Backgammon game rules for beginners. Rules of playing backgammon

Part 1

Preparing for the game

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

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

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

Part 3

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

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

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

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

Part 4

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

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

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

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

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

Backgammon exists in two types - long and short. In Western countries, the most popular is short backgammon, which is also played at most tournaments and is the basis for playing backgammon online. The main difference between the game of short and long backgammon is the initial placement of the game chips on the board and the drawing of broken chips. To start the game, each player takes turns throwing a die. This roll determines who goes first and with what numbers the move is made. If the same values ​​appear on the dice, they are rolled until different values ​​appear. In accordance with what appears on the dice, the player moves the chips around the board. Then, in order to make a move, each player rolls both dice. The total number rolled on the two dice determines how many points the player will move forward, we remind you. that chips move from high value points to lower value points.

Starting from each player's house, points are numbered for each individual. Home is the last quarter for the player, which begins from the point where there are 5 chips at the beginning of the game. the farthest point is the twenty-fourth, which is also the first for the enemy. In this type of backgammon, each player has exactly 15 chips. When the game starts, they are located in this order: two checkers in point 24, five in point 13, three in point No. 8 and five in point No. 6.

The goal of the game in short backgammon is the same as in long backgammon - to remove all the checkers from the board, alternately moving them between points into the house. Accordingly, the game is won by the one who is the first to remove all checkers from the game. To make a somewhat clearer distinction between short and long backgammon, we present the basic rules of playing short backgammon.

1. In the game, a checker can only fill an open point - one that is not occupied by two or more opponent pieces.

2. The numbers that appear on both dice determine different moves. For example, if a player rolls 3 and 5, he can use one chip for three points and another for five, or one chip for eight points at once.

3. When playing short backgammon, a player who gets two identical numbers on the dice is a double; the numbers are played twice. For example, if we get 4-4, then the player makes four moves for four points, and the chips can be rearranged in another combination - as the player wishes.

4. The player must move with two numbers drawn or four (if a double is rolled). If a condition arises where one number can be played, the player is forced to choose one and play with it. If each of the numbers can be played separately. but not two at once, the player must make the next move. When a player does not have the opportunity to make a move, he passes it. Provided that a double occurs, but it is not possible to beat all four moves at once, everything possible is done.

In short backgammon, a point on which there is only one chip is called a blot. And therefore, when the opponent’s piece stops at such a point, the blot is considered closed, or beaten. From this it becomes clear that in order to protect the chips it is necessary to bet them twice, and not singly, of course, if the situation allows it. The ability to place two chips on one point is determined by rolling the dice. The opponent will not be able to beat the double chips and take this point with his own. If the die allows you to move to a point occupied by more than one enemy piece, then the piece does not move. But when the six fields ahead are occupied by several enemy pieces, your piece is locked and can only move when one of the fields is free. You cannot hit an opponent's chip and move it in the same move so that it is placed at a point with your own chip and becomes doubled. But it is possible to beat and cover one of your chips with the help of another, beat and move to a free point, beat and throw away the chip. When there are chips on the bar, the most important duty of the player whose checks they are is to launch them into the opponent's house. The chip comes into play on a point that is equal to the value rolled on the die. For example, if a player rolls 6 and 4 in a game, he has the right to place a checker in the sixth or fourth point, provided that there are no opponent’s pieces on them. If two points that correspond to the numbers on the dice are occupied, the player is forced to miss his turn.

If it is not possible to return all the checkers to the game, the points disappear. As soon as all the checkers are back on the board, you can move according to the usual type, moving the checker that you consider necessary. Throwing away chips in short backgammon. Once all fifteen chips are in the house, the player can begin to throw them out of the game. To do this, you need to throw the dice and the chips are transferred from those points that fell on it, that is, if 6 and 3 are rolled out, you can pick up chips from the sixth and third points, respectively. If there are no checkers at the desired point, chips are thrown out from points whose number is less than what fell on the die.

The rules are quite simple and easy to remember. If you play at home, it will be just entertainment for you and your opponent, but you can also play using bets that will be interesting and useful to you.

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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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What is the origin of the game of backgammon?

Backgammon is known as the oldest board game. Its origins go back to Mesopotamia, to the third millennium BC. The first written rules for this game date back to the 13th century, in the book of games of King Alfonso X.

Description and purpose of the game

The game of backgammon two players play. The game takes place on a board, the playing fields are elongated triangles located in four quadrants of the board (six triangles in each quadrant) as shown in the picture. The length of the board is divided by a middle zone called a bar.

