The best backgammon moves. Secrets of the game of long backgammon. Start of the game long backgammon

Thousands of people on our planet are fond of backgammon, which in English-speaking countries are called backgammon. This ancient oriental fun takes the top places in the table entertainment ratings. It seems to beginners that victory or defeat depends on the roll of special dice - zar. Drops a lot of points - you win, few - you lose. Not everyone who has played at least once in their life knows: there are secrets of playing backgammon, and if you master them, then you will wear the laurels of the winner without taking them off.

Backgammon tactics

Surely everyone knows the basics of backgammon, and if not, then here are the key points. Each participant has 15 checkers on his part of the board (in the house). The main task is to make a circle around the playing field and remove chips from the field faster than the opponent. The number of holes for which the checker is moved is determined by throwing charges.

You can hardly call cunning a thorough knowledge of the rules. It is rather an undeniable truth. Therefore, if you still have gaps in knowledge, fill in the lack of knowledge immediately. You can do this on our website, where the rules are written in an accessible and understandable language. After all, without knowledge of the theory of mastery you will not achieve.

Backgammon Secrets

In a nutshell, the secrets of known types of backgammon are as follows: think carefully about each move, otherwise it is unlikely to be successful. The development of events depends on the initial movements of the chips, whether in long or short backgammon. Although the outcome of the duel also depends on whether the dice roll is successful, it is tactically correct to calculate the movements and predict the behavior of the opponent.

The tactics of playing backgammon is as follows: we move with one checker from our own head, we take the second one from another hole and, thus, without haste, we move to the opponent's head. Some experienced players advise choosing one of the possible strategies:

  • try to move forward in any way;
  • keep the defense to the last.

There is no mystery here, everything is explained logically: if more dungeons with more points fall out, move forward. If with a small one, defend yourself. During the game of backgammon, tactics will differ depending on the situation, all combinations cannot be predicted in advance, there are no win-win games.

If you think logically, when two opponents of the same skill level sit down at the board, they have the same chances of winning. Then, to win, follow this tactic of playing long backgammon: don't let your opponent score points and don't lose points yourself. To prevent your opponent from scoring points, create positions in which he will not be able to walk and will be forced to skip moves. At the same time, correctly start the checkers into the house and think over the combinations in advance so as not to lose points.

Long backgammon tactics

The main secret of the right tactics is to anticipate the situation, and not just see what is happening on the playing field in front of your eyes. In other words, consider the possible consequences of the movements. Adherents of backgammon with a mathematical mindset made some calculations and found out that to get to the right hole, try to stand 5-6 holes before it. Most often, the same number of points falls out in total. This little trick will help even a beginner win.

What other secrets of playing long backgammon are known? Close the holes to the enemy, in which he can get, because we already know that usually zary give 5-6 points when throwing. Use this tactic against your opponent.

The secrets in long backgammon also include building a fence. A fence is called a battle participant's chips placed in three to six cells in a row. Having correctly built the fence, create a winning combination. The point is that the opponent has a deficit of moves, but you will have the opportunity to make a well-thought-out move. If you don’t scare your opponent with a fence of 3 chips, then when there are 4, 5 or 6 chips in a row, this is almost a winning combination.

Long backgammon tactics game with computer

During the game with the robot in long backgammon, the tactics remain the same. We defend or attack depending on the situation on the field and how lucky you are today. Online backgammon also requires logical thinking and at least the simplest mathematical abilities from the player. Play hundreds of games to win. Here, as in sports - the more you train, the closer the victory.

Use the secrets of long backgammon while playing with a robot or with a person in the Free Club. Also, everyone will find on our site the most popular games: card games, chess, checkers, dominoes, roulette, etc.

TRIAL GAME
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Backgammon is a very ancient oriental game and still remains very popular today. At first glance, it seems that learning to play backgammon is quite simple, and no special strategy is required to win at backgammon. It is enough to simply roll the dice and move the chips according to the points received, and the winnings depend entirely on random luck.

In fact, this is absolutely not the case, you can play backgammon and win even with fewer points. You can win a brilliant victory if you act thoughtfully and know some backgammon tricks.

  • From the very beginning of the game, remember that the essence of the game is to remove all your chips from the board before your opponent. To do this, you roll a random number of points on the dice and move your chips in accordance with them.
  • However, before making each new move, you need to determine whether it will be useful for your situation. Keep in mind that it is necessary to gain strategic superiority from the very first moves of the backgammon game.
  • To achieve the greatest success, stick to the old backgammon game rule: one chip goes forward, and the second is taken from the “head”, that is, from the initial position, when all the chips are located on the same first line. This technique will allow you to quickly put all the chips into the game and take the most advantageous positions.
  • At the beginning of the game, do not allow the enemy to occupy more than three adjacent positions at your "head". Otherwise, this will create more advantages for him and make it much more difficult for you to withdraw your own chips from the starting field. Accordingly, if the number of points dropped and the game situation allow, try to take similar positions on the opponent's side.
  • Do not try to take your 6th position from the "head", as it does not provide any tactical advantages. From it it is impossible to move to such an important 3rd quarter of the board (to the side of the opponent) and it is extremely inconvenient to advance your checkers. Better try to get up either a little earlier (on the 4th-5th position of the first quarter of the board), or already in the middle of the 2nd quarter, so that from this position you can immediately step onto the opponent's half of the board.

