Rules for playing classic backgammon. How to play “Old English” backgammon? Video: rules and features of playing short backgammon

is a game for two players on a board consisting of 24 narrow triangles called points.

The triangles are combined into four groups of six triangles each. These groups are called - house, yard, enemy's house, enemy's yard. The house and yard are separated by a bar that protrudes above the playing field and is called a bar.

Purpose of the game

The goal of the game "" is to get all your chips into the "house" and remove them from the board before the second player does so.

Moving chips

To start the game, each player rolls one die. This determines which player goes first and what numbers he uses for his first move. If both players roll the same numbers, they both roll the dice until different numbers are rolled. The player who rolls the higher number moves his chips according to the numbers on both dice. After the first move, players alternately roll two dice and make moves.

The number on each dice shows how many spaces the player must move his pieces. Chips always move only in the direction of their home. In this case, the rule applies: a piece can only move to an open point, that is, to one that is not occupied by two or more pieces of the opposite color.

The numbers on both dice make up separate moves. For example, if a player rolls a 5 and a 3, he can go with one chip to three fields and the other to five, or he can go with one chip to eight (5 + 3) fields at once, but the latter only if an intermediate point (at a distance of three or five fields from the starting point) is also open.

The player who rolls the double plays each of the numbers on each of the dice twice.

For example, if the roll is 6-6, then the player must make four moves of six points each, and he can move the pieces in any combination as he sees fit.

The player must use both numbers that he got if they are allowed by the rules (or all four numbers if he got a double). When only one number can be played, the player must play that number. If each number can be played individually (but not both together), the player must play the larger number. If a player cannot make a move, then he misses his move. In case of a double, if the player cannot use all four numbers, he must play as many moves as possible.

How to score and load a chip

A point occupied by only one chip is called a blot. If a chip of the opposite color stops at this point, the blot is considered beaten and is placed on the bar. Any time one or more chips are on the bar, the player's first responsibility is to charge the chips in his opponent's house. The chip comes into play by moving to the point corresponding to the rolled die value.

For example, if a player rolls a 4 and a 6, he can load the chip into the fourth. or to the sixth points, if they are not occupied by two or more enemy pieces.

If both points corresponding to the values ​​of the thrown dice are occupied, the player misses his turn.

How to reset chips

When a player has brought all of his fifteen chips to his home, he can begin throwing them off the board. The player throws out a chip as follows: a pair of dice is rolled, and the chips that stand on the points corresponding to the dropped values ​​are removed from the board. For example, if you roll 6 points, you can remove a chip from the sixth point.

If there are no chips on the point corresponding to the rolled die, the player is allowed to move a chip from points larger than the rolled number. If a player can make any moves, he is not required to remove a piece from the board.

During the chip discard phase, all of a player's chips must be in his house. If a chip is hit while discarding chips, the player must bring the chip back to his home before he continues discarding chips. The first one to remove all the chips from the board wins the game.

Board games are a great way to spend time with friends. An example of “brain exercise” is backgammon. This is one of the most ancient games in the world.

Who invented backgammon?

It is believed that it has been played for more than five thousand years. According to archaeologists, the first backgammon board was discovered in Iran, and something similar to this game was found in the tomb of Pharaoh Tutankhamun. In the third millennium BC in Persia, backgammon was considered extremely symbolic and had a mystical character. With their help, fate was predicted. It was in this country that backgammon was born by the sage Vuzurg-Mihr. In each country the name of the game was different, but the essence did not change.

In medieval Europe, after the end of the Crusades, this entertainment also became known and popular. It was called “backgammon” and was the privilege of only the highest aristocracy. How to play backgammon, already according to the rules of the modern version, was established by the Englishman Edmond Hoyle in 1743. The new type of entertainment is called “short backgammon” (by the way, the previous type, invented in the East, is considered “long”).

Nowadays, the game has become widespread in all countries. Backgammon championships are held. The most famous, held in Azerbaijan, is the “Golden Dawns”, in which the prize is gold dice.

What do you need for fun?

How to play backgammon without equipment? The following items will be required:

  • board;
  • checkers;
  • bones.

A rectangular board with 24 points marked on it, which are figures in the form of an isosceles elongated triangle. Each item has its own numbering. In the corner of the board six such triangles are collected in a row - this is the “player’s house”. In the middle there is a vertical stripe called a “bar”. The number of checkers is basically 15 pieces, and the number of dice (zar) is two. Sometimes there is a set of five dice with a cup. In this case, each player has his own money, and one is a spare.

