Backgammon ruled the first jackpot. Classic backgammon rules (long)

Backgammon is one of the oldest games in the world. The spread of the game began in the ancient East and has now covered almost the entire world. In its essence, the game of backgammon is close to a dispute, and to science, and to art. Backgammon differs from most intellectual games from all in that each move in them depends not only on the situation on the board, but also on chance, namely, on the number of points dropped on the dice, which makes them the most democratic for the class of players.

Backgammon, like all other sports, is subject to the rules that determine the basis of the game, the purpose of which is to move the checkers towards the "home" and bring them to the "yard".

The rules set out below should be known to everyone who plays backgammon, who practices this sport, who plays honestly and fairly.

These rules are developed on the basis of studying the world experience of a multinational game and taking into account all the proposals made by interested organizations, they include all the provisions related to the backgammon game regulations, and are the Unified rules for playing long backgammon within the framework of the 1st Open Moscow international tournament.

Terms and concepts of backgammon game

"Zary" - cubes (dice) - are made of bone or plastic, with numbers from one to six marked on the faces with the help of dot symbols.

"Head" - the initial location of the checkers.

"Home" - the last quarter of the board on the route, where all the checkers must be collected before the player can throw them away.

"Double" - the indication of zar (cubes), if the same number of points fell on both of them.

"Correct" - a term denoting that the player is not going to move the checker, but only corrects it.

"Throw away" - means to make such moves with checkers so that the checker is outside the house.

"Mars" - a winning situation when the losing opponent did not have time to throw out a single checker.

“Oin” is a winning situation when the losing opponent has thrown out at least one checker.

Long backgammon

Two people play backgammon. The game is played on a special board divided by a special board dividing the board into two identical halves, with six holes for checkers on each short side. On the backgammon board are placed 15 white and 15 black checkers (or two other excellent colors). Players need two dice (dice or cubes), on the six faces of which there are from one to six points corresponding to the number of points and determining combinations of checkers moving towards the house.

When playing long backgammon, all white checkers (player A) are placed in hole I (white head), all black checkers (player B) are placed in hole XII) (black head). Players take turns moving the checkers along the playing edge of the board for a certain number of lines (holes), according to the number of points dropped, towards their home. White checkers (player A) move clockwise along the route: I - XII - 12 - 1, home of the white checkers of the field 1 - 6; black checkers (player B) also move clockwise along the route: 12 - 1 - I - XII, black's home - squares VII - XII.

The object of the game of backgammon is to bring all the checkers to your house as quickly as possible and throw them into the yard (D).

The game begins with the sequential throwing out of charges. You can throw dice (dice) from a small cup or box. In principle, it is allowed to throw out the zara from the palms, however, if one of the opponents suspects the other of an attempt to cheat, he may require the use of a cup or box. Zaras are thrown in such a way that they fall on one half of the board and lie steadily on the edge. If the dice are scattered on both halves of the board, if at least one of them falls off the board, or stands obliquely, leaning against the board or checker, then the throw is repeated.

Players can use one pair of zar, throwing them alternately, or two pairs - each of the opponents has his own. In the first case, if after the throw and the move of the opponent the player took the dice in his hands, then by this he recognizes the correctness of the move by the opponent. In the second case, if the player who made the move raised his pair of zar, then this means that he has finished making his move; in this case, throwing a charge by the opponent means the recognition of the correctness of the move made.

When playing backgammon, the rule applies: take it - go. If a player touches a checker that he is not going to move, he must first say “correct”.

The right of the first move is given to the player who rolled the most points with one die. In case of equality of points dropped out, a second attempt is made. If, after the end of the first game, the second game is played, then the player who won the first game starts it.

After the right of the first move is played, the player who wins this right makes the first roll. It is allowed to remove checkers from the head only one at a time, this move is called the “move from the head”.

On the board, from the side of each player, 6 white and 6 black triangular fields are drawn - lines numbered with Arabic and Roman numerals. Board - the inner edge of the board, dividing the field into two equal halves. Yard - the free space between the lines (holes). Lines 1 to 6 are white's home; Lines 7 to 12 are black's home.

After the throw, the player moves one of his checkers by a number of squares equal to the rolled number of one of the dice, and then moves any checker, including the one he just played, by a number of squares equal to the rolled value of another zar. For example: with the rolled values ​​"three" and "five", you can move one of your checkers to three fields, and the other - to five fields; or one checker on eight fields.

