Short Backgammon is an online gaming project, which is one of many varieties ancient game 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 protruding above 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 meanings. 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, movement of a checker is possible only on open item, on which there is not a single opponent’s chip 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. this 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 battle. 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 gameplay If you feel you have a great advantage in the game, then you can offer your opponent a “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 redoubles 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”.

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 they roll different meanings. 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.

Check out the backgammon board. It is important to know the basics of the game before placing your first checker on the field. Here's everything you need to know about the board before you start placing checkers on it:

  • There are 24 triangles on the board, called points.
  • The triangles vary in color and are divided into four groups (quarters, or quadrants) of 6 triangles each.
  • The four groups of triangles are called the following: your house, yard (the closest quarter of the field outside the house), the opponent's house and the opponent's yard.
  • The player's house is located in the right or left quadrant closest to him.
  • Both houses are located opposite each other. The courtyards are located in the left or right quadrant, also opposite each other.
  • The triangles are numbered from 1 to 24. Point 24 is the farthest point from each player, located at the far left point of your opponent's house, and point 1 is located at the far right (left) point of your house.
  • Each player's points are numbered differently. One player's point 24 is another player's point 1, one player's point 23 is another player's point 2, and so on.

Have the players take their 15 checkers. It will be easier if each player places his checkers independently. Each player has checkers of a certain color, different from those of his opponent. Usually white and brown, or black and red checkers are used, although in reality the specific colors are not that important, as long as they are different.

Take two of your checkers and place them on point 24. Since the checkers move in an arc during the game, this point will be the “farthest” from your home. For you this will be the far right corner, and for your opponent it will be the near left corner of the board. Remember that when the players place the checkers, they should end up with a mirror version of the arrangement.

Place five of your checkers on point 13. This point is located on the same side of the board as point 24, at the far right point of the opponent's side. To avoid mistakes, you can count in reverse order from previous paragraph 24, in which you placed two checkers.

Place three checkers on point 8. The eighth point is located on the side of the board where the player's house is located, it is the second triangle to the left of the center of the board. As before, if you are not sure, count backwards from the previous, 13th point, where you placed your five checkers.

Place the remaining five checkers on point 6. This point is located near the center of the board, to the right of it for one player and to the left of it for the other. To be sure, count two triangles from the previous 8th point. These five checkers are already in your house. With their help, you can build obstacles for your opponent, preventing his knocked out checkers from returning to the game.

Backgammon (tavla, backgammon) is perhaps the oldest board game in human history. Games with boards and dice, judging by archaeological excavations, were known to the Sumerians and ancient Egyptians. Board game with very similar rules was already known in ancient Rome. In its current form, the game originated in medieval Persia. Since the 12th century, backgammon has been played in Western Europe.

In this article we will talk about the rules of playing backgammon for beginners (step by step).

General information

The game is played on a special board using checkers. Two opponents play with two sets of checkers (white and black). The goal of the game is to move all your checkers around the board as quickly as possible, and also to make it difficult for your opponent's checkers to advance. The winner was the one who was the first to remove the checkers from the field. The number of moves depends on the roll of the dice: thus, when playing backgammon, luck plays a big role. At the same time, to successfully complete the game, the player must work with his head and correctly apply the strategy.

There are two types of games with different rules: long and short backgammon. Long backgammon is a classic version of the game, known in the East and Russia. Backgammon is a European, reformed version of the game created by the Englishman Edmond Hoyle in the 18th century. IN Lately short backgammon has become widespread in our country, but has not supplanted backgammon.

We will describe the rules of the game in both versions.

Cubes, board and checkers

The equipment is simple: a board with twenty-four holes, two cubes and thirty checkers (fifteen white and the same number of black).

The playing field is the inside of the board (unlike chess and checkers). The board is divided into two halves (this division is called a "bar").

In short backgammon, the setup before the game is as follows. Opponents sit opposite each other with different sides boards. Each player lines up checkers of his color in the upper right hole of the game board. In fact, your checkers will be lined up with right side boards, opponent's checkers - on the contrary. The initial location of the checkers is called the "head".

