plan; your opponent will definitely try to confuse you if he understands your strategy.

Understanding its importance comes with increasing skill. Mastering various tactics will bring self-confidence.

You need to keep the situation under control at all times: who is closer to victory, how to turn the game moment in your favor.

Short backgammon strategies:

  1. Building a house. We need to quickly move the checkers to positions in the house. It will be more difficult for the enemy to retreat and introduce knocked down checkers. The reset phase will be closer.
  2. Combination. Simultaneous construction of a house and removal of 2 checkers from the opponent’s house.
  3. Risky game. The desire to take strategically advantageous positions can lead to both a quick victory and an equally quick defeat.
  4. Removal of checkers. The main task is to remove 2 checkers from enemy space. Only rolls of 5-6 and 6-6 provide this opportunity.
  5. Game with anchors. “Anchors” on the enemy’s side, although they do not prevent him from advancing towards “home,” but expose his checkers to being knocked out.
  6. Careful game. The player focuses on defense, the game can drag on. One successful move by the enemy can decide the outcome of the game.

When playing both long and short backgammon, understanding your opponent's strategy already brings your victory closer.

Backgammon develops strategic and tactical abilities no worse than chess. This game will test and train your attention and intelligence.

It is worth looking for worthy real, rather than virtual, opponents, because they can become real teachers for you, pointing out mistakes and revealing interesting combinations.

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A beginner trying to understand the rules of backgammon often does not realize that there are two variations of the game: long backgammon and short backgammon. But it will be difficult for a novice player to learn the rules of backgammon from both games at once, because the player will confuse the rules of one game with the rules of the other. Therefore, it is better to first learn to play one game, and then move on to learning another. And for a beginner, it is easier to start with the game of long backgammon, because this game is a little easier to understand than the game of short backgammon.

To start playing long backgammon, you need to place the checkers correctly. Each player places fifteen checkers. The player who plays with white checkers places his checkers in hole number twenty-four. It should be in the upper right corner of the board from the player. The player playing with black checkers places them in hole number twelve. In relation to the second player, hole number twelve is also located in the upper right corner of the board.

Players then take turns rolling the dice and moving their checkers across the board holes counterclockwise. The point of playing long backgammon for the white checkers player is to bring all his checkers into a field with a range of holes one to six, and then remove them from the board. And for the player with black checkers, the point of the game is to do the same, but his checkers must end up in the range of holes numbered thirteen to eighteen before they are removed from the board.

On the first move, it is allowed to move two checkers from the initial hole, but only under the condition that it is completely impossible to move a second time with one checker. This happens rarely. For all subsequent moves, you can use only one checker from the initial hole per move, and make the second move with the same checker or with some other checker. When moving around a circle from the starting hole to the final range of holes, you can place checkers in holes that already contain your own checkers, but you cannot place them where your opponent's checkers or checkers are.

If there are no possible options, the player misses his turn. When the checkers have reached the final range of holes, you need to remove them from the board. That is, throw the dice and remove checkers with these hole numbers. If there are no checkers in the holes with these numbers, you can move them forward to the number of holes drawn. If there is nowhere to transfer, then checkers are removed from the board from holes with lower ordinal values. The first player to remove all his checkers from the game board wins. The instructions “backgammon game rules for beginners” will be useful to everyone who wants to master this interesting game.

Backgammon is a board game for two players on a special board divided into two halves.

The meaning of the game

By throwing the dice and moving the checkers in accordance with the points dropped, move the checkers a full circle around the board, enter your house with them and throw them over the board before your opponent does.

Backgammon board

The playing field (board) has a rectangular shape. There are 24 points on the board - 12 on each of the two opposite sides. The point is usually a narrow, elongated isosceles triangle, the base of which lies on the side, and the height can reach half the height of the board. The points are numbered from 1 to 24. The numbering is different for each player. For convenience, points can be painted in two colors - even in one, odd in the other. Six points in a row in one of the corners of the board are called the player’s house. The location of the house depends on the rules. On the sides of the board, areas can be allocated for placing checkers behind the board. If the board design does not provide for them, players place checkers on the table at the side of the board (next to the house). The board is divided in the middle by a vertical stripe called a bar. In those variants of backgammon where you can hit the opponent's checkers, knocked down checkers are placed on the bar. Each player has a set of checkers - 15 pieces of the same color (in some versions of the game fewer checkers are used). There is at least one pair of dice (zar). A set may contain two pairs of dice - each player has his own, as well as special cups for mixing the dice. In the betting game, the so-called “doubling cube” can also be used, an additional cube for the convenience of accounting for increased bets - the numbers 2, 4, 8, 16, 32, 64 are printed on its faces.