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

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

In order to play backgammon you need:

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

Starting location and start of the game

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

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

A game

Dice Rolls

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

Restrictions and illegal movements

By moving a checker, you can occupy any peak, with the exception of those on which it is located two or more opponent's checkers.

At the beginning of the game, none of the players can move the checkers, that is, they can always move correctly to the numbers that appear on the thrown dice. In the case where there is only the opportunity to move a checker to one of the two numbers drawn, the larger of the numbers drawn must be played. If it is impossible to move a single checker to any number rolled, then the throw is considered zero and the turn passes to the other player. If one of the players has moved a checker in an illegal or incorrect manner, the opponent may demand that the checker be moved correctly, provided that the dice have not been rolled again.

Eating and introducing checkers into the game

If any peak is occupied by only one checker, then it is food for your opponent's piece, when the latter's movement ends at this peak, or when it makes an intermediate stop at this peak. The eaten chip is placed on the central field.

A player who has one or more checkers out of play cannot move any of his checkers around the board until he has returned all of the checkers in the middle of the board to the playing field. Checkers that have left the game re-enter through the opponent's house or inner quadrant. Checkers can be put back into play if the numbers rolled allow the free pick of the opponent's house to be reached. If at the peak through which the checkers enter the game there is a single opponent’s chip, it will be eaten by the chip that enters the game from the bar. If, after throwing the dice, the player was unable to bring a checker or checkers from the bar into play, the move is considered lost and the turn goes to his opponent.

Double number

If after rolling both dice the same number is rolled, the player moves the checkers to twice the number rolled. For example, if after throwing got two threes, we have to move four times three. And thus, one chip can move four times in three spades; or one chip can move three times three spades, and another chip can move three spades; or one chip can move two times three spades, and two other chips can move three spades each, and so on.

Conclusion from the board

Checkers can only be saved or removed from the board when all of them (15 pieces) are in their own house or in the inner quadrant. Saving means removing pieces from the game board by throwing dice. A chip can only be saved if the number rolled on one of the dice is high enough for it to move through the side of the playing board.

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

End of the game and possible results

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

Double Dice

This bone that has numbers 2, 4, 8, 16, 32, 64 on her sides. When playing backgammon, they usually play games of X points, which depend on the type of victory the player has. This die serves to double the bet and gives us the opportunity to get more points if we think we have an advantage over our opponent. The latter may accept the bet or refuse it.

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

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

Akhundov Nazim Fikret ogly

Long backgammon. How to play correctly.

Akhundov N.F. ISBN 5-00-00420-5

The book is intended for those who are just starting to play long backgammon, but are full of desire to master the secrets of mastering the game. Here you will find the basic rules and principles of tactics and strategy for the game in the initial and final phases. The material is richly illustrated; you don't need a board, just a book. All rules and techniques are given with explanation and justification, which makes it easier to learn the material.

The author expresses gratitude and appreciation to the man who did a lot to popularize backgammon in Russia, who suggested the very idea of ​​writing the book and who gave many important valuable comments on the manuscript, but who asked not to mention his name.

INTRODUCTION.

Despite the great popularity of long backgammon in Russia and the CIS countries, there are no serious developments in the theory of this game in the available literature. There is no program that can play long backgammon at an acceptable level and allows you to analyze games and positions. In this sense, long backgammon is seriously inferior to short backgammon, for which extremely effective computer programs for analysis and training have been developed.

Just a few caveats.

The book, in a more or less systematized form, provides ideas on how to play long backgammon correctly and provides an analysis of the most common tactical techniques, as well as their characteristics. This does not mean that, having mastered these techniques, a beginner will immediately become a Master. But the author expresses confidence that the path to the heights of Mastery will be open for you.

The book is intended for those who are just starting to play long backgammon and are full of desire to significantly improve the level of their game.

IN The book does not say a word about the history of backgammon or the rules of the game. For this there are other books and manuals that are available, including on the Internet.

Everything that is presented in the book is the author’s personal ideas about the correct game, based on his personal experience, and the book does not pretend to be an absolute complete knowledge of backgammon.

When talking about position on the backgammon board, we often use some specific backgammon words, or rather, in fact, terms. Many of them are clear to backgammon players. But some, without specific reference to the board, can be confusing.

1. What they use to play backgammon. The book uses the word " checkers." In backgammon, opponents play with checkers of different colors. Traditionally these are white and black checkers. However, for the convenience of visual perception of positions by the reader, the author used yellow checkers instead of white ones, and blue ones instead of black ones.

