How to learn to play backgammon from scratch. Rules for playing classic backgammon (long). Rules for playing Backgammon

“—bring all your chips to the “house” and remove them from the board before the second player does.

Initial placement of chips, rules of play

At the beginning of the game, all 15 chips are located in position 24 - in the “head”.

According to the rules of the game, only one chip can be removed from the “head” in one move. This rule has an exception for the first move. If the player who goes first gets a double: 6-6, 4-4 or 3-3, then he has the right to remove 2 chips from his head. Accordingly, the second player, with his first move for a double, can also remove two chips if he cannot make a full move with his one chip.

During the game, the pieces move counterclockwise one after another, and not towards each other. When a player rolls the dice, he is obliged to move his chips in accordance with the dropped points, guided by the following rules:

  • If there is an enemy piece on a point, then you cannot place your own piece on this point;
  • You must move strictly on the number of points that fell on the dice;
  • You cannot add up points on two dice - you must move the chip first by the number of points rolled on one dice, and then by the number of points rolled on the second;
  • Accordingly, you can move 1 or 2 chips per move;
  • One point can have any number of chips;
  • 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 piece and the other uses two, the player must make a move that uses both dice (full move rule);
  • If a player has no valid moves, he misses a turn;
  • When building a sequence of chips, a player does not have the right to make an impassable screen in front of the opponent’s pieces if there is not at least one enemy piece in front of this screen;
  • If a double is rolled, the player makes twice as many moves as were rolled on the dice.

Removing chips from the board

At the moment when all the chips have already been brought into the house, the player can begin removing chips from the board.

The withdrawal of chips occurs as follows:

  • The player has the right to remove a chip from the board that is in a position corresponding to the number of points rolled on the dice;
  • If there are no such chips, then the player must move chips from higher positions;
  • If there are no higher positions, the player removes chips from the lower ones;
  • It is not necessary to remove on every move; you can simply move the chips around the house.

Blocking an opponent

There is a variation of backgammon, Karzar, where the following rule applies: it is forbidden to cover the enemy until at least one of his checkers enters the house.

In Backgammon Long Arena this rule does not apply.

You can cover your opponent even if not a single one of his pieces has entered the house, but at the same time there is at least one enemy piece in front of your pieces.

Purpose of the game

The goal of the game is to get all your checkers into the house and remove them from the board before the second player does. Black's house is on points 1-6, white's is on points 13-18 (view from black's side).

Right of first move

The right of the first move is played out as follows: players throw one dice at a time, and whoever has the most points will go first. During the game, two dice are thrown simultaneously.

Initial placement of checkers, rules of movement

Fig.1 Initial arrangement of checkers in classic long backgammon

At the beginning of the game, all 15 checkers are located in 24 positions - the so-called. "head".

According to the rules of the game, only one checker can be removed from the head in one move. This rule has an exception for the first move. If the player who goes first gets a double: 6-6, 4-4 or 3-3, he has the right to remove 2 checkers from his head. Accordingly, the second player, with his first move to double, can also remove two checkers if he cannot make a full move with his one checker.

During the game, checkers move counterclockwise one after another and not towards each other, as in short backgammon.

When a player throws the dice, he is obliged to move his checkers in accordance with the dropped points, guided by the following rules:

  • If there is an enemy checker on a point, then you cannot place your own checker on this point;
  • You must move strictly on the number of points that fell on the dice;
  • You can move any number of checkers;
  • You cannot add up points on two dice - you must move the checker first by the number of points rolled on one dice, and then by the number of points rolled on the second;
  • Any number of checkers can stand on one point;
  • 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”);
  • If a player has no valid moves, he misses a turn;
  • When building a sequence of checkers, a player does not have the right to make an impassable screen in front of the enemy's checkers if there is not at least one enemy checker in front of this screen.

Throwing checkers off the board

At the moment when all the checkers have already been brought into the house, the player can begin removing checkers from the board.

Checkers are withdrawn as follows:

  • The player has the right to remove a checker from the board, which stands in a position corresponding to the number of points rolled on the dice;
  • If there are no such checkers, then the player must move the checkers from higher positions;
  • If there are no higher positions, the player removes chips from the lower ones;
  • It is not necessary to remove at every move; you can simply move the checkers around the house.

