Useful Tips

Long backgammon

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1.1. Two are playing. into two halves (left and right). The number of checkers on the board is 15 for each player, which are placed on their part of the board along the left side. Sets of drafts for players of different, usually black and white colors. The number of dice (dice) is 2. Players take turns throwing dawns (dice) in turn.

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

1.2. The initial position of the pieces on the board (positions 12 and 24) is called the “head”. A move from this position is called a "move from the head." In one move, only one checker can be taken from the head (except for the first throw).

1.3. The right of the first move, and accordingly the white color of the checkers, is played out like this: each player rolls one dice (zar). The right of the first move and the white color of the checkers is given to the one who has the most points. With the same number of points scored, 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 in black.

1.5. The player’s move is a throw of the dice and the subsequent movement of the checkers after the throw.

1.6. Zara should be thrown from a special leather cup. It is necessary to throw so that the tricks fall on one half of the board and lie steadily on the plane of the board.

1.7. Zara lies on the board until the end of the move.

1.8. A move is considered completed after pressing the button of the tournament clock, or transferring the charge to the opponent.

1.9. During the game, checkers move counterclockwise.

1.10. When a player throws a dawn, he is obliged to move his checkers in accordance with the points that have been lost. If an opponent’s checker is in the hole, you cannot put your own checker in this hole. You need to go strictly to the number of points that fell at dawn. The player is obliged, even to the detriment of himself, to use all the points that fell. If there are two moves, one of which uses one bone and the other two, the player must make a move using both bones (the so-called “full-stroke rule”)

2.1. The player must go through all the checkers a full circle (counterclockwise), enter them into the "house" and "throw" them before the enemy does. “House” for each player is the last quarter of the playing field - “White House” (1-6) and “Black House” (13-18)

2.2. The term “throwing away" means making the checker move so that it ends up outside the board. Checkers can be "thrown away" only after all the checkers have "come to the house." Therefore, whites go from zone 19-24 to zone 1-6, and black from zone 7-12 to zone 13-18

3.1. The player rolls two dawn (dice) at the same time. After the throw, the player moves any of his drafts by the number of holes (cells) equal to the dropped number of one of the dots, and then any one checker by the number of holes equal to the dropped number of the other dawn. That is, if “dawn” fell on one dawn and “five” on the other, then, accordingly, you can move one of your checkers into three holes, and the other into five holes. In this case, you can move one piece into eight holes. Which move to take first, the larger number drawn or the smaller, does not matter. At the same time, only one checker can be taken from the head.

The first roll of the game gives players an exception to the above rule. If one piece, which can only be removed from the head, does not pass, then the second can be removed. There are only three such throws for a player: six-six (6 ** 6), four-four (4 ** 4), three-three (3 ** 3). In this situation, playing with one checker is not possible at full speed, as enemy checkers standing on the head interfere. If one of these combinations occurs, then the player can remove two checkers from his head, except if there are checkers in any of the fields that can be played. Note: At the first throw of white 5-5, and the subsequent throw with black 4-4, the latter remove one checker from the head playing one four, as the created obstacle prevents further progress. Accordingly, at the first throw of white 2-2, and the subsequent throw of black 5-5, the latter remove one piece from the head, playing three possible fives.

3.2. If the same number of points (double, gosh, jackpot) falls out on both zaras, then the player plays as if he has thrown 4 dances and can make 4 moves.

3.3. The player has the right to change his course until the lights are transferred to the opponent or the watch button is pressed. If the move turned out to be incomplete or contrary to the rules, the opponent has the opportunity to accept the move in the form in which it is made, or require the player to make the correct move.

3.4. It is forbidden to place a block (barrage, bridge) of six pieces - and even “run” if there is no opponent’s checker in front of this block.

It is not forbidden to build blocks of 6 pieces, but all fifteen pieces of the enemy cannot be locked. You have the right to build a fence of six drafts only if at least one opponent’s dash is in front of this fence. There is a variant of the rules: a block (fence, bridge) of six drafts - and even a “run” can be made only if at least one of the opponent’s drafts went into the house.

3.5. If the opponent’s checkers occupy six cells in front of any checker, then it is locked.

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

3.7. On one field is allowed to put an arbitrary number of checkers. On the hole occupied by the enemy, you can not put your checker. In a situation where the checkers do not go, that is, the player cannot move them to the number of holes that fell on the ditches (the checkers fall on the occupied holes), all points disappear, and the player skips the move. In a situation where you can make a move by the number of holes that fell on one of the ditches, and you cannot move the checker by the number of holes dropped out at the other dawn, only the possible move is performed, and the points of the second are lost. A player cannot refuse a full move, even if it is not beneficial to him. If both moves cannot be done simultaneously, then a larger number is played, or the second checker is removed from the head. For example, a combination of six to five. A player can make a move to six holes or five. The player must make the senior move (six holes), and the smaller move (5 holes) burns out.

3.8. The conclusion of the checkers is as follows. The player has the right to remove the checker from the board, which is in the hole, corresponding to the number of points thrown on the bones. For example, if 6-3 falls, a player can remove one piece from the 6th field and one piece from the 3rd field (three can be played from 6, 5 or 4 fields).