2. The place on the board where the checkers are placed. There are 24 of them in total. The book uses the concept “ field ". In this book, the fields are numbered from 1 to 24 (counting from the base of the yellow checkers). Field No. 1 is the starting position of the (white) checker, field No. 24 is the last point of the board, after which the yellow checker is removed from the board (thrown away).

3. "Move". The term is clear to everyone. The player whose turn it is to play rolls the bets and must play the combination of numbers drawn. This will be the move. A move consists of "movements". In one move it can

be up to four movements. Usually there are two. If the same numbers fall out at dawn, then there are four movements. This is when a “full move” is made. But it happens that not all movements can be made, then a move can consist of three, two or one movement. This is an "incomplete move". A situation may arise where a player is forced to skip a move completely. This is when walking is not possible at all. In this case, there is zero movement during the course.

4. Sometimes it is important to indicate which part of the board the game is on. The book uses the word "quarter". The first is the one where the starting position of a given color is. The picture below shows the quarter boards for the yellows. Next are the second, third and fourth (the one where the checkers are thrown away).

5. The place where all the checkers are collected at the beginning of the game (field No. 1). The words “hand” and “head” are often used. Sometimes this leads to confusion. Important term. According to the rules, from the “head” you can’t

move more than one checker (except for the first move). The book uses the word "head".

6. It happens that several consecutive fields are occupied by checkers of the same color, forming some kind of obstacle. For this construction, the book uses the word “ block."

7. Several (3 or more) checkers on one field. The book uses the term " column."

8. The fourth quarter for a given color of checkers. This is often where players call home. Word " house" is used to denote the fourth quarter of a given color of checkers in this book.

9. The first quarter of a given checker color. Sometimes it, like the fourth quarter, is also called “house”. In this book, to avoid confusion, the first quarter of the board for a given checker color is called the “base”.

10. The second or third checker in a column of the same color on some field has an important tactical value, because it allows you to capture further fields with the next move, without opening the field from which the move is made. In this book, such a checkerboard is called “avant” (from the word “forward”, i.e. aimed at some field in front of itself). The first checker on the field where the avant stands is called “springboard” in the book.

11. "Bridge". A bridge is understood as such a placement of a checker that does not allow your opponent to organize a block of 6 or more checkers between your checkers.

12. Lack of moves when a specific number falls

– “move deficit” (deficit of fives, deficit of threes, etc.).

13. A certain number of moves that you can make (move some of the checkers) without creating a critical situation for yourself with such moves, for example, without opening very important fields. For such a set of moves the book uses the term “ reserves.” Often the word “reserve” is simply used. The meaning of “move deficit” and “move reserve” is different, but they reflect the same characteristic of the position on the board. This is also like a glass being 2/3 full or a glass being 1/3 empty.

14. Zary (cubes). In this book, the word zary refers only to the zary itself, and not to the digital combination that appears on the upper edges of the zar. What falls at dawn is called “throw”. A throw is two numbers, each of which is from 1 to 6. When the same numbers appear on both sides, such a throw is called “jackpot”.

15. Throwing out - removing a checker from the board due to the fact that it has completed its path along 24 squares and should already go beyond the board. Removing a checker from the board means “throwing it away.”

16. If at any position on the board for each checker one colors, count how many squares are left before throwing off the board, and then add up all these numbers, you get a sum that shows the checkers of a given color how many points are at least left before the end of the game. This amount is called “pips”. In the initial position, 15 checkers must travel 24 squares each, this corresponds to 15x24=360

pips. So the pips can be from 0 (ending the game) to 360 (starting the game).

All terms are further used without quotation marks.

LEARNING TO PLAY LONG BACKGROUND.

Before you start learning how to play long backgammon better, be sure to read the contents of the section “ Backgammon topology" In it, the reader is invited to study the features of the movement of checkers on a backgammon board.

Rule #1. “One checker from the head, the second in another place.” A very useful rule, known to almost all beginners, however, needs clarification. Blindly following this rule

- a sure way to error and loss in tactical combat.

Rule #2. "First moves."

How to place checkers correctly during the first few moves so as not to get into trouble at the very beginning of the game?

Rule #3. “We are occupying empty fields.”

We will talk about which positions should be taken in the first place and why.

The position at the opponent’s base has tactical significance, and at home

– strategic. It also explains why some positions on the board are more important than others.

Rule #4. "Quiet move."

You and your opponent do not yet have fields that can be occupied or are practically not in danger. How to walk correctly in such a situation? This is where newbies make a lot of mistakes.

Rule #5. “The game is made on a throwaway basis.”

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