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For many centuries, backgammon has been the most popular and exciting board game. It is not surprising that those who want to learn how to play backgammon are interested in the question: how to do it? For training, you do not need to enroll in special courses or resort to the services of a professional trainer. To understand how to play backgammon and thoroughly study the rules of the game for a beginner, practice and a worthy opponent are needed.

In addition, do not forget that today any person has access to many sources of information (books, tutorials, videos, websites), in which it is easy to find comprehensive answers to questions: how to learn to play backgammon from scratch, or how play backgammon correctly to win - for those who are tempted by the taste of victory. Most of them, for easier perception and assimilation of information, in addition to the textual description of how to play backgammon, also contain pictures that display specific

The meaning and strategy of the game

To easily learn how to play backgammon, first of all, you need to understand the essence of this game. Backgammon uses:

  1. The playing field, which is a board divided in half with holes and elongated triangles - points.
  2. Checkers.
  3. Dice (in backgammon they are called "zarami").

In order to understand how to play backgammon, beginners need to know the following basic rules:

  1. The player can move his own checkers in only one direction - in a circle.
  2. The checkers move in strict accordance with the number dropped when throwing the dice. Moreover, the points on the scores are not summed up, but indicate the number of game moves for one and the other checkers.
  3. A double (jackpot) dropped out at dawn means that the player has the right to walk again.
  4. Players are not allowed to skip moves, even if all of them are obviously unfavorable. The only exception to this rule is when the player has no possible moves left.
  5. The result of the game cannot be a draw. There is always a winner in backgammon.

A beginner backgammon player should understand that in order to win a game, you must be able to change the course of the game sharply and quickly. Moreover, the initial moves of the game should be aggressive. After all, if it is not possible to achieve the desired positions at the beginning of the game, it will be problematic to do so at the end. At this stage, you should not rush to walk, it is better to weigh everything carefully and choose the most optimal option. The ability to achieve goals at the beginning of the game increases the chances of winning several times over.

Hone your skills to the level of a professional

Many people are interested in the question of how a beginner can learn to play backgammon at the professional level. To do this, you must adhere to the following principles:

  1. It is excellent to learn all the rules of the game - this will eliminate the possibility of error due to banal ignorance of the basics. In order to independently figure out how to play backgammon, it is best to use instructions with pictures.
  2. The main teacher for a beginner backgammon player is constant practice. During the game, you can apply various learned techniques, each time making sure of their effectiveness for a particular situation, as well as gain experience and develop your own strategy. After all, backgammon is, first of all, not a set of rules.
  3. For a nardist, it is important to master the basic tactical moves and learn how to skillfully apply them.

In backgammon, the meaningfulness of each move is important. Most game situations give several options for the game, but you need to choose the one that will give you the opportunity to take more advantageous positions in subsequent moves.

Remember that losing is not a cause for disappointment, but an incentive to improve your skills.

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: the player's house, the player's yard, the opponent's house and the opponent'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 home is located in the right quadrant closest to him. The houses are opposite each other, as are the courtyards located in the left quadrant.
    • The player moves his checkers counterclockwise from the opponent's house 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 item number 24 being the farthest and item number 1 being in the near right corner of the house. The players move their checkers from opposite ends of the board, so that one player's point 1 is number 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, not the winner wins points, but the loser loses them. So if you win, your opponent will lose by face value, double or triple, depending on the stakes on the doubling die. This die is not a bone, but just a mark. At the beginning of the game, it is placed face up with a unit, but during the game you can double the bet: this is done at the beginning of your turn before rolling the dice.

    • If you offer a doubling and the opponent accepts it, the die is turned with the new number up and placed in the opponent's yard. Now only he will be able to offer a doubling on one of his subsequent moves.
    • If the opponent does not accept the doubling, then he loses the game by the initial bet on the die.
    • You can double your bet redouble 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 the checkers into the house, try to take as many points as possible with two checkers, do not pile up 5-6 checkers in several points. Not only will this give you more options when moving to open points, but it will also make it harder for your opponent's checkers to move, reducing the number of open points for them.