  • From the very beginning of the backgammon game, pay special attention to the rolled jackpot (duplicate points on game dice - 2x2, 4x4, 6x6, etc.). Kush allows, if necessary, to make four moves instead of two, and this is a very important point. Therefore, initially try to arrange your chips, taking into account the possibility of a double. A successful arrangement and a well-timed jackpot can radically change the entire result of the game.
  • If you see an opponent approaching your 1st and 2nd quarters, try to create obstacles for his chips by consistently taking 3 to 5 positions in a row. Six points does not drop out so often and a solid line of 5 checkers can significantly slow down the opponent's progress.
  • When you are close to the “home” (the last quarter of the board where you can start dropping checkers), try to occupy it in a heap from the middle, taking the most advantageous positions that are easy to push your checkers to.
  • While moving, try to protect all your checkers so that none of them is blocked by the opponent's pieces. Otherwise, due to the unfortunate position of one checker, you can get stuck in place for a long time and lose the whole game of backgammon.

Let these seemingly simple tips and little tricks help you gain experience in this logical backgammon game and win. Good luck playing backgammon!

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Classic backgammon rules (long)

1. General Provisions
1.1. Two are playing. The game is played on a special board divided into two halves (left and right).

The number of checkers on the board is 15 for each player, which are placed on their part of the board along the right side.
Players have different sets of checkers, usually black and white.
Number of charges - 2.
Players take turns throwing dice (dice).
The initial arrangement of checkers is shown in Fig. 1



Each player has the right to move only checkers of his own color.
1.2. The initial arrangement of the checkers on the board (positions 1 and 13) is called the "head", the move from this position is called the "move from the head" ("take from the head").
Only one checker can be taken from the head in one move.
1.3. The right of the first move and, accordingly, the white color of the checkers is played as follows: each player throws one dice (zar).
This is a lot: 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 dropped points, 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 the throw of the charge, as well as the movement of the checkers after the throw.
1.6. Throwing zara is better from a small glass, but it is also possible from the palms (by agreement with the opponent).
It is necessary to throw so that the balls fall on one half of the board and lie steadily on the edge. If the balls scatter on both halves of the board or fall on the floor, on the table (especially under the table), or the cube of one of the players stands askew, leaning against the side or checker, then the throw is repeated.
1.7. A move is considered made when the player who played his move transfers the charges to the opponent.

2. The meaning of the game
2.1. The player must go full circle (counterclockwise) with all checkers, enter the "house" with them and "throw" them before the opponent does. "Home" for each player is the last quarter of the playing field, starting from a cell separated from the "head" by 18 cells.

2.2. The term "throw" means to make a move with a checker so that it is off the board. You can "throw out" checkers only after all the checkers "came to the house". Therefore, White moves from the 13-18 zone to the 7-12 zone, and Black from the 1-6 zone to the 19-24 zone (Diagram 2).



3. Draw

3.1. The player rolls two dice (zara) at the same time.
After the throw, the player moves any of his checkers by a number of cells equal to the rolled number of one of the cubes, and then any one checker by a number of squares equal to the rolled number of the other cube.
That is, if "three" fell on one die, and "five" on the other, then, accordingly, you can move one of your checkers by three cells, and the other by five cells. In this case, you can move one checker eight cells.
It doesn't matter which move to make first, whether it's a larger number or a smaller one.
In this case, only one checker can be taken from the head (Fig. 3).



The first roll of the game grants the players an exception to the above rule.
If one checker, which can only be removed from the head, does not pass, then the second one can be removed.
There are only three such throws for the player:
six-six (6**6);
four-four (4**4)
three-three (3**3)
In this situation, it is not possible to play a full move with one checker, as the opponent's checkers standing on the head interfere. If one of these combinations falls out, then the player can remove two checkers from his head.
Note: At the first throw of white 5-5, and the subsequent throw by black 4-4, the latter remove one checker from the head playing one four, since the obstacle created prevents them from going further.
3.2. You cannot move two checkers by the number of cells indicated by one die, and then by the number of cells indicated by another die. That is, if five or four fell out, you can’t go first with one checker for two, then the other for three (that is, win back five with two checkers) and then win back the four in the same way.
3.3. If the same number of points (double, gosh, kush) falls on both dice, then the number of points is doubled, i.e. the player plays as if he rolled 4 dice and can make 4 moves per the number of cells rolled on one die.
3.4. Until the end of his turn, the player can move his checkers at his own discretion, if this does not contradict these Rules. The move is considered to be made when the player has taken his dice from the board.
If the move at the same time 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 was made, or to require the player to make the correct move.
3.5. It is forbidden to place a block (obstacle; bridge) of six checkers - and even a "run" if there is no opponent's checker in front of this block (Fig. 4).