Rules of the game

There are many varieties of backgammon, differing 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. The following rules are common to all options:
  • Players take turns.
  • The direction of movement of checkers differs 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 to make the first move is played out by throwing dice - each player throws one die, the one with the most points goes first. In case of the same number of points, the throw is repeated. - Before each move, the player throws two dice (called dice). The dropped points determine the possible moves. The dice are thrown onto the board; they must land on an empty space on the board on one side of the bar. If at least one of the dice flew off the board, the dice ended up in different halves of the board, the dice hit a checker or stood unevenly (leaned against a checker or the edge of the board), the throw is considered invalid and must be repeated.
  • In one move, from one to four movements of the checker 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 are rolled, during this move 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 to 4 then to 2). If both dice roll the same number of points (a double), then the rolled 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 rolled on the dice (if 4 points are rolled, then you cannot move the checker 1, 2 or 3 points - you can only move the full 4).
  • In the “mad gulbar” version of the game, when a double is rolled out, the player makes all moves from the dropped double to the double of six (for example, when a “four-four” double is rolled out, the player moves one checker by 4 points, then another by 4 points, then another by 5 , another one at 5, one at 6 points and another at 6 points). If a 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 select moves that require such movements. If there are no allowed movements for the dropped combination of points, the player misses his 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 possible moves, one of which uses the points of only one dice, and the other - both, then the player must make a move that uses the points of both dice. If only one of two checkers can be moved (that is, the move of one checker excludes the possibility of moving the other), the player must make a move for a larger number of points. In case of a double, the player must use the maximum possible number of points.
  • When all the player's checkers, while moving along the board, fall into their home, the player can begin to place them behind the board with the next moves. A checker can be placed on the board when the number of the point on which it stands is equal to the number of points rolled on one of the dice (that is, a checker standing on the outermost point can be placed if a one is rolled up, on the second from the edge - if a two is rolled out ). If all the checkers in the house are closer to the edge of the board than the number of points rolled, then the checker from the point with the highest number can be placed behind the board.
  • The initial placement of the checkers is determined by the rules. - There are no draws in backgammon. The first one to put all his checkers overboard wins.
  • The winner receives from one to three points for winning. The rules for awarding points for winnings in different variants of backgammon may differ.
  • 1.1. Two people are playing. into two halves (left and right). The number of checkers on the board is 15 for each player, which are placed on their part of the board along the left side. Players have sets of checkers of different colors, usually black and white. The number of zar (dice) is 2. Players take turns throwing out zar (dice).

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

    1.2. The initial location of the checkers on the board (positions 12 and 24) is called the “head”. A move from this position is called a “head move.” During one move, you can take only one checker from the head (except for the first throw).

    1.3. The right of the first move, and accordingly the white color of the checkers, is played out as follows: each player throws one dice (zar). The right of the first move and the white color of the checkers is given to the one who has the most points. If the number of points rolled is the same, 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 with black.

    1.5. The player's turn is the throwing of the coin and the subsequent movement of the checkers after the throw.

    1.6. Zara should be thrown from a special leather cup. It is necessary to throw so that the zara falls on one half of the board and lies stably on the plane of the board.

