CLASSIC BACKGAMMON
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Classic backgammon

1. Played by two players (player). To play the classic backgammon use the following game equipment: a game Board, fifteen checkers of two colors (usually "white" and "black") and a pair of ZAR (cubes, dice) with points on the faces of the number from 1 to 6 (the sum of points on opposite faces is 7) . In game the set also includes a Cup for throwing dice.

The game Board usually has the form of a folding rectangular box, forming a square when unfolding. There are 24 fields on the Board, where checkers are placed. The fields are numbered from 1 to 24. The game Board is divided into quarters. The fourth quarter-fields 19-24 for "white", and, accordingly, 7-12 for "black", are called "house". The first and third quarters of the field are called "base".

The field on which all the checkers are placed in a column at the beginning of the game, called "head". For players "white" head is the field №1, which begins the first quarter, respectively, for players "black" head is the field №13, which begins the third quarter. Field number 24-this is the last field for white checkers, after the passage of which, they are removed "thrown". Accordingly, the field of throwing black pieces will be the field № 12.

2. Players before the game choose the "sunset" (play the right of the first move and, accordingly, the right to choose white checkers): each player throws one playing ZAR (cube). This is a draw: the right of the first move and the white color of the checkers gets the one who has the most points. With the same number of points dropped, the throw is repeated until different values fall out.

3. If the game consists of several games (games), the color of the checkers changes and the next game starts the player who played the previous game in black.

4. Digital combination in case of simultaneous throwing of dice from 1 to 6 in various combinations, drop down on the upper faces are called the cast. The throw, which gave the same values on both sides, is called "double" or "jackpot".

Players take turns throwing the Zara on the surface of the game Board and make their moves.

The throw of ZAR is counted if the cubes lay flat on the surface of the Board, otherwise the player repeats the throw. Each player has the right to move only the checkers of his color.

5. The course is moving the checkers after throwing the dice in accordance with the fallen value. The move consists of"moves". Progress is made when the player move his checkers according to the numbers on the dice points and passes the dice to the opponent.

The player throws two dice at the same time (Zara). After the throw, the player moves any of his checkers to the free field by the number of cells equal to the number of one of the dice, and then one of any checkers on the free field by the number of cells equal to the number of the other dice. That is, if one cube fell "three", and the other "five", respectively, you can move one of his checker on three cells, and the other five cells. In this case, you can also move one checker eight cells.

It is unacceptable to move two checkers on the number of cells that fell on one cube, and then on the number of cells that fell on the other cube. That is, if dropped, for example, 5-4, you can not go first one checker for two, then the other three (play two checkers five) and then just play four.

6. Movement of checkers is carried out counterclockwise, from the " head "to"house". Usually two movements, when score is four.

At loss of Kusha, performed four movements of pieces, each of the number of spaces shown on one dawn. Movements can be made as one checker, and two, three or four. In this case, the player must perform the maximum number of movements in the course.

During the course of the head can be moved only one piece per turn, except when the jackpot falls (double) 3-3, 4-4 and 6-6 in the first move. In this case, in the first move, removed two pieces. With the score 6-6 even removing the two pieces aren't allows you to perform four movements, the course remains unfinished and is transmitted to the enemy.

7. On one field is allowed to put an arbitrary number of their checkers. On the cell occupied by the opponent's checker, the checker can not be put. If all possible movements of the checkers fall on the occupied opponent's checkers field, and the course can not be performed, the move is considered to be zero or missed. Points at the same time, fallen in the glow "burn" and the next move is not transferred, and the course is transferred to the enemy.

8. If the player has the opportunity to make a move on the number of points at one dawn, and the number of points dropped at the other dawn, make a move is not possible, the player makes only one move. Points of the other move "burn". The player has no right to change the course by moving the number of points different from the value of the dice. If you have a throw that allows the player to make only one movement, and any of the two, the player must choose more. Smaller glasses "burn".

9. In the case of several checkers of the same color following each other field may create obstacles (blocking) the passage of the opponent's checkers. Barred unit (the boom) of the six pieces, if the front of this unit there are no checkers of the opponent.

When several pieces accumulate on the same field, they form a column. The lack of free fields on which you can move the checker at the loss of any number in the throw, called "stroke deficit". For example, the" shortage of triples", when it is impossible to perform the movement at the loss of three.

10. "Release", "throw" – removal of checkers from the Board due to the fact that it has already passed from the base to the house of 24 fields and should already go beyond the Board. Remove the checker from the Board- "throw" - to make moves that end outside the Board can be when all the checkers are already collected in the house.