Betting game, mars

Long backgammon is played at a certain rate per point won. If a player does not manage to remove a single checker before his opponent has already removed all, then this situation is called “mars”, and the bet is multiplied by two. Coke, as in short backgammon, does not exist in long backgammon.

To play backgammon online, take part in backgammon tournaments, start the game...

Backgammon is a very ancient and exciting game. One of the main and most common options is backgammon. They are recognized by the international community as a sports discipline, and official tournaments have been held for several years.

Not many people can boast of not so much a good backgammon game, but simply the ability to play, knowledge of certain rules. These are the basic conditions, having mastered which, you can play long backgammon quite competently and subsequently achieve a decent level.

The goal of playing this type of backgammon is to go through a full circle with all the checkers (counterclockwise), go into the house (the last quarter of the board to move) and throw them away before the opponent.

It is designed for two players. The tournament takes place on a special board, which is divided into left and right parts, where there are 15 checkers, each player having a different color. The right to the first move is determined by throwing out one zara (dice), the one with the most starts first. If the number of points is equal, then the bets are thrown again.

In the game "long backgammon", the rules allow you to invalidate an opponent's throw by saying the word "kestum" during the throw. When throwing, it is necessary that both zara fall and lie stably on one side in one half of the board. If this does not happen, then the throw is repeated. The number of points rolled determines how many “pips” the player can move the checkers. It is not allowed to move two checkers per number per die. If the same number of points (double, gauche, pash, jackpot) are dropped on both sets, they are doubled.

You are allowed to bet on one field unlimited amount checkers, but cannot be placed on the opponent’s square. You can block the passage of an enemy checker by lining up six of your checkers in a row. It is forbidden to block all 15 checkers of another player - at least one of someone else's checkers must go into the house.

If the player does not have a single move option, then the points thrown at the start disappear and the move goes to the opponent. If a situation arises where one move can be made, the player must choose the larger one.

The initial position of the checkers when playing backgammon is called the “head”, so the initial move is called “take from the head”, and it is allowed to remove only one checker per move (the exception is the first move, where 3:3, 4:4 and 6 coincide: 6). If these combinations appear on the first move, only two checkers are allowed to be removed. When the second player has more options for getting a charge, with each option, two checkers can be removed from the head. In addition to the opponent’s head, he will be hampered by those checkers that he had already removed: if the opponent threw 2:1, 6:2 or 5:5 in the first throw, then the second player removes the second checker also with throws of 5: 5, 6:2 and 4:4.

There are many strategic and tactical methods of the game, but the main thing remains the capture of more advantageous positions, ideally driving the enemy into a position in which he has no moves for some time - “Mars”.

At the final stage, the checkers are thrown off the board. This can only be done if they all came to the house. You can use the dropped points to move checkers inside the house or throw them away from the fields corresponding to the points at dawn. If they are absent on the senior fields, the player can throw out checkers from the junior fields.

There is no ideal move in backgammon; you often have to choose the best one from several available options.

In the game of backgammon, the rules do not allow there to be a draw. The player who throws the last checkers out of the house is considered the winner.

Having appeared in the East, backgammon became an international game. Existing rules, backgammon received thanks to the large increase in the number of fans of this wonderful game, multilingual, including Ukrainian - “rules of gri in backgammon”, translation of principles, tactics and strategy.

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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 in 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 master as much as possible big amount points to limit the enemy's movement options.

Backgammon on social networks and for smartphones

Social network VKontakte offers 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 famous 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 by level, bet size, 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's worth considering how it might 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. Chance 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 try to confuse you if he understands your strategy.

Understanding its importance comes with increasing skill. Mastering different 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 occupy 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 will become real teachers for you, pointing out mistakes and revealing interesting combinations.

Backgammon is one of the oldest two-player games that people have been playing for over five thousand years. To win, you need to bring all the checkers to the so-called house, and then remove them from the board. If you want to learn how to play this exciting game, read the steps below.

Steps

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 .
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