    1.7. The zara remain on the board until the end of the turn.

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

    1.9. During the game, checkers move counterclockwise.

    1.10. When a player throws points, he must move his checkers in accordance with the points dropped. If there is an opponent's checker in a hole, then you cannot place your own checker in that hole. You must go strictly for the number of points that fell at dawn. The player is obliged, even to his own detriment, to use all the points that fall out. If there are two moves, one of which uses one die and the other uses two dice, the player must make a move that uses both dice (the so-called "full move rule")

    2. The meaning of the game:

    2.1. The player must go through a full circle with all the checkers (counterclockwise), enter them into the “house” and “throw them away” before the opponent does. The “home” for each player is considered to be the last quarter of the playing field - “white house” (1-6) and “black house” (13-18)

    2.2. The term “throw away” means making a move with a checker so that it ends up outside the board. You can “throw away” checkers only after all the checkers have “come into the house.” Therefore, white goes from zone 19-24 to zone 1-6, and black from zone 7-12 to zone 13-18

    3. Draw.

    3.1. The player rolls two zara (dice) at the same time. After the throw, the player moves any of his checkers to the number of holes (cells) equal to the rolled number of one of the coins, and then any one checker to the number of holes equal to the rolled number of the other coin. That is, if at one dawn a “three” comes up, and at another “five”, then, accordingly, you can move one of your checkers to three holes, and the other to five holes. In this case, you can move one checker into eight holes. 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 roll of the game 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 (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, since the enemy’s checkers standing on the head are in the way. If one of these combinations appears, then the player can remove two checkers from his head, except in the situation if there are checkers in any of the fields that can be used to make a move. Note: When white throws 5-5 for the first time, and black throws 4-4, the latter removes one checker from their head, playing one four, since the obstacle created prevents them from going further. Accordingly, with the first throw of white 2-2, and the subsequent throw of black 5-5, the latter removes one checker from his head, playing three possible fives.

    3.2. If the same number of points appears on both sets (double, gosh, jackpot), then the player plays as if he had rolled 4 points and can make 4 moves.

    3.3. The player has the right to change his move until the coins are transferred to the opponent or the clock button is pressed. If the move turns out to be unfinished or contrary to the rules, the opponent has the opportunity to accept the move as it was made, or demand that the player make the correct move.

    3.4. It is forbidden to place a block (fence; bridge) of six checkers - and even “on the run” if there is no opponent’s checker in front of this block.

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

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

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

    3.7. You can place an arbitrary number of checkers on one field. You cannot place your checker on a hole occupied by your opponent. In a situation where the checkers do not move, that is, the player cannot move them to the number of holes that fell at dawn (the checkers fall into occupied holes), all points are lost and the player misses a move. In a situation where it is possible to make a move on the number of holes that fell on one of the rolls, but it is impossible to move a checker on the number of holes that fell on another roll, only the possible move is performed, and the points of the second are lost. The player cannot refuse a full move, even if it is not beneficial to him. If it is impossible to make both moves at the same time, then a larger number is played, or the second checker is removed from the head. For example, the combination of six-five came out. The player can make a move for six holes or five. The player must make a major move (for six holes), and a minor move (for 5 holes) is lost.

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

    3.9. In the process of removing checkers from the house, the player has the right to use the points that fell at dawn at his own discretion: he can play the checker in the house or throw it away. In the process of removing checkers from your own home, you are allowed to remove checkers from the fields of the lowest category if there are no checkers in the fields of the highest category. For example, if 6-5 came up at dawn, 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, fourth field (hole), if there are no checkers there, then from the third, if not there, then from the second, etc. The game ends.

    4. Game score.

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

    4.2. The situation when one player has thrown away all his checkers, and his opponent has failed to throw away any, is called “mars” (2-0).

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

    Starting position

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

    Purpose of the game

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

    First move draw

    Players roll one die (zara). The right to make the first move goes to the one who has the most points. If the numbers match, they roll again.

    Checkers movement

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

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

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

    Prohibited actions

    In this game it is prohibited:

    • Place a checker on a hole occupied by an opponent's checker.
    • Lock all the opponent’s checkers in front of his first checker; an exception to this rule is allowed “on the pass”, within the framework of one move, temporarily close and immediately vacate the left unoccupied field
    • Move two checkers by the number of squares shown on one of the dice. If the roll is five or three, then you cannot move one checker to two squares, another to three, and then another to three, that is, you must: either take five steps with one checker, three with the other, or go all eight steps with one checker - the sum of five and three.

    Features of the course

    In a situation where the chips do not go, that is, the player cannot move them to the number of holes that fell at dawn (the chips fall into occupied holes), all points are lost and the player misses a move.