Types of backgammon

Backgammon “short” and “long” are common. What they have in common is that the game starts with throwing dice. Depending on the number dropped, the chips are rearranged. The game of “long backgammon” ends, just like “short”, when the winner transfers all the chips from the board. The difference between the two types is in the rules and duration.

General standards of behavior

To answer the question “How to play backgammon?” Let's write down the rules that are the same for everyone:

  1. The order of participants.
  2. Circular and counterclockwise movement of checkers.
  3. To determine who goes into battle first, dice are rolled. Whoever has the highest number starts.
  4. Zara throw only in their own half.
  5. The movement of the chip must be carried out even if it is disadvantageous. Except when traffic is prohibited.
  6. If dice points are not used, they burn out.
  7. Checkers can be taken off the board if they fall into the house, or the number of points at dawn coincides with the number of the point where the chip is located.
  8. How the checkers are placed is determined by the type of backgammon.
  9. There is no such thing as "nobody's".
  10. The scoring rules are based on the type of entertainment. For a victory, a participant usually receives from one to three points.

How to play "short" backgammon?

First, let's talk about the common names in this game:

  1. The enemy’s “home” is 24-19 points.
  2. The enemy's "yard" is 18-13 points.
  3. “Yard” is yours - 12-7 points.
  4. “Home” is yours - 6-1 points.

What are the rules of “short” backgammon? It all starts with determining the primacy among the participants. He moves the checkers in accordance with the numbers on the dice. Chips move in one direction - from points with higher numbers to lower ones. White checkers move clockwise, and black ones move counterclockwise. The piece moves only to an open point that is not occupied by the enemy. The player has the right to use the sum of the numbers drawn or can move each checker separately. That is, if the numbers are 2 and 3, then the participant will go either with one chip for five moves or with two, two and three moves, respectively. If two identical numbers appear, then you need to play the move as many times as the bets show. For example, it turns out 3 and 3, which means you need to move three times by three points.

If there is one checker on a point, then it is called a “blot”. If the opponent's turn ends on the blot, he is considered beaten and goes to the bar. What you cannot do is kill or hide your opponent's piece. Or you can cover yours with another checker or beat him and hide in a free point. It is also allowed to hit and throw away the chip. When all the checkers are in the “house”, the participant can remove them. To do this, you need to use the numbers on the dice. The rule is followed here: if the cards show the number of an empty point, but there are checkers with a higher point value, then you can move them inside the “house”. In the event that the opponent manages to capture a piece during the withdrawal process, the player must bring his lost piece back to the “home” before continuing with the withdrawal.

Disputes arise

We list ways to resolve possible controversial situations:

  1. The dice are re-rolled if they fall on two halves of the board, touch a checker, or if they do not lie horizontally.
  2. The move is considered irrevocable in cases where the opponent has thrown bets or declared “dave” (doubling bets).
  3. Throwing a charge is invalid if the opponent has not yet completed his turn.

Another type of backgammon

“Long” backgammon has rules almost the same as in the first type of game. But there are some nuances. For example, the game begins by placing 15 checkers to your left. The chips located in the original position are called “head”. The first move of the participant is “taking from the head”. You can only remove one checker, except when you get a double from 3, 4, 6, then two are removed. You cannot place a chip on a point occupied by an opponent, cover his checkers, or move the number of points shown by one dice.

The difference from “short” backgammon is that there are no knocked down checkers, the chips can be locked. If it is impossible to make a move, all points are burned. Also, one move is skipped if there is an opportunity to make a movement according to the number rolled on one die, but not on the other. A loss of a single bet is established when the participant manages to remove one checker at the end of the game. If the opponent cannot withdraw any chips or transfer them to the “house”, then the loss corresponds to double the bet - “mars”. A triple bet, "house mars", occurs when a player has all his chips in the house but none have been removed from the board.

Backgammon-tavlei

There is no concept of “Russian backgammon” itself, but there is evidence of a similar game in which our ancestors competed. There is a lot of talk about whether entertainment belongs to a specific type of board game. But here's what can be emphasized:

  1. Checkers for playing tavlei were found during excavations of the land of the Vyatichi in the region of Old Ryazan. They were not faceless, but in the form of figures.
  2. Several ancient sources have survived that described the gameplay.
  3. Each player had his own set of pieces, which were laid out on the board.