As noted earlier, only one checker can be taken "from the head", but the first move of the game provides each player with an exception to this rule. If one checker, which can be removed "from the head", does not pass by the sum of the dropped points, you can remove the second checker. Not passing the field means getting to the field occupied by at least one opponent's checker. Such a situation in the first move occurs when throwing three combinations of numbers: 3x3, 4x4 and 6x6. Own checkers in one field are placed in an arbitrary number. Moreover, if the number of checkers in one field is six or more and they are located in front of the opponent's checker, then it is locked. It is allowed to build a "fence" of six checkers only if at least one checker of the opponent is in front of this fence. At the same time, as an exception to this rule, it is allowed “on the way”, within one move, to temporarily close and immediately release the field left unoccupied.

If the checkers are locked in such a way that the opponent cannot make a single move for the number of points that fell on the dawn, then the points disappear, and the checkers do not move at all.

If the number of points on one of the balls allows you to make a move, but not on the other, then the player makes only one move. The points of the next move disappear.

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. For example: at dawn - “six-four”, in this case, you can play with one checker 6, and there is no way to go with the second checker for 4, or you can play 6 and 4 with one checker. The player must choose the second move option. If in this situation the player can make only one move, and any of the two, he must play a larger one. The smaller points are gone.

You cannot move two checkers by the number of fields indicated by the number of one zar. For example: if the value “five - four” fell out, it is impossible to play the sum of five or four with two checkers.

If a double falls out at dawn, i.e. the same number of points (two-two, three-three, etc.), then the player can make four moves by moving one, two, three or four checkers as many fields as the number of one zar shows.

When one of the players takes his checkers into the house completely, he gets the right to take them overboard, also in accordance with the points that fall out on the backs. For example: “five-three” fell out at dawn, which means you can remove one checker from the fifth and third fields from the game.

In the process of removing the checkers from the house, the player has the right to use the points that fell on the backs, at his own discretion - either in full or in part. For example: if there are “six-three” at the dawn, you can remove one checker from the 6th field from the board and move the other one three fields forward (from 6, 5 or 4 fields).

Each move of the game must be completed in full - you cannot, for example, move a checker to 4 squares if 5 points have fallen.

If “six-five” fell on the cards, and there are no checkers on fields 6 and 5, then the player can take two checkers out of the house from the next fields in order, as they decrease.

The player who first removes all his checkers from the house wins the game. There can be no draw in backgammon, because The game ends as soon as one of the players has thrown all his checkers.

In the event that a player has removed all the checkers from the house, and the opponent did not have time to withdraw any, the backgammon ending is called “mars”.

In the event that a player has taken all his checkers out of the house, and the opponent has taken at least one checker, the backgammon ending is called “oin”.

A victory with "mars" brings the winner two points, and with "oin" - one.

A beginner who just wants to get acquainted with the rules of playing backgammon may at first be scared away by the species diversity of this table entertainment. But, as elsewhere, do not be afraid in advance. First, learn the general rules of the game, which will later help you master other variations of this entertainment. And there are generally two variations: short and long backgammon. The essential difference between these two types from each other is the ability to capture the opponent's checkers, as well as the initial placement of chips. But in both variations there is a winner and a loser - the one who was the first to line up his checkers overboard.

  • In addition to the fact that there are several variations of the game in backgammon, there are also three types of victory, each of which is characterized by the advantage of the player at the time of taking the upper hand over the opponent.
  • The situation when the loser did not have time to bring all his checkers into the house, and the winner, in turn, took his off the board, is called "Mars".
  • The second option, when the loser still brought his checkers home, but he could not take them off the board, is called "Home Mars".
  • Cox has its own designation in short and long backgammon. According to the rules, such a victory is counted when the loser failed to move the checkers out of the house. In short backgammon - when the loser did not have time to remove a single checker from the bar.

In terms of points, everything is still quite simple. Easy win - 1 point, mars - 2 points, home mars - 3 points, coke win - 4 points.

How to play long backgammon - the basic principle of the game

In this type of game, 2 players compete with each other on the board, which is divided into 4 subgroups, each with 6 cells. The game begins with both players lining up the "Head" - all 15 checkers in one line on the edge of the board.

The player's task is to move all his checkers into the house and remove them from the field faster than the opponent does.

The right of the first move is given to the one who has a large combination on the dice. Only one checker moves per move. An exception is the case when a double occurs on the first move of the game.

According to the result of the throw, the opponents move the backgammon counterclockwise, but you cannot move your checker to a cell that is occupied by the opponent's checker. You can put all your checkers on one cell. In the case when it is impossible to make a move, the right to move is transferred to the opponent.

As soon as the checkers are brought into the house, they can be removed from the board.

How to play short backgammon - the basic principle of the game

Just like in long backgammon, there are 4 fields, 6 cells each, for a total of 24. The essence of the game is to move the checkers into the house and take them overboard faster than the opponent can do it.

