How to win in long backgammon. Backgammon secrets are long. Long backgammon tactics game with computer

Debut

mid game

The ending

Blocks

General principles and game strategy

Backgammon workshop

Zara and Generator

Psychological aspects of the game


INTRODUCTION.

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Despite the great popularity of long backgammon in Russia and the CIS countries, there have been no serious developments in the theory of this game in the available literature until recently.

But now there are at least 2 books completely devoted to how to play long backgammon correctly: the author of this guide is Akhundov Nazim (Moscow, 2007) and Rodion Chebotarev (Dnepropetrovsk, 2010).

Unfortunately, there is still no program that can analyze games and positions in long backgammon at an acceptable level. But, hopefully, it will appear in the coming years.

This work is an attempt to collect in one place, analyze and process the most important of what is in different time the author studied and published on the topic "long backgammon".

The work is very conditionally called a reference book. Mainly due to the fact that the information collected in it is diverse.


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1. Indicate the source

The foregoing does not apply to cases of commercial use, which must be agreed with the author.


TERMS

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Undoubtedly, any player has the right to use other terms, because the terms proposed by the author are his personal perception of what words should be used.

You are free to skip this section and use the terms that you are used to, however, then reading the materials in this guide will become difficult for you.

For a better understanding of the text in this work, it is recommended to look at the terms suggested below.

Speaking about the position on the backgammon board, we often use some specific backgammon words, or rather terms. Many of them are clear to backgammon players. But some, without specific reference to the board, can be confusing.



1. What backgammon plays with. Checkers, chips, stones. Sometimes the word "stones" refers to zary. The author proposes to use the word " checkers”, unlike casino chips, which also have a face value ($100 chip, $10 chip, etc.)

2. The place on the board where the checkers are placed. It is called differently: field, hole, position, point. There are 24 in total. In the book, I suggested using the word "field." However, President of the RFSNB Gul Eldar Alievich managed to convince me that the term " paragraph' fits more. Hereinafter, the points are numbered from 1 to 24 (counting from the base of white checkers). Point No. 1 is the starting position of the checker (white), point No. 24 is the last point on the board, after which the checker (white) is removed from the board (thrown away).

3. « move". The term is clear to everyone. The player whose turn it is to play rolls the Zara and must play the number rolled. This will be the move. The move consists of movements". There can be up to four movements in one move. Usually there are two. But, if the same numbers fell out at dawn, then four movements.

This is in the case full speed».

But it happens that it is impossible to make all the movements, then the move can consist of three, two and one movement.

It " part stroke».

There may also be a situation where a player is forced to completely skip a turn. This is when you can't walk. In this case, during zero movements or " skipping».

4. Sometimes it is important to indicate in which part of the board game in progress. In what follows, we will use the term quarter". The first is the one where the starting position is. Then the second, third and fourth (the one where the checkers are thrown out).

5. The place where all the checkers are collected at the beginning of the game (point No. 1). The words "hand" and "head" are often used. Sometimes this leads to confusion. This term is important and often used. According to the rules, more than one checker cannot be moved from the “hand” (with the exception of the first move). The book uses the word hand". However, it should be recognized that the term "head" is used by players no less. Apparently, it is more logical to recognize the equality of both these terms, i.e. their same applicability. The author believes that the term " head" too.



6. Several checkers standing in a row, forming some kind of obstacle. In short backgammon there is the concept of "prime", but there the checkers are paired, and in long backgammon they can be in 1 row. Therefore, such a construction could be called prime, block, overlap. Here and below we will use the term block».

7. Several (3 or more) checkers in one point. Sometimes players say "sausage" or "sausage". Options: "column", "stack", "pack". The term is generally applicable and does not cause controversy column».

8. Fourth quarter. Often this is the place players call home. Word " house" is used universally to indicate the fourth quarter.

9. First quarter. To avoid confusion, the first quarter of the board will be called " base».

10. In short backgammon there is a term "bilder" (builder, builder). Spare checker, ready to create a new pair. In long backgammon, there is a need to designate checkers that perform similar functions. This is when the second or third checker is placed in a column on some point, so that the next move can capture more distant points without opening the position from which you move. In the reference book, such a checker is called " avant". The first (lower) checker at the point where the avant stands will be called " springboard».

11. Lack of moves when some kind of a specific figure – « stroke deficit”(deficit of fives, deficiency of triples, etc.).