How to play this type of backgammon? It's hard to say exactly. The basis of the rules lies on legends and epics. The same sources are used to judge the country of origin of tavlei. Thus, the name backgammon in Turkish - “tavla” - speaks in favor of Turkey. Ancient Rus' is supported by finds that reveal a description of the game, as well as the discovery of boards and flat identical figures at excavations. Some scientists believe that tavlei is Russian chess, since each player has his own set of positions. There is also an opinion that the game was brought to Rus' by the Normans, who loved to have fun with it. This opinion is supported by the translation from the Latin “tavl” - board.

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Rules for playing classic backgammon (long)

1. General Provisions
1.1. Two people 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 sets of checkers of different colors, usually black and white.
Number of charges - 2.
Players take turns throwing out zara (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 location of the checkers on the board (positions 1 and 13) is called the “head”; a move from this position is called a “move from the head” (“take from the head”).
You can only take one checker from your head in one move.
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).
This is a lottery: the right of the first move and the white color of the checkers goes 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 move is the throw of the coin, as well as the movement of the checkers after the throw.
1.6. It is better to throw zara from a small glass, but you can also throw from your palms (by agreement with your opponent).
It is necessary to throw so that the zara falls on one half of the board and lies firmly on the edge. If the dice scatter across both halves of the board or fall to 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 has played his move passes the coins to his opponent.

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, starting from a cell 18 cells away from the “head”.

2.2. The term "throw" 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.” Consequently, white goes from zone 13-18 to zone 7-12, and black from zone 1-6 to zone 19-24 (Fig. 2).



3. Prank

3.1. The player rolls two dice (dice) at the same time.
After the throw, the player moves any of his checkers by a number of squares equal to the rolled number of one of the dice, and then any one checker by a number of squares equal to the rolled number of the other die.
That is, if one die rolls “three” and the other rolls “five,” then, accordingly, you can move one of your checkers three squares and the other five squares. In this case, you can move one checker eight cells.
Which move to make first, whether the number drawn is higher or lower, does not matter.
In this case, only one checker can be taken from the head (Fig. 3).



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, the player can remove two checkers from his head.
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.
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 the roll is five or four, you cannot go first with one checker for two, then with the other for three (that is, win back a five with two checkers) and then play a four in the same way.
3.3. If the same number of points appears at both dawns (double, gosh, jackpot), then the number of points is doubled, i.e. The player plays as if he had rolled 4 dice and can make 4 moves for the number of cells rolled on one die.
3.4. Until the end of his turn, a player can move his checkers at his own discretion, unless this contradicts these Rules. The move is considered made when the player has taken his coins from the board.
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.
3.5. 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 (Fig. 4).



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.
3.6. If the enemy's checkers occupy six squares in front of a checker, then it is locked.
3.7. 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.
3.8. You can place an arbitrary number of checkers on one field.
You cannot place a checker on a square occupied by an enemy checker.
If a checker lands on an occupied square, it is said to be “not moving.”
3.9. If a player has the opportunity to make a move for the number of points at one dawn, but it is not possible to make a move for the number of points that fell at another dawn, then the player makes only one move. The points of the other move are lost because the checker does not move.
3.10. If a player has the opportunity to make a full move, he has no right to shorten it, even if it is in his interests.
That is, if it is more profitable for a player to make a “three”, but the roll is “six” and there is an opportunity to go “six”, then he should go “six”.
If a stone falls out that allows the player to make only one move, and either of the two, then the player must choose the larger one. Smaller points are lost.
Note: the term “stone” in backgammon can refer to a die, as well as a combination of points that appears on two sets.
For example, the “four-three” stone.
3.11. Throwing checkers means making moves such that the checker ends up outside the board.
A player can start throwing away checkers only when all his checkers have reached the house.
3.12. 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. Checkers can only be thrown from the fields corresponding to the points that fell out 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).
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, 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 “oin” (0-1).

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

4.3.* Draw in backgammon. If one player playing white threw away all his checkers, then the second player playing black has the right to the last throw, since he initially started the game - a 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 tournament regulations.


*Draw in long classic backgammon is an innovation.

Short Backgammon is an online gaming project, which is one of the many varieties of the ancient game of backgammon, for two players on a board that consists of 24 narrow triangles - points.

These triangles are divided into four groups, each of which has six such triangles. Such groups have their own name: your house, your yard, the enemy’s house, the enemy’s yard. The territories of the yard and the house are separated by a bar that protrudes above the playing field and is called a “bar”.

To successfully progress through the gameplay and defeat your opponents, you will need knowledge of the main rules of the game, which you can later use to your advantage. Our knowledge base will help you gain this knowledge.