In the process of removing the checkers from the house the player has the right to use the points that fell on the Zarah, at its discretion: he can move the checker in the house or throw it. Throw checkers can only be from the fields corresponding to the number of points dropped in the glow.

For example, if 6-3 fell, the player can bring one checker from the 6th field and one checker from the 3rd field (three can be moved from the 6th, 5th or 4th field). In the process of removing checkers from your own home is allowed to withdraw checkers from the fields of the lowest category, if the fields of the highest category of checkers no. For example, if 6-5 checkers fell on the squares and 6 and 5 have no checkers, the player can withdraw from the house (throw) two checkers from the next in order, the fourth field, if there are no checkers, then from the third, if there is no second, etc.

11.The winner is the one who first "threw" all the checkers. The game classic backgammon position when the loser was able to throw at least one checker, called "oin". Loser "oin" pays single rate. The situation when one player threw all his checkers, and his opponent failed to throw any, called "Mars". In this case, the loser pays a double bet. Possible match play-that is, up to a certain number of points.

Short backgammon

1. Played by two players (player). To play backgammon, use the following game equipment: a game Board, fifteen checkers of two colors (usually "white" and "black") and a pair of ZAR (cubes, dice) with points on the faces of the number from 1 to 6 (the sum of points on opposite faces is 7) . In game the set also includes a Cup for throwing dice.

The game Board usually has the form of a folding rectangular box, forming a square when unfolding. There are 24 fields on the Board, where checkers are placed. The fields are numbered from 1 to 24 for each player. Field number 24-this is the last field for checkers, after the passage of which, they are removed "thrown".  The game Board is divided into quarters: "house", "yard", "enemy house", "enemy yard". The house and the yard are separated by a bar that protrudes above the playing field and is called the bar. It exhibited downed checkers.

Each player has 15 checkers to play. The initial arrangement of checkers is as follows: each player has two checkers in the first field, five in the twelfth, three in the seventeenth and five in the nineteenth

2. Players before the game choose the "sunset", play the right of the first move and, accordingly, the right to choose white checkers: each player throws one playing ZAR (cube). This is a draw: the right of the first move and the white color of the checkers gets the one who has the most points. With the same number of points dropped, the throw is repeated until different values fall out.

3. If the game consists of several games (games), the color of the checkers changes and the next game starts the player who played the previous game in black.

4. Digital combination in case of simultaneous throwing of the two dice from 1 to 6 in various combinations, drop down on the upper faces are called the cast. The throw, which gave the same values on both sides, is called "double" or "jackpot".

Players take turns throwing the Zara on the surface of the game Board and make their moves.

The throw of ZAR is counted if the cubes lay flat on the surface of the Board, otherwise the player repeats the throw. Each player has the right to move only the checkers of his color.

5. The course is moving the checkers after throwing the dice in accordance with the fallen value. The move consists of"moves". Progress is made when the player move his checkers according to the numbers on the dice points and passes the dice to the opponent.

The player throws two dice at the same time (Zara). After the throw, the player moves any of his checkers by the number of cells equal to the number of one of the dice, and then any checker by the number of cells equal to the number of the other dice. That is, if one cube fell "three", and the other "five", respectively, you can move one of his checker on three cells, and the other five cells. In this case, you can also move one checker to eight cells, but the latter only if the intermediate field (at a distance of three or five fields from the starting point) is also not occupied by the opponent's column.

It is unacceptable to move two checkers on the number of cells that fell on one cube, and then on the number of cells that fell on the other cube. That is, if dropped, for example, 5-4, you can not go first one checker for two, then the other three (play two checkers five) and then just play four.

6. Checkers always move only in one direction, from the fields with smaller numbers to the fields with larger numbers, i.e. towards the opponent's checkers. Usually two movements, with score (take) four.

At loss of Kusha, performed four movements of pieces, each of the number of spaces shown on one dawn. Movements can be made as one checker, and two, three or four. In this case, the player must perform the maximum number of movements in the course.

7. In the game of backgammon checker can only move to an open field, that is, one that is not occupied by two or more pieces of the opposite color. If the field on which the checker completes the movement is occupied by a single opponent's checker, it is brought to the bar (strays). His sword puts the player in the vacated spot. Two or more pieces on the same field (column) can not knock down.

8. If the player has the opportunity to make a move on the number of points at one dawn, and the number of points dropped at the other dawn, make a move is not possible, the player makes only one move. Points of the other move "burn". The player has no right to change the course by moving the number of points different from the value of the dice. If you have a throw that allows the player to make only one movement, and any of the two, the player must choose more. Smaller glasses "burn".