12. A certain number of moves that you can make (move some of the checkers) without creating a critical situation for yourself with such moves, for example, without opening important points. For such a set of moves, the term " move reserve". The word "reserve" is often used simply. The meaning of "deficit of moves" and "reserve of moves" is the same. It's like a glass 2/3 full or a glass 1/3 empty.

13. Zara (cubes). The word dawns denotes only the dawns themselves. What falls at dawn is called " throw". Roll - these are two numbers, each of which is from 1 to 6. When the same numbers fall out on both dawns, such a roll is called " kush».

All terms in the following are used without quotation marks.

REGULATIONS.

Look full version rules.

Currently, backgammon is very popular, mainly due to the appearance of the Internet version, where you can find opponents from all over the world for real money. The game itself requires a lot of experience from the player and one of the most important things is choosing the right strategy.

Luckily, the leading backgammon websites offer some kind of tutorial or introduction to the game and advice on how to play the game, which you should use depending on the situation. To become a more experienced backgammon player, we recommend that you read the following tips.

Scoring

Most beginners ignore the scoring that many servers keep in online backgammon(this is the score dice required to complete the game). However, players should pay attention to scoring and adjust their game strategy accordingly, rather than going through the whole game with a predetermined strategy and relying on luck alone.

- "Consecutive" strategy

The player has several different strategies at his disposal. "Open" or "sequential" play means moving pieces over long distances, which allows you to quickly move all the pieces to your "home" (Cells 1 to 6 in the lower right corner of the screen). But it has drawbacks - it can leave your pieces open to attack by the enemy. If you have few pieces left to move to win, then this is a suitable strategy. Blitzkrieg is a slightly more dangerous strategy. This is a direct attack on the pieces of your opponents and at the same time blocking as many cells as possible in your part of the board. The goal is to keep your opponent on the inside of the board as you advance towards your home.

"Hold" strategy

Another option is for players to defend their pieces by stacking them, which will reduce the opponent's chances of attacking them. Thus, it will be possible to attack the enemy at a time when he brings his pieces closer to the "home". A similar strategy should be used when the opponent starts to win, and he has fewer pieces than you.

"Fill" strategy

The "fill" strategy is a certain type of blocking, the goal is to create a block (six consecutive closed cells). The opponent cannot move his pieces beyond the block, which gives you a significant advantage in the game.

Short review

It is best to use the strategy that you are best at, act according to the circumstances and think several moves ahead. This will help you better apply your chosen strategy. In the game, not only luck is important, but also strategy.

Often, to distract from the daily hustle and bustle, you want to play a little. Table backgammon are entertaining game. Here you can show your intellectual abilities, knowing some rules for success. So, everything is in order. There are several varieties of this game. But for everyone there general rules and, having understood them, you can safely play this exciting game. To begin with, it should be clarified: what the game consists of, its course and, of course, the goal itself.

There are 24 long triangles on the board. They are called points and moves are made on them. The numbering is assigned in two varieties: for one player from 1 to 24, for the other, on the contrary, from 24 to 1. The rules of playing backgammon depend on their variety. Often players are dealt checkers of 15 or less. Move checkers in different ways various games. But moves are determined by two rolled dice. To begin with, they look at the indicator from one bone and move the checker point by point, then from the second bone and then also point by point. When a double occurs, the moves are doubled. In this game, you need to go faster than your opponent on playing field checkers.

Backgammon table are short and long. The game is calculated in points, it is for the points won that they play this game. For the entire course of the game, you can win a different number of points, it all depends on what the game ended with: coke, mars or double the bet. Backgammon can be played in parties or matches. There are certain rules that govern the game process. Backgammon has its own specific tricks that everyone can comprehend. Someone gains experience on their own, for someone it is easier to read the recommendations of experienced people.

Rule number 1. Think over the course of the game from the first seconds. Backgammon rules exist for that, to keep control. One of the most important rules: "One checker from the head, the second on another site." Rule number 2. As mentioned earlier, it is important to think about the moves from the first seconds. During the "First Moves" special attention is paid. Rule number 3. "Quiet move" is used when none of the players have fields to occupy them, or if nothing threatens the field. Rule number 4. "Building a fence" is carried out by lining up several checkers for one point. Such a "fence" at the end will impede the opponent's move.