Rules for playing "Short backgammon"

In this game project, success in a duel with an opponent can be achieved to a large extent with the help of your own skill, in contrast to “Long Backgammon”. This was the reason why tournaments are held in the West and more time is spent playing backgammon.

The key differences between the game of “Short Backgammon” and the game of “Long Backgammon” are:

  • placement of checkers;
  • drawing of broken checkers.

To start the game, each opponent throws one zara. Thus, it is determined who will make the first move and what numbers will be used by him. If the values ​​rolled at dawn are the same for both opponents, then the process is repeated until different values ​​are rolled. The opponent who has the higher number at the start starts moving the checkers first, according to the numbers on both sides.

In this game project, upon completion of the first move, the opponents take turns throwing both bets. The number that appears at each dawn indicates how many points you need to move your checkers. The movement of checkers always occurs in only one direction: starting from points with higher numbers and ending with points with lower numbers.

The key goal of the game "Short backgammon"

Your task is to transfer all your chips to your own “house” and then remove them from the board. This must be done before your opponent removes his last checker. This is the only way you can win the game.

Checkers starting position

Short backgammon is an online gaming project designed for play by two participants. The virtual board is divided into 24 narrow triangles, the name of which is points. All these triangles alternate in color and are combined into groups consisting of six triangles each.

These points also have their own numbering, and this numbering is provided for each opponent separately and starts with “home”. For each opponent, his home is the territory of his last quarter of the playing field. The beginning of the “house” is the point where there are five stones in the starting position.

The farthest point is the 24th, which in turn is the 1st point for your opponent. To play “Short Backgammon” you, like your opponent, are given 15 checkers. The initial arrangement of checkers: 2 checkers in the 24th point, 5 in the 13th, 3 in the 8th and 5 in the 6th.

In the classic version of the game, each opponent has his own pair of dice. In Backgammon Arena, of course, there is only one pair of such dice.

Initial draw

In order to determine which of the opponents will start the game process first, as well as which numbers will be used for his first move, you need to throw one die. If the result is the same, the dice are rolled until the numbers rolled are different.

Moving game pieces

In this game project, moving a checker is only possible to an open point where there is not a single opponent’s piece or only one.

Having made the first move, the opponents roll the dice in turn and move the chips in accordance with the numbers that fall out. Checkers can only be moved in one direction from the points whose numbers are the highest to the points whose numbers are the lowest. For some chips this is a clockwise movement, for others it is counterclockwise.

The numbers that appear on both dice indicate separate moves. For example, if you get 4 and 5, then you can move one of your chips by four points, and the second by five. There is also the option to move only one chip by nine points (4+5=9), but this is only possible if the intermediate point, which is four or five points away from the initial one, is also free.

If you are lucky enough to get a double, that is, two identical numbers on each die, then you need to make four moves. For example, you get 5-5, then you must make four moves of five. This also gives you the right to move the chips in such a combination as you see fit.

You must use both numbers that are rolled if allowed by the rules, or all four numbers if a double is rolled. If you can only play one number, then you simply have to play it. If the drawn numbers can be played separately (not in place), then you need to play a larger number. If you can’t make a move, then you let your opponent go forward. If, when you get a double, you do not have the opportunity to use all four moves, then you need to play as many as the situation allows at the moment.

How to hit and charge a chip

In an online game of backgammon, a point with only one chip on it is called a “blot”. The moment the opponent’s chip stops in a given place, this blot is considered beaten, and the chip must be placed on the bar. In this game project, it is necessary, and it is fashionable, so to speak, to place two chips at one point, thus protecting them from combat. For that,

To be able to make double tiles, you need to roll the dice. You cannot beat doubled chips, and you cannot place your chips there either. If you have the opportunity to go to a point where there is already more than one enemy chip, then the chip “does not go.” If the six points that are located in front of your chip are occupied by the opponent's double chips, then your chip becomes “locked”. Until this screen exists, the piece will not be able to make any movements.

Note

It is forbidden: kill the enemy piece and “hide”. Moving such a chip back in the same move in order to place it at a point with another chip and make it double and thus protect it from being hit is not possible.

Can:

  • beat the opponent's piece and cover your own piece with another;
  • beat the enemy piece and move on to the place of the free point, that is, do not hide;
  • hit your opponent's piece and throw it away.