The color of the checkers does not determine the turn order (this issue is decided by throwing the dice)

During the game, you will need to move your checkers through the holes (fields) on the top and bottom edges of the board. The upper right hole at the start is already occupied by your checkers, the lower left hole is occupied by the enemy’s checkers. Opponents move their checkers around the board counterclockwise. Your task is to guide them first through the holes on the far edge of the board, and then through the holes on its near edge to the near right quarter, which is called your “home”. After this, you can start withdrawing your checkers from the board. Your opponent performs the same task - his “home” is (from your point of view) on the far left edge of the field.

Backgammon: game rules for beginners with pictures:

The winner is the one who was the first to remove all his checkers from the game.

The third required item of inventory is two cubes ( dice). In backgammon they have a special name - zary. Before each move, the player rolls both dice. The amount of possible points determines what actions the player can perform.

Rules for playing long (simple, classic) backgammon

At the beginning of the game, all opponents’ checkers are placed in the manner described in the previous section, in the “head”. Players then roll the dice to determine who gets the first turn.

Before making a move, the player rolls two dice again to determine how many steps he can move the checker forward. For example, the rolled numbers 3 and 2 allow him to remove the checker “from his head” and move it three holes and two more forward. The opponent makes the next move, then the players continue to take turns.

When removing checkers from their heads, players can only move one checker per turn. But there is an exception: the rules of the game of backgammon provide for a double. If the first throw of the dice results in a double: 3 and 3, 4 and 4, 6 and 6, you can move two checkers (for example, when throwing 3 and 3, move both forward three squares).

  • move one checker twice in one move (for example, if a 2 comes up on one die and a 3 on the other, move one checker three steps and then two steps)
  • move two checkers (when throwing dice 2 and 3, move one checker 2 steps, the other - 3 steps).

This is very important point: The player can choose which option is more appropriate and act according to the circumstances.

If you already have your own checker in the hole, you can put your own checkers there (in any quantity).

If there is already an opponent's checker in the hole, you cannot place your own checker there.

You cannot walk an arbitrary number of steps.

You can't go back.

You cannot skip a move if there is any opportunity to go. According to the rules, you must make a move in your turn, even if this action will worsen your position. You can skip a move only if the rules do not allow you to move at all.

Backgammon game, photo:

If a double is rolled (the same roll of two dice), then total number steps double. For example, when throwing 4:4, the player moves not 8 holes forward, but immediately 16 (one checker for 16 holes or two checkers for 8).

During the game, it is advisable not only to bring all the checkers to your “home” as quickly as possible, but also to put a spoke in the opponent’s wheels. By placing six cells of your color in a row, you create an “impenetrable barrier” that the enemy cannot break through. We remember that it is impossible to go to a hole occupied by an opponent’s checker, and, say, when throwing dice on 5 and 4, it is impossible to immediately go nine points forward, but only 4, and then immediately 5 steps (or first 5 , and then to 4). Thus, it will not be possible to jump over the “bridge” of six enemy checkers.

There is a restriction regarding the construction of “bridges”. You can build a bridge only if there is at least one enemy checker in front of this barrier.

When all the checkers are already in the “house”, the player will begin to remove them from the board in order to quickly complete the game. As long as at least one checker remains on the board, your game is not complete. This is also done by rolling the dice. So, when throwing 1 and 3, one checker is removed from those in the first and third holes on the right. If all checkers have already been removed from a given field, the checker from the highest position is removed. In this case, checkers can not only be removed, but also moved around in the “house”.

It is believed that there are no draws in backgammon. However, in last years There was one exception. If one of the opponents has already removed all the checkers from the field, you must give the other one a move. If during this move he also manages to remove all the checkers, it is considered that there is a draw.

The end of one game is not the end of the match. Opponents can play several games for points. It is important that in long backgammon there are two types of victories. A more complete victory is called “mars” (one opponent has already completed the game, and the other has not yet managed to bring all his checkers into the “house”). The losing Mars loses double the points.

Rules for playing long backgammon: video

Rules for playing short backgammon

There are many similarities between the two types of games. Same board, same number of checkers. Therefore, we will only talk about specific features short backgammon

The rules of the game of short (fast) backgammon are such that the opponent’s checkers move towards each other (the white house and the black house are opposite each other). Therefore, the game is more of a battle than a race.