3.9. In the process of removing checkers from the house, the player has the right to use points that have fallen over the dungeon, at his discretion: he can play a checker in the house or throw it away. In the process of removing drafts from one’s own house, it is allowed to remove drafts from lower-level fields if there are no drafts in the upper-level fields. For example, if 6-5 fell on zara, and there are no drafts on fields 6 and 5, then a player can take out two drafts from the house from the next, fourth field (hole), if there are no drafts there, then from the third, if and not there, then from the second, etc. The party ends.

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

4.2. The situation when one player threw all his pieces and his opponent failed to throw one is called “Mars” (2-0).

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

Checkers Movement

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

During the game, each participant throws only two zaras. After the throw, the player must move one of his drafts by the number of cells equal to the one drawn on one of the dice, and then any checker by the number of cells shown by the other dice. For example, four or two fell on the dawn. In this case, the player moves one checker four squares, the other - two. You can only move one checker into six squares.

If a double falls on zara, that is, the same number of points (two, two, three, three, etc.), then the player must make four moves by moving the checkers as many squares as the zaras show. This result is called a jackpot.

Prohibited Actions

In this game it is prohibited:

  • Place the checker in the hole occupied by the opponent’s checker.
  • Lock all opponent’s checkers in front of his first checker, an exception to this rule is allowed “on the way”, temporarily close within one move and immediately release the field left unoccupied
  • Move two pieces by the number of cells shown on one of the dice. If five or three has fallen, then you cannot move one piece into two squares, another by three, and then another by three, that is, you must: either make five steps with one block, the other three, or go through all eight steps with one block - the sum of five and three.

Stroke features

In a situation where the chips do not go, that is, the player cannot move them to the number of holes that fell on the ditches (the chips fall on the occupied holes), all points disappear, and the player skips the move.

In a situation where you can make a move by the number of holes that fell on one of the ditches, and you cannot move the chip by the number of holes that fell on the other dawn, only the possible move is performed, and the points of the second are lost. A player cannot refuse a full move, even if it is not beneficial to him.

In a situation where a player can perform any of two moves, but only one, he must choose the larger one. For example, a combination of six or four. A player can make a move to six holes or four. The correct move is six holes. At the same time, smaller points burn out. In a situation where it remains to bring the last chip into the house, and the hole is occupied (your chip is on the 18th hole, and 6 and 1 fell on the dawn, and hole 24 is occupied by the opponent) in this case, the player starts the chip in a smaller dawn, and the senior burns out.

Win calculation

In each separate game the result of oin or mars can be fixed.

If one of the players has thrown all his chips, and not all chips have been thrown out yet, then the player fixes the winning “oin” and gets 1 point.

If one of the players has thrown all his chips, and not a single chip has been thrown out yet, then the player fixes the “Mars” win and gets 2 points.

The meaning of the game

Two are playing. The board is divided into two halves (left and right). Each player on the board has 15 checkers, which are placed on their part of the board along the right side. Sets of drafts for players of different, usually black and white colors. The number of zar (cubes) is 2. Players throw zaras in turn. Each player has the right to move checkers only of his own color.

The initial position of the pieces on the board (positions 12 and 24) is called the “head”. A move from this position is called a "move from the head." In one move, only one checker can be taken from the head (except for the first throw).

The right of the first move, and accordingly the white color of the checkers, is played out like this: each player throws one charge. The right of the first move and the white color of the checkers is given to the one who has the most points. With the same number of points scored, the roll is repeated. If the game consists of several cones, then the color of the checkers changes, and the next con starts the player who played the previous con in black.

The player’s move is a throw of the dice and the subsequent movement of the checkers after the throw. Zara should be thrown from a special leather cup. It is necessary to throw so that the tricks fall on one half of the board and lie steadily on the plane of the board. Zara must remain in the position in which they fell on the board until the completion of the move. If the tricks fell on different halves of the board, or outside it, or stopped in an unstable position (for example, the cube “stood on the edge”, leaning on the side of the board or checker), a second throw is made.

After the throw, the player must move his two pieces counterclockwise by as many holes as the number of points on each of the dice. Instead of moves with two different checkers, a player can make two moves with one checker. If the same number of points (the so-called “double”) has fallen on the dawn, then the throw is doubled, that is, the player must make four movements with checkers. It is forbidden to make a move, as a result of which the checker rises on the field occupied by the enemy checker. You need to go strictly to the number of points that fell at dawn. If a move to the dropped amount of points is impossible, these points “burn out”, but if there is a possibility of a move, the player is obliged, even to the detriment of himself, to use all the dropped points. If there are two moves, one of which uses one bone and the other two, the player must make a move using both bones (the so-called “full-stroke rule”).

A move is considered completed after pressing the button of the tournament clock, or transferring the charge to the opponent.