    In a situation where it is possible to make a move on the number of holes that fell on one of the rolls, and it is impossible to move the chip on the number of holes that fell on the other roll, only the possible move is performed, and the points of the second are lost. The player cannot refuse a full move, even if it is not beneficial to him.

    In a situation where a player can make any of two moves, but only one, he must choose the larger one. For example, the combination of six and four came out. The player can make a move for six holes or four. The correct move is six holes. In this case, smaller points are burned. In a situation where it remains to bring the last chip into the house, and the hole is occupied (your chip is on the 18th hole, and 6 and 1 came up at the start, and hole 24 is occupied by an opponent), in this case the player brings in the chip at a lower stake, and the older one burns out.

    Calculation of winnings

    In each individual game, the result can be recorded as oin or mars.

    If one of the players has thrown out all his chips, and his opponent has not yet thrown out all his chips, then the player records the winning “oin” and receives 1 point.

    If one of the players has thrown out all his chips, and his opponent has not yet thrown out a single chip, then the player records the winning “mars” and receives 2 points.

    Backgammon is a game played by 2 people. For it you need to have a special board divided into two parts, checkers and cubes (dice). The goal of the game is to move checkers around the board. To do this, dice are thrown, on which points fall out, and, depending on the points dropped, checkers are moved across the playing field.

    People have been playing backgammon for about 5,000 years. This game came to us from the East a long time ago, and at different times the popularity of this type of leisure activity has constantly changed, experiencing ups and downs. Backgammon was very popular and was called backgammon. The rules of backgammon (long) have remained virtually unchanged, but the rules of the game were established by Edmond Hoyle in 1743. Today they are very popular among Russians and residents love this game in Iran, Syria, Turkey and Israel. Various tournaments and competitions are regularly held between fans of this game.

    The rules of backgammon are determined by the following items:

    • rectangular board with 24 points, 12 on each side. The point is a triangle with the base on the side;
    • 6 points in a row located in one of the corners of the board are called a house;
    • the board is divided in half by a vertical line called a bar;
    • each player owns 15 checkers of the same color;
    • in the game they use one pair (zar).

    Rules for playing backgammon (long and short):

    • each player takes turns;
    • the checkers move in a circle, and each player has their own direction of movement;
    • First, the right to move first is played out by throwing dice. The one with the highest number starts. If the score is equal, the dice are rerolled;
    • Each turn begins with a roll of the dice on one free side of the bar. If the dice fall outside the bar or onto a checker, or are placed unevenly, you must roll again;
    • one checker can make from one to four moves;
    • if the points rolled on the dice do not allow you to make a move to your checker or an empty cell, the move is lost;
    • if it is impossible to use the number of points of both dice, it is necessary to use more points of one die;
    • When all the checkers are in the “house”, then with the next moves they are removed from the “house”.

    The rules of the game of backgammon are determined by the initial location of the checkers on the board. The one who takes the checkers out of the “house” first becomes the winner. The “draw” option in backgammon is completely excluded. The winner is always determined in the final. For winning, the winner can receive up to 4 points.

    The rules of playing long backgammon mainly consist of the above points. In addition, you cannot place your checker on another player's checker; you can move any number of checkers; Points on the dice do not add up; If there are no valid moves on the dice, then the move is skipped, since it is not allowed to build an impassable screen. In addition, the rules of playing long backgammon are that players must move the checkers in one direction, one after another, counterclockwise. The game takes place at a previously determined bet, which is given for the points won. The situation when a player does not have time to remove his checkers, while the second player has already done so, is called “mars”. In this case, the bet is doubled.

    The rules of playing short backgammon have the following differences:

    • checkers move towards each other;
    • in short backgammon you can knock out the checkers of another player;
    • the position from which the game begins is more complex;
    • The player’s “house” is occupied by 6 and 1 positions and the player’s “yard” is 12 and 7, and his opponent’s is 19 and 24, 13 and 18.

    The rules of the game of short backgammon are also that the checkers are arranged in this way: the player has 2 checkers in point 24, 5 in point 13, 3 in point 8 and 5 checkers in point number 6. The opponent’s checkers are arranged in the opposite direction . Perhaps you will also enjoy this exciting entertainment, especially since the rules of playing backgammon are simple.

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