Part 3

Capture checkers and their re-introduction into the game
  1. Beat the blot and the opponent's checker will go to the bar. If you hit blot, that is, put your checker on a point occupied by only one checker of the opponent, his checker goes to the bar. Try to beat 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 opponent's checkers.

    • If the player's checker is on the bar, he has no right to move other checkers until he takes it from the bar to the opponent's house.
  2. Put beaten checkers back into the game. If the opponent beat your blot, then your checker is placed on the bar. Now your task is to return this checker back to the field, to the opponent's house. To do this, you roll the dice, and if you get a number corresponding to an open point in the opponent's house, you place your checker on this point. If the points with the dropped numbers are closed, you skip a turn and try again on your next turn.

    • For example, if you rolled a 2, you can move the checker to 23 points in the opponent's house, if, of course, it is open, since in this case the checker from the bar moves two points.
    • When withdrawing from a bar, you cannot sum up the two dropped numbers. For example, if you rolled 6-2, you cannot move 8 points with one checker. In this case, you can bring your checker to the sixth or second point, if they are free.
  3. After removing all your checkers from the bar, you can continue to move with other checkers. After your checkers are gone on the bar, you can again move checkers on the board. If you have withdrawn the last checker from the bar, and at the same time you have the second dropped number left unused, you can resemble 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 checkers into the game. If, after throwing the dice, you were able to enter only one, the second move is lost, and you try to enter the checker remaining 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 have removed 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 the opponent, that is, throw them out of the game. To do this, you roll both dice, after which you remove the corresponding checkers from the board. The numbers drawn must equal or exceed the number of pips required for the discarded checkers to be off the board.

    • For example, if you roll a 6-2, you can discard checkers on points 6 and 2. However, if you do not have a checker on point 6, you can discard a checker from a lower numbered point, such as point 5 or 4.
  2. First move all your checkers into the house. Throwing checkers out of the game is possible only after all your checkers are in your home. It is necessary to safely transfer all your checkers to points 1-6. On these points, the checkers can be placed in any way. But do not forget that your checkers are still vulnerable in the house.

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

    • If you need to throw the dice and you cannot throw any checker, move one of the checkers. For example, if you have 2 checkers left at points 6 and 5 and rolled 2-1, move a checker from point 6 to point 4 and from point 5 also to 4.
    • You can use a higher value on the dice to eliminate a checker from a smaller point. If a 5-4 is rolled, and you only have a few checkers left on points 2 and 3, then you can throw out two of them.
    • You must use the lower value dice first, even if that means you won't be able to fully use the rolled numbers. 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 all 15 checkers out of the game. If you do this before your opponent, you will win the game. However, not all victories are equal. The opponent can lose in one of three ways:

    • Ordinary defeat. Occurs if you have thrown all your checkers out of the game before the opponent. Opponent loses by value on the doubling die.
    • Mars(gammon). If you have thrown all your checkers out of the game before the opponent has managed to throw at least one, then the opponent loses with Mars, that is, with a doubling of the value on the doubling die.
    • Coke(backgammon). If you have discarded all your checkers in the game before your opponent has had time to discard at least one, and at the same time one or more of the opponent's checkers are still on the bar or in your home, then the opponent loses with Cox, that is, with a triple value on the doubling die .

Backgammon is an ancient oriental game. Scientists have not yet determined the birthplace of this hobby. But even despite this, today a large number of people play backgammon, getting tremendous pleasure from it.

In ancient times, people also liked to play backgammon. Archaeologists have found a board, which, according to their assumptions, was made more than 3 thousand years ago.

This oriental game has other names:

  • Backgammon.
  • Yuekgemmon.
  • Tavla.
  • Shesh-besh.
  • Cat.

Backgammon perfectly develops thinking and logic, helps to calm down and become famous. The game is played by 2 people.

Table: "composition" of the game.

Backgammon rules for beginners step by step:

  • Initially, it is worth placing the playing chips. They are placed at the top in the corner to the right of the player. The placement of chips is carried out in a row vertically.
  • Then 2 players roll dice to determine the right of the first move.. The player with the highest combination on the dice goes first.

For the first move, a checker is removed from the vertical row. According to the rules, this is called "take off the head."