The meaning of the game

The player must go through all the checkers a full circle (counterclockwise), enter them into the "house" and "throw" them before the enemy does. “Home” for each player is the last quarter of the playing field - “White House” (1-6) and “Black House” (13-18). The term “throwing away" means making the checker move so that it ends up outside the board. Checkers can be "thrown away" only after all the checkers have "come to the house." Therefore, whites go from zone 19-24 to zone 1-6, and black from zone 7-12 to zone 13-18.

How to learn to play classic backgammon: basic concepts

Learning the basics does not take much time.

Before moving on to considering the rules of the game of backgammon, a few basic concepts adopted among players:

The conceptWhat does it mean
HouseThe last quarter of the playing field, where checkers move to remove from the board
BlotSingle chip cell
Removing CheckersMoving from your own home quarter beyond the boundaries of the playing field
Dave CubeThe player’s bid to double the bet. It is carried out before throwing a charge, but not earlier than the first move is made.

If the opponent refuses, the loss is counted and the initial rate is paid. If agreed, the rate is doubled BeaverThe situation is supported by Dava and instant new doubling. It is applied by mutual agreement TakeEqual Points on Dice Roll MarsA frantic loss when it was not possible to remove a single checker from the board. Otherwise, the number of points earned is equal to the number remaining on the opponent’s playing field AnchorA point simultaneously occupied by several chips ZaryaTwo dice tossed by players MatchThe agreed number of parties BarSeparation of a game board, where in a short batch laid down checkers are laid out RateWin amount HeadIn a long game - the initial construction of all fifteen chips on one corner cell of the playing field

Long and short rules for beginners

A game is played on a board that includes four quarters, with six points each. Their total number is twenty-four.

Quarters are called:

  • His home.
  • In his yard.
  • Rival’s home.
  • Yard rival.

In the designation of the items, color marking and a number indicating the cell number are used.

There are many varieties of the game, with various features in the rules. But in the classic backgammon, there are two: long and short parties.

For short backgammon, the initial order of chips is as follows:

  • Two in the twenty-fourth cell.
  • Five in sixth and thirteenth.
  • Three in the eighth.

To win, it is necessary before the opponent to deliver his checkers to his own house and remove from the board.

They move in accordance with the digital combination that fell out at dawn. The right of the initial move is played by a roll of a cube, by a larger value.

During the game, the numbers drawn on the dice mean the number of steps allowed for a single checker.

You can not divide the number of the cube into several moves. In the event of a double occurrence, the values ​​double.

When moving chips in short backgammon are guided by the following conditions:

  1. It is allowed to move only to an empty cell or occupied by no more than one opponent’s checker.
  2. Checkers are moved by partners in the opposite direction.
  3. Numbers on the bones - the number of moves for two pieces separately. It is allowed to move one chip to the total value.
  4. When a double occurs, it is allowed to move up to four chips per turn.
  5. Be sure to complete all possible moves that have fallen in accordance with the rules.
  6. If the opponent’s chip falls into someone else’s blot, the one there is laid out on the bar. The player must first enter it into the game, according to the values ​​at dawn, and only then other actions are performed.
  7. In a situation where the exit cells are busy, the move is skipped.

When all the chips are in their home, they are exposed from the playing field, in accordance with the numbers that have fallen on the bones.

It is allowed to move checkers in the house. If a checker is knocked out during an ejection, to continue it is necessary to return it to the field and again transfer it to the house.

The rules of long backgammon are slightly different from short:

  • At the initial arrangement, the chips are arranged by the opponents in the first and third quarters, respectively, in the leftmost cells.
  • Перемещение фишек обоими игроками производится против часовой стрелки.
  • Не разрешается становиться в ячейку, занятую противником.
  • С головы снимают за бросок не более одной фишки, исключение – выпадение дубля на начальном ходу.

Игра с картинками: расстановка фишек и обучение тактики

Различия в правилах обусловливают особенности тактики для короткой и длинной партии.

При коротких нардах в расстановке необходимо придерживаться следующей стратегии:

  • To occupy as many cells in your house as possible, while removing your chips from someone else's.
  • Do not leave single blots in the opponent's reach, in order to exclude chips from the board.
  • Try to close the cells near the bar as quickly as possible in order to make it difficult for the enemy to bring down the bombs.
  • A large number of knocked out from the enemy, will strengthen their own position.

In classic long backgammon, checkers do not go astray, so the first priority is to quickly spread around the board.

The focus is on:

  • The occupation of the cells in the first quarter and the starting point of the second, to ensure an unhindered conclusion from the head.
  • Getting strong points in the third and then fourth quarters of the field.

Inexperienced players are advised to follow simpler tactics without risking taking early isolated remote positions.

Building a fence from several adjacent tiles will make it difficult for the enemy, especially if the cells where the removal is performed from the head are occupied.

It is most effective to take points from the fourth to the sixth, which will force the opponent to lose moves, weaken the position, and will contribute to a quick win.

On the Internet there are videos with pictures of the constructions and methods of the game.

Anyone who wants to learn by watching or downloading the proposed video tutorials will easily understand the nuances of tactics and strategy.

Separate step-by-step instructions with drawings are best printed for detailed study.

As you can see from the material presented, the rules of backgammon are simple, but success depends not only on luck, but also on the right tactics. Play and win.

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