But, the game process is fundamentally different from long backgammon: here the checkers move against each other, while you can even knock the opponent's checkers off the cell. True, only if the checker is on the cell alone. In one move, you can knock down several checkers. They all go to the "bar" - the center of the board. You can move with 1-2 checkers, but if a double falls out (a combination on dice, when both dice have the same number). If a player has not yet returned all his checkers from the “bar” to the board, he has no right to move with the rest.

As in long backgammon, the player who brought his checkers into the house first and brought them over the board won.


Why you should learn to play backgammon

Playing backgammon is a great way to pass the time when there is absolutely nothing to do. It is also very common to meet backgammon players on the trains. This is a great way to make new acquaintances during the gameplay or just watch the game of two seasoned players from the side.


Almost everyone knows how to play checkers, chess and a number of other popular board games. No less famous is backgammon, which is also called backgammon, backgammon, tavla and other names. However, few people can boast that they know the rules of backgammon.

Like many similar things, this board game appeared in the days of Ancient Egypt. Its ancient counterpart is the senet, which belonged to the racing type. In addition to it, there was a game of Ur in Mesopotamia, and researchers discovered another similar version in Iran.

The most immediate predecessor is considered Ludus duodecim scriptorum. The name of this game from Ancient Rome can be translated as "the game of twelve signs." In it, as in modern backgammon, chips were used, the movement of which was determined by the roll of the dice.

Peculiar analogues can be listed for quite a long time, but their roots will always be eastern. Despite this, the modern rules were developed in Europe. They were invented by Edmond Hoyle, who lived in England in the middle of the eighteenth century.

How to play backgammon?

To date, there are two known methods of playing backgammon. More classic but also older called "Long Backgammon". This method was developed in the East. A more modern version, created by Edmond Hoyle, is called "Backgammon".

Despite its age, this game remains quite popular, it hosts world-class tournaments. The favorites are the players from Ayzerbajan. They often win triumphant golden dice. In order to also try to reach the heights, you first need to understand how to play backgammon.

To do this, you have to understand the game inventory. Externally, the wooden playing field, when folded, resembles a box from classical chess. However, the game will take place as if on the inside of this field.

  • Here, on the wood, elongated isosceles triangles are drawn, the bases adjacent to the sides. Their length can reach half the board. These triangles are called points, which are numbered from one to twenty-four.
  • To make it easier for people to count the item numbers, even and odd numbers have different colors.
  • Six triangles from one edge of the board are called the house. Black and white checkers each have their own home.
  • The vertical line in the center is the bar. In Short Backgammon, the knocked out checkers of the opponent are shifted there.
  • Both players have fifteen checkers, although sometimes there may be fewer.
  • The gameplay uses at least one pair of bones, which are called zar.

The rules of backgammon are different, and it's not just the existence of the Long and Short variants. It is worth starting with the basics, and then, if desired, move on to the study of more complex maneuvers.


Backgammon rules for beginners

One of the main differences between long and short backgammon is that in short backgammon "enemy" chips, under certain conditions, are removed from the board. In addition, the color does not affect the direction - they move in the same way.

Rules for playing long backgammon

The main goal of the gameplay is to move all the checkers to the house. Whoever succeeds first wins. If a person plays with black, then he must lead them to points one through six. If his checkers are white, then they should be in points from the thirteenth to the eighteenth in relation to the player as black.

The game begins with the fact that the opponents play the first move. This is done by rolling the dice - the winner is the one with the highest number. After that, all the checkers are moved to the "head" of the field, that is, to the twenty-fourth point. One checker can be removed from the head per move. The only exception is throwing a double on the first move. In this case, the removal of two checkers is allowed.

All players will move their pieces in the same manner. This is done in turn, counterclockwise. As a result, the checkers must go a full circle and get to the house. All moves begin with a charge roll, with the dice falling on one half of the board. In the event that they failed to lie down steadily, or one of the dice did not hit the board, then the roll is repeated.

The number shown by the dice determines how far the checker will advance. Even if the number is unprofitable for the player, he must completely spend it, one for each cell. The indication of each bone determines the movement of one checker. Accordingly, the first can move four cells, and the second - three.

The subtleties of the game of long backgammon

So, the main gameplay is to move the checkers clockwise until they all get to the house. This means that White has to go from points 13-18 to 7-12, while Black needs to cover the distance from 1-6 to 19-24.

During the game, it is important to remember some points.