Throughout the gameplay, the dice are always used. They determine the number of moves. Since there are two dice in the game, the player gets two numbers when throwing them. This determines the number of his steps. The numbers are summed up and the player moves. According to the rules, one cell is one step.

But there is a second option: when two numbers fall out, it is not necessary to sum up their components. You can use two chips to match the number of rolled dice.

Example: 4 rolled on one die, and 2 on the second.

Two options:

Summation: 4+2=6 moves with one chip.
Separate steps: 2 steps with one chip, 4 moves with the second.

  • Checkers move only counterclockwise.
  • The player has the right to stop on the playing field only on an empty cell or on his color. Standing on the color of the opponent is prohibited. You can stop at your chip, that is, put it on top. This action is called "put on the head."
  • “Removing from the head” a checker is allowed only once per step. Example: 5 and 4 are rolled on the dice. If this is the player's first move, then the numbers are summed up and 9 moves across the field are obtained. In other cases, you can take 5 steps with the chip on the board and 4 steps with the checker removed from the head.
  • If the bones fall out so that the player is forced to stop on the opponent's cell, then this move is skipped by him.
  • When a double occurs (1:1, 2:2, 3:3, 4:4, 5:5, 6:6), the player is awarded the right to move his checkers 4 times for the number of dice rolled. That is, when a 2:2 double occurs, the player can: Make 4 moves, 2 steps each.
    Make 1 move in 4 steps.

Tactics and strategy of the game

The strategy in tavla is to transfer your own playing chips to the opponent's field.

Types of strategies:

  1. Speed ​​game. The goal is to quickly move game items into the house.
  2. Hold game. Hold 2 checkers on the same hole until you manage to knock out the opponent's blot.
  3. Blocking. The essence is the construction of a long wall of checkers to block the passage of the enemy.
  4. Blitz strategy. The point is to close the house quickly.
  5. Backgame. The bottom line is to build a hole with two checkers in the opponent's house.

Winning tactics:

It is necessary to arrange 6 chips in the fourth quarter. This action is called "bring home". After the last chip has been placed in the fourth quarter, the checkers are "expelled" by rolling dice:

  1. The chip of the same name of the number that fell at dawn is expelled.
  2. A chip is expelled, under the number obtained in the process of adding numbers.

Important! Victory is given to the player who has no playing checkers left on the board.

secrets

To win the game, you need to resort to tricks or have a unique mind and logic.

Tricks and secrets to win at yuekgemmon:

  1. Help your opponent win. Ensure his loss by closing all fives. For yourself, leave three checkers in each recess on the board. After the enemy begins to open the holes, they must be immediately closed behind him.
  2. Do not allow the opponent to occupy the three recesses near the base of the vertical row.
  3. Put the checkers away from the sixth position.

Varieties of backgammon

Varieties of backgammon:

  1. Long backgammon is classic.
  2. Short backgammon.

The differences between them are in some rules:

  1. The absence of broken checkers in long backgammon.
  2. If in short backgammon a checker is placed on the opponent's checker, then it beats.

Note! There is an abundance of games on short and long boards.

Table: varieties of the game of kosha.

Name Description and rules
American Arrangement of white chips:

Two in the first hole.
Two for the second hole.
Two for the third hole.
The rest are placed on board the board.

Arrangement of black checkers:

Two in the ninth hole.
Five in the tenth hole.
Three in the eleventh hole.
Five in the twelfth hole.

The rules are unchanged. The main goal is to move all game items to the opponent's field and drive out your checkers.

dutch backgammon All chips must be entered into the game from the board.
One-two The advantage of this game is that there is no placement of checkers on the board.

After choosing the right to move, they are taken from the side of the board to make a move.

kales Cales is very popular in England. This game develops the mathematical abilities of a person.

It was developed by a mathematician named Henry Deden.

Arrangement:

Eleven is placed in a vertical row.
One is placed separately.

When making a step, one checker is taken, located next to it.

Kubo Kubo is a kind of backgammon game. Its main feature is that instead of checkers, players use coins.

27 coins are added up in nine columns, each with 3 coins.
The move begins with the removal of a coin from any column.
The prize is awarded to the player who took the last coin.