9. In the game of backgammon, the field occupied by only one checker, is called blot. If the checker of the opposite color stops on this field, the blot is considered beaten and the checker is transferred from it to the bar.

In backgammon, at any time when one or more pieces are on the bar, the first duty of the player is to return the pieces to the opponent's house. The player, returning a checker from the bar, puts it on the field corresponding to the discarded value at dawn. For example, if the player dropped 2 and 3, and one of these fields (for example, the second) is occupied by two opponent's checkers (column), you can put a checker on the third field, if it is not occupied by two or more opponent's checkers. A single opponent's checker (blot), occupying the field, on which the checker returns from the bar, in this case, is knocked off and brought to the bar.

10. If when returning checkers from the bar both fields corresponding to the values of the discarded bones are occupied, the player misses his turn. If a player can enter some of his checkers but not all, he must return all the checkers that are possible and then skip the rest of the turn. Once all the checkers are entered from the bar, the unused dice values can be used as usual by moving the checker you have returned or any other checker.

11. When a player has brought all his fifteen checkers to his house, he can start throwing them off the Board. In backgammon, the player throws the checker as follows: a pair of ZAR is thrown, and the checkers that stand on the fields corresponding to the fallen values are removed from the Board. For example, if you have 6 points, you can remove the checker from the field №19. If there are no checkers on the point corresponding to the dice, the player is allowed to move the checker from the fields larger than the number. If the player can make any moves, he is not obliged to throw the checker from the Board.

In backgammon, in the stage of throwing checkers, all the player's checkers should be in his house. If a checker is beaten in the process of throwing checkers, the player must bring the checker back to his house before he continues to throw checkers.

12. The winner is the one who first "threw" all the checkers. In the game of backgammon, the position when the loser managed to throw at least one checker is called "oin". Loser "oin" pays single rate. The situation when one player threw all his checkers, and his opponent failed to throw any, called "Mars". In this case, the loser pays a double bet. Possible match play-that is, up to a certain number of points.

Kush

The game "Kush" belongs to the family of "Dynamic backgammon" and is the development of the classic long backgammon, but it is more dynamic and unpredictable due to the possibility of knocking down the opponent's checkers at the loss of Kush. A throw with a jackpot also allows you to return the downed checkers from the bar.

1. Played by two players (player). For the game "Kush" use the following game equipment: a game Board, fifteen checkers of two colors (usually "white" and "black") and a pair of ZAR (cubes, dice) with points on the faces of the number from 1 to 6 (the sum of points on opposite faces is 7) . In game the set also includes a Cup for throwing dice.

The game Board usually has the form of a folding rectangular box, forming a square when unfolding. There are 24 fields on the Board, where checkers are placed. The fields are numbered from 1 to 24, and the field №1 is the field on which white checkers are placed, and the field №24 is the last field for white checkers, after passing which they are removed "thrown out".  The game Board is divided into quarters. The fourth quarter-fields 19-24 for "white", and, accordingly, 7-12 for "black", are called "house". The first and third quarters of the field are called "base".

The field on which all the checkers are placed in a column at the beginning of the game, called "head". For players "white" head is the field №1, which begins the first quarter, respectively, for players "black" head is the field №13, which begins the third quarter.

The game Board is divided into quarters: the House and the base of one player from the house and the base of another player are separated by a bar that protrudes over the playing field and is called a bar. It exhibited downed checkers.

2. Players before the game choose the "sunset", play the right of the first move and, accordingly, the right to choose white checkers: each player throws one playing ZAR (cube). This is a draw: the right of the first move and the white color of the checkers gets the one who has the most points. With the same number of points dropped, the throw is repeated until different values fall out.

3. If the game consists of several games (games), the color of the checkers changes and the next game starts the player who played the previous game in black.

4. Digital combination in case of simultaneous throwing of dice from 1 to 6 in various combinations, drop down on the upper faces are called the cast. The throw, which gave the same values on both sides, is called "double" or "jackpot".

Players take turns throwing the Zara on the surface of the game Board and make their moves.

The throw of ZAR is counted if the cubes lay flat on the surface of the Board, otherwise the player repeats the throw. Each player has the right to move only the checkers of his color.

5. The course is moving the checkers after throwing the dice in accordance with the fallen value. The move consists of"moves". Progress is made when the player move his checkers according to the numbers on the dice points and passes the dice to the opponent.

The player throws two dice at the same time (Zara). After the throw, the player moves any of his checkers to the free field by the number of cells equal to the number of one of the dice, and then one of any checkers on the free field by the number of cells equal to the number of the other dice. That is, if one cube fell "three", and the other "five", respectively, you can move one of his checker on three cells, and the other five cells. In this case, you can also move one checker eight cells.