The rules of “Short Backgammon” stipulate that if there are your chips on the bar, then your first duty is to load them into your opponent’s house. The chip is returned to the game if it enters on a point that is equal to the value that fell at dawn. For example, if you get a combination of 3 and 5, then you have the right to charge a chip in the fifth or third point, provided that there are not two or more enemy chips there.

If both points that you get are occupied by at least two chips, then you miss your turn. If you do not have the opportunity to enter all the checkers corresponding to the numbers that fell at the beginning, then they disappear. Once you have removed all the chips from the bar, you can make normal moves and move any chip you want.

How to throw away chips

Once you bring all your chips into the house, the process of throwing chips out of the game begins. In “Short Backgammon”, you need to throw away a chip in this way: the chips and coins that stand on the points corresponding to the dropped points are discarded and removed from the playing field.

Rules for discarding chips:

  • The chip standing on the point is removed, which corresponds to the value rolled at dawn. For example, if you get the number 6, then you can throw away the chip that is on the sixth point. If at a given point you do not have a single chip, then you are allowed to move the checker from points whose number is less than the one dropped at dawn;
  • Any chip inside the house with a higher number moves. That is, if you get a three, then the chip must be moved from the fifth point to three positions, that is, in position number two, even if there is a chip on the third;
  • The chip that is on the point with a lower number is removed, if there are no chips on the point in accordance with the dropped number and on a higher value than the value of the dropped coin. That is, if you get the number 4 and there are no chips on points 4, 5 and 6, then you can discard the chip located on point 3. If there are no chips on point 3, then you can discard from point 2 and so on;
  • while moving a chip in the inner part of the playing field, and at the same time, having killed an enemy chip, throwing away this chip or a pair of chips is prohibited.

During the discard phase, all chips must be in your house. If a chip is hit during the discarding process, you must bring it back to the house before continuing to discard chips. The one who is the first to throw away all his chips from the playing field wins the game.

In the online game “Short Backgammon”, the situation when the loser managed to throw out at least one chip is called “oin”. The losing "oin" must pay only a single bet. The position where the loser failed to throw away a single chip is called “mars”. The losing “Mars” has to pay double the bet.

Dave

As a rule, “Short backgammon” is played by placing bets. With each new level, the stakes increase. During the gameplay, if you feel that you have a great advantage in the game, you can offer your opponent “dave” - give up or double your bets. The opponent can make a decision and give up or double the bet only before he rolls the dice.

Both opponents have the initial right to offer “dawe”. At the time when the offer is made, accepted, and the bet is increased, the right to make a “dave” is given only to the player who accepted it earlier. Before the game begins, the opponents agree on how the bets will increase: in geometric (2, 4, 8) or arithmetic (1, 2, 3, 4) progression.

Counter doubling of the bet in the same game is called “bass” or “redouble”. If one of the opponents gives up at the moment, then he loses the number of points that was at stake before this “redouble”. Otherwise, the cube goes to him, and the game continues with the bet doubled again. There is no limit on the number of “redubles” in the game.

The special “dave” cube has sides with the numbers 2, 4, 8, 16, 32, 64 for the multiplicity of bets. Thus, they show how many times the current bet increases. Using the “dave” cube increases the excitement in backgammon, because the amount of the initial bet can increase by 64 times.

When playing short backgammon with “dave” there is no “mars”.

Additional rules

Some additional rules have become more widespread in the game “Short Backgammon”.

  • Auto-double If the same number of points is rolled out on the first move, the bets are doubled. The cube is rotated two at a time, after which the cube remains in the middle of the board. Usually, there is an agreement between opponents to limit the number of auto-doubles at the beginning of the gameplay. The use of this rule usually occurs for greater excitement.
  • Beaver. If you are told “dave”, then you have the opportunity to immediately double your bet. To do this, a counter redubble beaver is announced, in this case the cube remains with you. If you were the first to accept “dave,” then you need to make a decision: do you agree to this bever or not. If the decision is negative, you lose twice the bet.
  • Jacobi's rule. Mars and coke are considered to be one point, provided that "dave" is not declared by any of the opponents during the gameplay. This rule speeds up the game, since the situation with the announcement of “dave” is eliminated, since the opponents want to play “mars”.

Setting up a board for playing backgammon, checkers and dice

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

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

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

Start of the game of backgammon

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

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

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

The purpose of the game of backgammon

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

Movement of checkers in the board game long backgammon

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

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

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

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


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

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

Throwing out checkers in the board game long backgammon


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

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

Results in the board game long backgammon

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

Building and hacking "fences"

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

Lack of moves

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