Useful video

Backgammon rules

There are many varieties of backgammon games. differing in the rules of moves, bets, initial position and other details.

How to play backgammon

Common to all options are the following rules:

The players take turns.

The direction of movement of checkers is different in different versions of the game. But in any case, the checkers move in a circle and for each player the direction of their movement is fixed.

The right of the first move is played out by throwing the dice - each of the players throws one dice, the one who has the most points goes first.

In case of the same number of points, the throw is repeated.

Before each move, the player rolls two dice (zara). Dropped points determine the possible moves. The dice are thrown onto the board, they must fall on an empty space on the board, on one side of the bar.

If at least one of the bones flew off the board, the bones ended up in different halves of the board, the bone hit the checker or stood unevenly (leaned against the checker or the edge of the board), the throw is considered invalid and must be repeated.

In one move, from one to four checker movements are made. In each of them, the player can move any of his checkers by the number of points that fell on one of the dice.

For example, if 2 and 4 points fell out, the player can move one (any) checker by 2 points during this move, the other by 4 points, or move one checker first by 2, then by 4 points (or, conversely, first by 4 then by 2). If both dice have the same number of points (double), then the dropped points are doubled, and the player gets the opportunity to make 4 moves. Each movement of the checker must be done for the full number of points that fell on the dice (if 4 points fell out, then you cannot move the checker for 1, 2 or 3 points - you can only go for the full 4).

In each version of the rules there are some illegal movements of checkers. The player cannot choose moves that require such movements. If there are no allowed moves for the rolled combination of points, the player skips the move.

But if there is an opportunity to make at least one move, the player cannot refuse it, even if this move is unprofitable for him.

If it is impossible to use the points of one of the dice, they are lost. If there are two options for a move, one of which uses the points of only one bone, and the other of both, then the player must make a move that uses the points of both bones.

If it is possible to move only one of the two checkers (that is, the move of one checker excludes the possibility of moving the other), the player must make a move by more points. In the event of a double, the player must use the maximum possible number of points.

Ejection of checkers in backgammon

When all the checkers of the player in the process of moving along the board fall into their home, the next moves the player can start putting them off the board. A checker can be placed off the board when the number of the point on which it stands is equal to the number of points dropped on one of the dice (that is, a checker standing on the extreme point can be placed if a unit has fallen, on the second from the edge - if a deuce has fallen ). If all the checkers in the house are closer to the edge of the board than the number of points dropped, then the checker from the point with the highest number can be placed behind the board.

The initial position of the checkers is determined by the rules.

The essence of the game is that, by throwing the dice and moving the checkers in accordance with the points that have fallen out, pass the checkers a full circle around the board, enter them into your house and throw them off the board before the opponent does.

There are no draws in backgammon. The first player to put all their checkers overboard wins.

The winner receives one point for winning. If by the time the winner has put all the checkers overboard, the loser has not yet had time to put any of them (this situation is called mars), the winner gets two points.

There are many varieties of backgammon, the most popular of which are short backgammon and long backgammon.


Short backgammon game rules

In short backgammon, success depends on skill to a much greater extent than in long backgammon, which is why in the West they play among themselves and hold tournaments in fact only in short backgammon. The same applies to online backgammon sites - they all offer short backgammon, where they are called backgammon.

How to play this game:

The main differences between the game of short backgammon, which make it more dynamic and exciting:

1. Arrangement of checkers.
2. Drawing broken checkers.

To start the game of short backgammon, everyone throws one zara. These rolls determine who goes first and what numbers he will use for the first move. If both have the same values, they throw zar until different ones fall out. The player with the higher number moves his checkers according to the numbers on both heads.

In the game of short backgammon after the first move, players alternately throw both backgammon. The number on each of them tells how many points the player can move his checkers. Checkers always move in only one direction - from points with large numbers to points with smaller ones.

Short backgammon - starting position

pic 1. Initial arrangement of checkers for playing short backgammon.

In the game of short backgammon, points are numbered for each player separately, starting from the home of this player. The home of each player is the last quarter of the playing field for him, starting from the point where there are five stones in the initial position. The farthest point is the 24th point, which is also the 1st point for the opponent. In short backgammon, each player has 15 checkers. At the beginning, each player's checkers are arranged as follows: two checkers in the 24th point, five in the 13th, three in the 8th and five in the 6th.