  • Each point can contain any number of checkers.
  • Only in the most extreme cases can the readings of one die be taken into account. Otherwise, even if it is disadvantageous, it is necessary to perform a full move.
  • If there are no valid combinations left on the field, then the player skips a turn.
  • The opponent must not create a barrier from the pieces, through which the opponent will not be able to break through. The exception is the situation when there are enemy pieces in front of this barrier. . As a rule, a block of six checkers is allowed, but not fifteen.

A double that allows you to remove two checkers from your head is only three combinations. The first is two sixes, the second is two fours, and finally the third is two threes. There are many other subtleties of the game of Long Backgammon, as well as the rules of Short Backgammon, but for those who are unfamiliar with the game, it is enough, for a start, to understand what is described above.


Video instruction

Part 1

Preparing for the game

    Check out the game board. Backgammon is played on a special board consisting of 24 narrow triangles, also called points. The triangles alternate in color and are grouped into four quadrants (quarters) of 6 triangles each. Quadrants are divided into 4 types: the player's house, the player's yard, the opponent's house and the opponent's yard. At the intersection of the quadrants, in the middle of the board, there is a bar.

    • Players sit on opposite sides of the board facing each other. Each player's home is located in the right quadrant closest to him. The houses are opposite each other, as are the courtyards located in the left quadrant.
    • The player moves his checkers counterclockwise from the opponent's house so that the trajectory of their movement resembles a horseshoe.
    • The triangles are numbered from 1 to 24 (each player has their own numbering), with item number 24 being the farthest and item number 1 being in the near right corner of the house. The players move their checkers from opposite ends of the board, so that one player's point 1 is number 24 for his opponent, point 2 is number 23, and so on.
  1. Remember, you can double your bet at any time during the game. In backgammon, not the winner wins points, but the loser loses them. So if you win, your opponent will lose by face value, double or triple, depending on the stakes on the doubling die. This die is not a bone, but just a mark. At the beginning of the game, it is placed face up with a unit, but during the game you can double the bet: this is done at the beginning of your turn before rolling the dice.

    • If you offer a doubling and the opponent accepts it, the die is turned with the new number up and placed in the opponent's yard. Now only he will be able to offer a doubling on one of his subsequent moves.
    • If the opponent does not accept the doubling, then he loses the game by the initial bet on the die.
    • You can double your bet redouble her and so on, but usually doubling occurs no more than three or four times per game.
  2. Try to dominate the board. Before moving the checkers into the house, try to take as many points as possible with two checkers, do not pile up 5-6 checkers in several points. Not only will this give you more options when moving to open points, but it will also make it harder for your opponent's checkers to move, reducing the number of open points for them.

Part 3

Capture checkers and their re-introduction into the game
  1. Beat the blot and the opponent's checker will go to the bar. If you hit blot, that is, put your checker on a point occupied by only one checker of the opponent, his checker goes to the bar. Try to beat blots whenever possible, especially if it helps you move your own checkers closer to home. By doing this, you also greatly slow down the advance of the opponent's checkers.

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

    • For example, if you rolled a 2, you can move the checker to 23 points in the opponent's house, if, of course, it is open, since in this case the checker from the bar moves two points.
    • When withdrawing from a bar, you cannot sum up the two dropped numbers. For example, if you rolled 6-2, you cannot move 8 points with one checker. In this case, you can bring your checker to the sixth or second point, if they are free.
  3. After removing all your checkers from the bar, you can continue to move with other checkers. After your checkers are gone on the bar, you can again move checkers on the board. If you have withdrawn the last checker from the bar, and at the same time you have the second dropped number left unused, you can resemble the corresponding number of points with another checker on the board.

    • If you have two checkers on the bar, then you need to put both checkers into the game. If, after throwing the dice, you were able to enter only one, the second move is lost, and you try to enter the checker remaining on the bar on the next move.
    • If you have more than two checkers on the bar, then you can move all the rest only after you have removed all your checkers from the bar.

Part 4

Throwing checkers out of the game
  1. Understand the conditions necessary to win. To win the game, you need to remove all your checkers from the board before the opponent, that is, throw them out of the game. To do this, you roll both dice, after which you remove the corresponding checkers from the board. The numbers drawn must equal or exceed the number of pips required for the discarded checkers to be off the board.

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

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

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

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

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Playing backgammon means immersing yourself in an ancient tradition that came from the East, the oldest found board is at least 5000 years old.

It was once very common among the nobility, and the outcome of the party influenced the decisions of the rulers.