It is unacceptable to move two checkers on the number of cells that fell on one cube, and then on the number of cells that fell on the other cube. That is, if dropped, for example, 5-4, you can not go first one checker for two, then the other three (play two checkers five) and then just play four.

6. Movement of checkers is carried out counterclockwise, from the " head "to"house". Usually two movements, when score is four.

At loss of Kusha, performed four movements of pieces, each of the number of spaces shown on one dawn. Movements can be made as one checker, and two, three or four. In this case, the player must perform the maximum number of movements in the course.

During the course of the head can be moved only one piece per turn, except when the jackpot falls (double) 3-3, 4-4 and 6-6 in the first move. In this case, in the first move, removed two pieces. With the score 6-6 even removing the two pieces aren't allows you to perform four movements, the course remains unfinished and is transmitted to the enemy.

7. On one field is allowed to put an arbitrary number of their checkers. On the cell occupied by the opponent's checker, the checker can not be put. If all possible movements of the checkers fall on the occupied opponent's checkers field, and the course can not be performed, the move is considered to be zero or missed. Points at the same time, fallen in the glow "burn" and the next move is not transferred, and the course is transferred to the enemy.

Kush differs from the classic long backgammon in that it is possible to shoot down the opponent's checkers, with the loss of Kush (double) in the throw. When you drop a jackpot player gets the opportunity to shoot down a single opponent's checkers or return their downed checkers.

Brought to the bar checkers must be returned to the game, the return of checkers can be done with the loss of the jackpot, while it is possible to return as many checkers as dropped points at dawn: for example, when the jackpot 3-3 can return either 3 checkers, or make 4 movements on 3 fields with checkers on the field (as in long backgammon).

Important: in the game of Kush (unlike backgammon) checkers can move even in the presence of downed checkers on the bar!

To combine the return of checkers with the movements of checkers on the field in one move is impossible: if dropped, for example, a jackpot of 5-5, and the bar has 4 downed checkers, then either these checkers return, and one point "burns", or four movements on 5 fields(as in long backgammon), but checkers, at the same time, can shoot down single opponent's checkers almost the same as it is done in short backgammon. The only difference is that the downed checker remains in place of the downed and further movement is performed by another checker. Knocked checkers are brought to the bar and can be returned when the jackpot. The player, at the loss of the jackpot, depending on the situation, chooses whether to return the checkers from the bar, or move the checkers on the field.

8. If the player has the opportunity to make a move on the number of points at one dawn, and the number of points dropped at the other dawn, make a move is not possible, the player makes only one move. Points of the other move "burn". The player has no right to change the course by moving the number of points different from the value of the dice. If you have a throw that allows the player to make only one movement, and any of the two, the player must choose more. Smaller glasses "burn".

9. In the case of several checkers of the same color following each other field may create obstacles (blocking) the passage of the opponent's checkers. Barred unit (the boom) of the six pieces, if the front of this unit there are no checkers of the opponent. Blocks of 6 checkers are allowed to build, if they deprive the ability to move (lock) all fifteen pieces of the enemy.

When several pieces accumulate on the same field, they form a column. The lack of free fields on which you can move the checker at the loss of any number in the throw, called "stroke deficit". For example, the" shortage of triples", when it is impossible to perform the movement at the loss of three.

10. "Release", "throw" – removal of checkers from the Board due to the fact that it has already passed from the base to the house of 24 fields and should already go beyond the Board. Remove the checker from the Board- "throw" - to make moves that end outside the Board can be when all the checkers are already collected in the house.

In the process of removing the checkers from the house the player has the right to use the points that fell on the Zarah, at its discretion: he can move the checker in the house or throw it. Throw checkers can only be from the fields corresponding to the number of points dropped in the glow.

For example, if 6-3 fell, the player can bring one checker from the 6th field and one checker from the 3rd field (three can be moved from the 6th, 5th or 4th field). In the process of removing checkers from your own home is allowed to withdraw checkers from the fields of the lowest category, if the fields of the highest category of checkers no. For example, if 6-5 checkers fell on the squares and 6 and 5 have no checkers, the player can withdraw from the house (throw) two checkers from the next in order, the fourth field, if there are no checkers, then from the third, if there is no second, etc.

11. The winner is the one who first "threw" all the checkers. In the game of backgammon position, when the loser was able to throw at least one checker, called "oin". Loser "SPE" pays single rate. The situation when one player threw all his checkers, and his opponent failed to throw any, called "Mars". In this case, the loser pays a double bet. Possible match play-that is, up to a certain number of points.

Dragon

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