Rule number 5. Backgammon table requires constant calculation of moves. It is important to predict in advance the number of moves of one's own and the opponent's in case of a combination of charges, so that a “deficit of moves” situation does not arise. Rule No. 6. "Occupation of empty places". In the game, not every position is profitable: the location at the head of the opponent is tactical goals, in the final zone where the checkers are thrown out - strategic ones. As a rule, one theory is not enough to win. These rules must be put into practice and further introduced into the habit, and with complete confidence to beat the opponent.

This guide is for beginners.

A checker (chip) is what they walk with. At the beginning of the game, each player has 15 checkers on the board.

Head - the initial construction of 15 checkers in the first position. As the game progresses, less and less checkers remain on the head, but until the last checker it is considered the head. According to the rules, you cannot move more than one checker from your head (except for the very first move in case of a roll of 3:3, 4:4 and 6:6).

Move - the execution of the movement in accordance with the numbers that have fallen on the dawn. Thus, a move is from 1 to 4 movements of one or different checkers. It is also possible to skip a move if it is not possible to make a single move according to the rules.

Hole (position, field) - a place on the board where you can put a checker. There are 24 holes on the board. Positions at the head - a place that can be reached from the head on the rolled number of points. For example, position 5 is a move for 5 from the head, i.e. sixth position of the first quarter of the board.

Quarter - half of one of the two halves of the backgammon board:

  • I - the one with which the game starts, i.e. the one where the head is;
  • II - the quarter following the head (for the opponent this is the ejection zone);
  • III - the one where the opponent's head;
  • IV - ejection zone (the last one in the direction of movement of the checkers).

Fence (barrier) - two or more checkers standing in a row.

Reserve - the presence of moves by checkers, which allows not to vacate the most important positions at the moment of the game, which, in the event of a checker leaving, will be occupied by the opponent.

Starting the game of long backgammon

The first few moves, although they do not solve serious tactical problems, but under certain conditions can seriously affect the course of the game.

The main rule: we take one checker from the “head”, the second we go in another place. Those. you need to develop, balance between the placement of checkers at your “head” and at the “head” of your opponent, seize territory. The logic of the game suggests that you need to put one checker to capture a position near your own head, and “drive” the second one to someone else’s head. The exception is situations when the opponent threatens to build a long fence near his head, for example, from 5 checkers - then it will be more competent to take an empty place inside this fence, even if you do not remove a single checker from your head.

The tactical plan for the first few (usually 5-7) moves is quite simple - defending the positions of your head and capturing positions at someone else's head. The significance of the II and IV quarters of the board at the initial stage is secondary.

1. Try to avoid capturing three or more senior positions at your head in a row. accordingly, try to do it yourself with someone else.

2. The position on move 6 from the head is "uncomfortable" from the point of view of the subsequent move to capture positions at someone else's head, because with one movement, she misses the third quarter. It is better to place (or move) this checker a little further, preparing for the jump in the third quarter.

3. The biggest danger in the first moves is the "unfortunate" arrangement of the checkers in case of throwing a big jackpot (and in very rare cases, not the biggest jackpot), take this into account when making your move.

4. Try to keep your checkers in the second quarter so that they reach the third quarter in one move.

5. If the opponent's checkers are already ready to take positions in your first quarter. try to block his moves in at least one movement.

What to be guided by when capturing someone else's head:

  • the more you grab, the better.
  • if there is a choice, capture the higher places (the move from the head to 4-5-6).
  • the tighter the grip, the better; if there is a choice, put the checkers in the "fence", i.e. consecutively, without gaps.
  • you need at least one place in order not to get stuck; if the situation is difficult, try to take a place in the middle (for example, on the opponent's move from head 3).
  • as a rule, two places near someone else's head is enough to move into the ejection zone
  • if it was not possible to build a fence in the zone near the opponent's head, rebuild with new checkers and strive to capture the maximum in the ejection zone; it is preferable to capture places in a heap and in the center.
  • if you manage to capture 4 free places out of 6 along the opponent's head, you have a chance to "strangle" him and put a mars; for the sake of such a case, you can even risk your defense.
  • 5 occupied places out of 6 at someone else's head - already 90% Mars, if there are still a lot of checkers on the head.
  • if you took 5 places at someone else's head, the sixth is free, but you can't reach it, that is, it makes sense to rearrange the checkers so that the "hole" is closer to the head itself.
  • the more "stuck" checkers the opponent has and the less the stock of moves of his "free" checkers, the more justified the risk of capturing places near the opponent's head due to the weakening of positions in other parts of the board.

All points about the “seizure” of territory from someone else’s head should also be tried on from the point of view of defense, blocking strategic fields.