Where do the white and black stones go

The meaning of the process is to ensure that the player’s stones go a full circle around the board, end up in the “house” (the last quarter of the playing board), and then the player must remove the stones from the board before the opponent.

https://miaset.ru/education/tips/backgammon.html

Is there a difference between long and short backgammon

Differences between short backgammon and long backgammon:

  • the initial arrangement in short ones is more complex;
  • in them you can shoot down single enemy chips, which is unacceptable in long ones;
  • in short ones there is a cube of doubling (doubling), which allows you to double the bet, increase interest. When the doubling system was implemented in 1920, backgammon became a sport;
  • the skill of the player means a lot to victory. In long backgammon, the role of chance is great.

Backgammon, or backgammon, is preferred by most people in the West.

The result of a game is often unexpected. Sometimes it seems that one player is in a stalemate, but even in one move, a desperate situation can change radically. This is why this game is loved all over the world. The long backgammon variant is popular, but its rules are simpler.

Where to begin

If you sit down for backgammon, you should learn how to play, the rules and basic principles in advance.

Before starting the game, it is important to understand how the playing field is arranged.

There are 24 triangles on the board, which are called "points".

Stones move over them. The initial position of the checkers is called the "head".

The movement is counterclockwise. You need to pass all your stones through the board to the "house".

Chips are usually red and white or red and black.

The main thing is that they should differ in color.

Cubes (zara) when thrown must fall on one side of the board and lie steadily on the edge. The game is played with 2 dice.

Two numbers fall on them, for example 4-1. This means that one checker can be moved by 4 points, and the other by 1.

The exception is the first move (“from the head”), you can only move one chip. If during the first move it hits the points where the opponent's chips are, then let's move with two checkers.

The tactic is to take as many points as possible to limit the enemy's movement.

Backgammon in social networks and for smartphones

The social network "VKontakte" offers to play in applications. vk.com/igra.nardy - Follow this link to play long backgammon, short ones are here - vk.com/korotkie.nardy.

For iOS, there is such an application freesoft.ru/zolotye_nardy. With different designs, game options and difficulty levels. Or here gados.ru/ios/nardy-hd-dlya-ipad-ios/ classic design. You can play both short and long backgammon for free.

You can have fun and earn while playing

You can play for money on the following resources:

  • fpclub.eu - This is one of the most popular places to win. Here you can find different variants of backgammon.
  • skill7.net - On this site, you do not need to download an additional client to play. All known payment systems work.
  • rushplay.com/landing/ - There is a large selection of tables. You can choose the appropriate level, size of bets, speed.

What needs to be done to win

Do not forget what the essence of long backgammon is. You need to remove your checkers from the board before the opponent. Before you make a move, you should consider its benefits to you.

Superiority must be won from the first moves. To do this, each move you need to rearrange one chip from the initial position, and move the second forward. So very soon everyone will be introduced into the game, and there will be no forgotten and blocked by the enemy.

You can not give the enemy the opportunity to occupy three points in a row near your "head". Putting chips into the game will become much more difficult.

A special combination of dropped dice from two identical numbers (“jackpot”) makes it possible to make 4 moves, instead of the usual 2. Try to get ready for this. After all, such a case can change the course of the entire game.

Blocking the enemy on the approach to your quarters will help slow his advance forward. You need to take from 3 to 5 points in a row.

On the way to the "home" with checkers, you need to take the most advantageous positions from the middle of the quarter. One stone stuck among the opponent's chips can lead to defeat.

In short backgammon, you should calmly follow your plan, the enemy will definitely try to confuse you if he understands your strategy.

Understanding its importance comes with the growth of skill. Mastering various tactics will bring self-confidence.

You need to keep the situation under control all the time: who is closer to victory, how to turn the game moment in your favor.

Short backgammon strategies:

  1. House building. It is necessary to transfer the checkers to positions in the house as soon as possible. It will be more difficult for the opponent to retreat and bring in the captured checkers. The reset phase will be closer.
  2. Combination. Simultaneous construction of the house and the removal of two checkers from the opponent's house.
  3. Risky game. The desire to occupy strategically advantageous positions can lead to both an early victory and an equally quick defeat.
  4. Withdrawal of checkers. The main task is to withdraw two checkers from the opponent's space. Only rolls on 5-6 and 6-6 give this opportunity.
  5. Anchor game. "Anchors" on the opponent's side, although they do not prevent him from moving towards the "home", but substitute his checkers for knocking out.
  6. Careful game. The player focuses on defense, the game can drag on. One successful move by the opponent can decide the outcome of the game.

When playing both long and short backgammon, understanding the opponent's strategy already brings your victory closer.

Backgammon develops strategic and tactical abilities no worse than chess. This game will be a test and training for attention and ingenuity.

It is worth looking for worthy real, not virtual opponents, because they can become real teachers for you, pointing out mistakes and revealing interesting combinations.

How to play backgammon - rules for beginners

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