Short backgammon is the goal of the game

The goal of backgammon short is the same as backgammon long - to transfer all your checkers to your home and then remove them from the board. The first player to remove all of their checkers wins the game.

Short backgammon - the movement of checkers in the game

pic 3. Variants of checkers moves in short backgammon.

1. In the game of short backgammon, a checker can only move to an open point - one that is not occupied by two or more opponent's checkers.

2. There is short backgammon in the game. the numbers on both doors determine the individual moves. For example, if a player has rolled 4 and 6, he can move one checker to four squares, the other to six, or one checker to ten (four plus six) points at once, the latter only if the intermediate point (distanced by 4 or 6 fields from the starting point) is also free.

3. In the game of short backgammon, the player who has a 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, and he can move the checkers in any combination he sees fit.

4. The player is obliged to walk both numbers that have fallen out, if possible (or all four, if a double has fallen). If only one number can be played, the player must play that number. If each of the numbers is playable individually (but not both together), the player must play the higher number. If a player cannot make a move, then he misses it. When a double is rolled and the player is unable to make all four moves, he must do everything possible.

How to beat and charge a checker in the game of short backgammon

In the game of short backgammon, a point occupied by only one checker is called a blot. When the opponent's checker stops at this point, the blot is considered beaten and the checker is placed on the bar.
In short backgammon, it is fashionable, respectively, and you need to put two checkers at one point, protecting them from a fight. The ability to make double checkers is determined by a roll of dice.

Accordingly, it is impossible to beat the double checkers, or put your own there. If a zara makes it possible to go to a point occupied by more than one opponent's checker, then the checker "does not go". When the six squares in front of the checker are occupied by the opponent's doubled checkers, your checker is locked. As long as there is a barrier, she will not be able to move.

Clarification: you cannot kill an opponent's checker and "hide", that is, you cannot move it in the same move so that it stands on a point with its other checker and becomes doubled and protected from being beaten.
Can:
* beat and cover one of your checkers with another;
* beat and move on to a free item (do not hide);
* beat and throw away.

pic 4. White rolled 6-4 and one of the checkers is on the bar, they must charge the checker in point 4 in the house, since point 6 is occupied by red.

In short backgammon, if his checkers are on the bar, the player's first duty is to charge them at the opponent's home. The checker returns to the game, entering a point equal to the value that fell at dawn. For example, when there is short backgammon in the game, the player has rolled 5 and 3, he has the right to charge a checker in the fifth or third points, if they are free from two or more opponent's checkers. If both points are occupied, according to the scores, the player skips his turn. If the player cannot enter all the checkers, according to the points dropped, they disappear. Once all the checkers have been removed from the bar, you can move as usual, moving any checker you like.

Throw away the checkers in the game of short backgammon

When a player has brought all his fifteen checkers to his home, he can start to throw them off the board. In short backgammon, the player throws a checker like this: throws the dice and the checkers standing on the points, according to the points dropped, are removed from the board. For example - 5 points fell out, you can remove the checker from the fifth point. When there is not a single checker on a point equal to the dropped die, it is allowed to move the checker from points smaller than the number that fell out at dawn.

pic 4. White rolled 6-4: he discards the checkers from the 5th and 4th points.

In the game of short backgammon, the situation when the loser managed to throw out at least one checker is called "oin". The loser "oin" pays a single bet. The situation when one player has thrown out all his checkers, and his opponent has not managed to throw out any, is called "mars". In this case, the loser loses double the bet. In addition to single games, you can also play matches - up to a set number of points.

Short backgammon with dave:
Before his throw, everyone can offer the opponent ‘dave’ - to surrender or raise the bet. Both contestants have the initial right to make such an offer. When the offer is made, accepted, and the rate is increased, the one who previously accepted it has the right to make ‘dave’. Before the start of the game, the opponents agree on how the bets will increase either in geometric (2, 4, 8.), or in arithmetic (1, 2, 3, 4.) progressions.
There is no ‘Mars’ when playing short backgammon.

You can play short backgammon on the Bwin website, read the review

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