It is not forbidden to build blocks of 6 checkers, however, all fifteen checkers of the opponent cannot be locked.
You have the right to build a fence of six checkers only if at least one checker of the opponent is in front of this fence.
3.6. If the opponent's checkers occupy six squares in front of any checker, then it is locked.
3.7. If the checkers are locked in such a way that the player cannot make a single move for the number of points that he threw out at dawn (the checkers "do not move"), then the player's points disappear, and the checkers do not move at all.
3.8. An arbitrary number of checkers can be placed on one field.
A checker cannot be placed on a cell occupied by an opponent's checker.
If a checker lands on an occupied cell, it is said that it "does not go".
3.9. If a player has the opportunity to make a move on the number of points on one dawn, but it is not possible to make a move on the number of points that fell on another dawn, then the player makes only one move. The points of the other move are lost, since the checker does not move.
3.10. If a player has the opportunity to make a full move, he does not have the right to shorten it, even if it is in his interest.
That is, if it is more profitable for the player to make "three", and "six" fell out and there is an opportunity to go "six", then "six" should go.
If such a stone fell out that allows the player to make only one move, and any of the two, then the player must choose the larger one. The smaller points are gone.
Note: the term "stone" in backgammon can be called a dice, as well as a combination of points that fell on two backgammon.
For example, a stone "four-three".
3.11. Throwing checkers means making moves so that the checker is off the board.
A player can only start discarding checkers when all of his checkers have arrived at home.
3.12. In the process of removing the checkers from the house, the player has the right to use the points that fell out at the dawn, at his own discretion: he can play the checker in the house or throw it away. It is possible to throw out checkers only from the fields corresponding to the dropped out eyes at dawn.
For example, if 6-3 is rolled, the player can remove one checker from the 6th field and one checker from the 3rd field from the board (three can be played from the 6th, 5th or 4th field).
In the process of removing checkers from one's own home, it is allowed to remove checkers from the fields of the lowest rank, if there are no checkers in the fields of the highest rank.
For example, if 6-5 fell out at dawn, and there are no checkers on fields 6 and 5, then the player can withdraw two checkers from the house from the next in order, the fourth field, if there are no checkers there, then from the third, if there are no checkers there either. second, etc.
The party ends.

4. Calculation in the game

4.1. The situation when the loser managed to throw out at least one checker is called "one" lost (0-1).

4.2. The situation when one player has thrown all his checkers, and his opponent has not been able to throw any, is called "mars" (2-0).

4.3* Draw in backgammon. If one player playing white has thrown all his checkers, then the second player playing black has the right of the last throw, since he initially started the game - game later. In this case, if the player who played black, using his right to the last throw and removed his checkers from the board, then the game ends in a draw and the players receive half a point (1/2-1/2), or one point each (1- 1) depending on the rules of the tournament.


*A draw in long classic backgammon is an innovation.

The game of backgammon has long been known and enjoys well-deserved popularity.

Unlike chess and other similar games, victory here depends not only on the correct calculation, but also on luck, since the moves are made according to the combination that has fallen on the dice (dice).

The proposed material tells how to play backgammon, indicates the types of parties, provides the basic rules and concepts.

Elements of tactics and strategy for beginners from scratch to master the basics of the game.

Learning the basics won't take long.

Before proceeding to the consideration of the rules of backgammon, a few basic concepts accepted among the players:

concept What does
House The last quarter of the playing field where checkers move to remove from the board
Blot Cell occupied by one chip
Removing Checkers Moving from own home quarter out of bounds
Cube Dave The player's offer to double the bet. It is performed before the charge is rolled, but not before the first move is made.

If the opponent refuses, the loss is counted and the original bet is paid out. If you agree, the bet is doubled.

beaver The situation with the supported Dove and instant new doubling. Used by mutual agreement
Double Equal number of points when throwing dice
Mars A crazy loss when not a single checker could be removed from the board. Otherwise, the number of points earned is equal to the number of points remaining on the opponent's playing field.
Anchor An item occupied by several chips at the same time
Zara Two game dice thrown by players
Match Agreed number of parties
Bar The division of the game board, where the knocked checkers are laid out in a short game
Bid Winning amount
Head In a long game - the initial formation of all fifteen chips on one corner cell of the playing field

Long and short rules for beginners

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

The quarters are called:

  • Your home.
  • Your yard.
  • Rival home.
  • Opponent's yard.