The rules allow and require knocking the opponent's checker off the board. As we remember, in long (classic) backgammon you cannot place your checker in a hole if someone else’s checker is already there. In short backgammon, the rules are different - if there is only one checker in a hole (this is called a “blot”), the opponent can throw it away, placing his own in this place. But if there are more than two checkers in one hole, you cannot take them or stop on this field. Knocked down checkers are stacked on the “bar” (the line that divides the field in half). The opponent of the stasis is at a disadvantage: with the next move he is ordered to return his checker to the game. It has to be put into action in the “house” of the enemy, that is, at the maximum distance from the target - one’s own “home”. Which hole to place it in is determined by a roll of the dice. So, if the dice show 3 and 5, then you can choose to place a checker in the third or fifth hole. If it is technically impossible to make such moves (the holes are occupied by two or more enemy checkers), you will have to skip the move and try your luck next time.

“To beat” your opponent’s checkers means to slow down his progress towards the finish line and, therefore, increase your own chances of winning. For this reason, occupying the summary field (hole) with only one chip is quite dangerous.

There are different ways to win at short backgammon. A more complete victory is called “mars” (if the loser has not yet managed to remove a single checker from the field). An even more complete victory is called “coke” (if the loser did not manage to remove a single checker and, in addition, at least one of his checkers remained on the bar or in the opponent’s “house”). “Mars” gives double points, “coke” gives triple points.

Rules for playing short backgammon: video tutorial

A backgammon board is similar to a chess board, only the action takes place with inside, and not from the outside, as in chess. The course is divided into 24 holes, 12 on each side of the course. 30 checkers are used, 15 pieces each different color each of the two players has two zara. Zars are ordinary dice (cubes).

Placement of chips, start and goal

Backgammon is long. Each player places all his checkers in the first hole of the upper right corner of the board. Its right side is called the white yard, the left side is called the black yard. The first to go is the one whose score will show more points when thrown. The winner starts the second game. The goal of the game is to move all your checkers counterclockwise to the last quarter of the board, the “home” (if you count the first one for your checkers as the one where they stand) and then discard them. To make a move, both dice are rolled. If at least one of them falls on the edge of the board or flies off the board, the throw is repeated. The number of points rolled determines the number of holes into which one or two chips can be moved (which ones are decided by the player himself).

Movement of checkers in backgammon

On the first move, one checker is moved to the number of holes that the beads will show. You can take only one chip at a time from the “head” (the hole in which they are placed at the beginning). An exception is made if the same number appears on the dice (“jackpot”, four moves are allowed), then two chips can be removed. For example, if you roll a two, you have the following options:

Remove one chip from the “head” and use it to play two holes four times;

Take off two, and go with both two times;

Remove two, one - one move by two divisions, the second three moves by two divisions.

When all the checkers are on the field, at the “jackpots” they move four times, with which chips and how, you decide for yourself. It is forbidden to place a checker in the hole where someone else’s already stands; you can place it on your own “head”. If, for example, on the first move you hit the “jackpot” of sixes, the only option is to remove two checkers and move them to the seventh hole, the next move falls on the “head” of other people’s chips.

The player needs not only to move his chips to the last field as quickly as possible, but also to interfere with the opponent’s movement, occupying as many holes as possible. Then the enemy will lose moves and have fewer movement options. If after a throw there is nowhere to move due to the fact that all possible divisions for a move are occupied by other people's checkers, the game is skipped. You cannot refuse a move, even if it is not profitable.

Throwing out chips, end of game

You can start throwing away checkers only when they are all in the “house”. They are discarded according to the number of points rolled: 6 and 4 are rolled, checkers from the sixth and fourth from the end of the field or hole are removed. If there are no chips in the slots whose number was dropped, a move is made on this number (1 and 2 fell when everyone is standing on the sixth hole - a move is made on 1 and 2 spaces; 6 and 5 when everyone is already on the first field - two are simply thrown ).

There are no draws, the winner is the one who discards all the checkers first. Your throw!