Items are marked with colors and a number indicating the number of the cell.

Before the start of the game, each player, mirroring his opponent, places fifteen checkers on the board, painted white and black, respectively.

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

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

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

To win, you need to deliver your checkers to your own home before the opponent and remove them 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 die roll, according to the highest value.

During the game, the numbers that appear on the dice indicate the allowed number of steps for a single checker.

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

Note! If during the throw the dice flies out of the playing field, you need to repeat the procedure.

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

  1. It is allowed to move only to a free cell or occupied by no more than one opponent's checker.
  2. Checkers are moved by partners in the opposite direction.
  3. The numbers on the dice are the number of moves for two checkers separately. It is allowed to move one chip by a common value.
  4. When a double occurs, it is allowed to move up to four chips per turn.
  5. Be sure to perform all possible moves that have fallen out in accordance with the rules.
  6. If the opponent's chip falls into someone else's blot, the one located there is laid out on the bar. The player must first put it into play, according to the values ​​​​on the cards, and only then other actions are performed.
  7. In a situation where the exit cells are occupied, the move is skipped.

When all the chips are in their home, they are placed from the playing field, in accordance with the numbers that fell out on the dice.

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

The rules of long backgammon are somewhat different from short ones:

  • During the initial arrangement, the chips are lined up by the opponents, respectively, in the first and third quarters on the leftmost cells.
  • The movement of chips by both players is done counterclockwise.
  • It is not allowed to stand in a cell occupied by the enemy.
  • No more than one chip is removed from the head per throw, with the exception of a double on the initial move.

Picture game: placing chips and learning tactics

Differences in the rules determine the tactics for the short and long games.

With short backgammon in the arrangement, you must adhere to the following strategy:

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

In classic long backgammon, the checkers do not get knocked down, so the primary task is to spread across the board as quickly as possible.

The main focus is on:

  • Occupation of the cells in the first quarter and the starting point of the second, to ensure an unhindered exit from the head.
  • Obtaining strong points in the third and then fourth quarters of the field.

Building a fence from several nearby chips 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 occupy points from the fourth to the sixth, which will force the opponent to lose moves, weaken the position, and contribute to a quick win.

Videos with pictures of the constructions and techniques of the game are posted on the Internet.

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 pictures are best printed out for detailed study.

In order to learn to understand the intricacies of a position well, it is recommended to take lessons in learning the game from an experienced master, consolidating knowledge in practice.

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

Useful video

How to play backgammon is written in many manuals and manuals, both in paper form and on various sites on the Internet. Everyone who knows at least a little the rules of this game already considers himself entitled to teach this to other people. And it's good if the rules he knows correspond to the actual rules of backgammon. But, applying knowledge in practice, any player begins to understand that he lacks something to win. He knows the rules, he plays strictly according to these rules, the values ​​on the game dice are also good, but for some reason the opponent always wins.

And this happens because the opponent has been playing backgammon for several days. He has already developed a certain strategy for himself and uses it against an unlucky player who does not even know about it. The beginner is sure that the outcome of the game depends solely on the player's dice values, that is, on the luck of this player. If the values ​​are good, then the player will definitely win.

But it's not. Of course, the values ​​of game dice also affect the outcome of the game, but the tactics of a more experienced player should not be discounted. There are no certain rules, the implementation of which will unconditionally lead to victory in the game of backgammon. Each player himself eventually understands how it is more profitable to act in a given situation, and determines his own tactics of the game. Therefore, it is simply impossible to teach luck and luck.

But there are some subtleties of the game that can help a novice player to defeat an opponent when playing backgammon. For example, in long backgammon, at the very beginning of the game, it is recommended to cover as many cells as possible on your initial quarter of the game board, that is, on the upper right side. Then the opponent will not be able to bring his checkers to the other side so quickly. But the rules of the game forbid completely blocking all the checkers of the opponent with a barrier of six occupied cells. This is allowed only if he has at least one checker already managed to go beyond this barrier.

It is also recommended at this time to move your checkers to their destination as quickly as possible. According to the rules of long backgammon, this is the lower right part of the board for each player. But, since at the same time it is necessary to delay the opponent's checkers, blocking most of the free cells on his way, it is advisable to place your own checkers one at a time in the cell, and then other checkers should be led along them, from the starting point. If possible, it is recommended not to touch the checkers that overlap the free cells until all checkers have been removed from the initial cell on the game board. Then you can start displaying others, but in order, starting with the farthest checker.

If you stick to such tactics of playing long backgammon, then it is more likely to get a victory over your opponent, provided that this opponent is not a very experienced player. But sometimes even in a duel with an experienced player, simple knowledge of how to win at backgammon leads to victory over an opponent.