Let's analyze one more moment related to the beginning of the game.

The only jackpot that allows a checker, moving from its own head, not to rest against someone else's, is 5:5. The path of your checker passes through position 5 (i.e. move 5 from the head) from your own head, position 3 at the other's head, and the path of the opponent's checker through his five at his head and your three.

Therefore, many experienced masters emphasize these two fields near the head and try to occupy them in the first place and, accordingly, close them at home.

Alternative moves

It often seems that you can play in different ways and many of the moves in long backgammon are the same. However, beginners make a lot of mistakes. The reason is that they evaluate the value of a move in terms of the position on the board that they see before their eyes. However, it is much more important to predict what the position will be by the next move.

To effectively capture an important field, your next move must be considered which position is most convenient for capturing, i.e. where you need to put your checker (within the choice that you have) in order to occupy the desired square with the highest probability on the next move if the opponent cannot occupy it

Consider the probability of a checker hitting the desired square, provided that the charge throw is not yet known.

We take for consideration 12 fields (6 + 6) by distance from the target and for each we calculate the probability of hitting the target.

  • In total, there are 36 cases of charge loss.
  • The probability is equal to the ratio of the number of "favorable" cases divided by the total number of cases.
  • The probability of hitting the jackpot is 1/36.
  • The probability of getting any other combination is 2/36 or 1/18.
  • The probability in our case can be measured as an integer without a fraction (divided by 36), because all probabilities have a denominator of 36.
  • The probability of a roll that requires one of any number (eg 5) is 11 (i.e. 11/36).

From the player's point of view, 1-2 and 2-1 are the same. But for calculating probabilities, these are 2 different favorable events. That is why we can say that the probability of throwing a 2-1 is 1/18.

From these postulates, it turns out mathematically that in order to obtain the highest probability of a checker hitting the desired field, you need to stand behind 6 fields; while the probability is about 47%. Does not change the picture and the presence of obstacles on the way of the checkers - as before, the highest probability of hitting will be from field 6 to the right place.

In order to get the maximum probability of hitting one of the two checkers on the desired field, they must be set for 5 and 6 fields, respectively; in this case, the probability of hitting will be 83%.

How to use this data? Place your checkers in such a way that you get the maximum opportunities for further advancement to the desired fields for yourself and the minimum opportunities for your opponent.

Shortage of moves in long backgammon

The fundamental principle underlying all tactical constructions and techniques of long backgammon. is a deficit of moves. The ability to operate with the "deficit of moves" of one's own and the opponent's is a sign of the highest skill.

Conventionally, there are two types of "deficiency of moves":

  • anxious. scarce moves open strategically important fields (for example, protecting from mars); at the same time, in order to eliminate the scarcity, one has to sacrifice all other factors, for example, not to occupy free fields, vacate some previously occupied fields, create “scarcity” in other places
  • moderate. scarce moves mean only the loss of points (unplayed moves of the dropped dice), and do not lead to serious positional deterioration; such a shortage should be eliminated, but not sacrifice strategic or tactical tasks

You need to watch not only your own deficit of moves, but also the deficit of your opponent. Situations are quite possible when the elimination of one's own can help the opponent to remove his, perhaps even more acute deficit.

The lack of moves can be not only harmful, but also beneficial! This is especially true during the war of fences and attempts to keep an important strategic field. Whenever possible, the checker on this field needs to arrange a deficit of the move, which is not in other parts of the board. Moreover, if the opponent occupies it, you can be calm for another checker, from which he will reliably block the deficit move.

The stock of moves and the deficit of moves are, in general, one and the same thing, but from opposite sides. However, it is this side (the scarcity of some moves) and not the other (the excess or reserve of some other moves) that is important for a correct analysis of the situation on the board. If you have a lot of moves at 5, this will not give a special advantage, but a lack of moves at 4 can lead to serious problems and give your opponent the opportunity to build a game or counterplay.

Fence in backgammon

A fence is a piece of one of the players built tightly in a row, from 3 to 6 pieces. More than 6 chips, the length of the fence does not matter.

If you have built a fence, you have already created an advantage for yourself. The fence is a source of a constant deficit of moves for the opponent and, at the same time, a source of one's own stock of moves.

  • 3 chips - a fence that does not pose a serious danger to the opponent, but if it is correctly placed in the right place and combined with other fences or other types of advantages, then it may well be an effective tool. Most effective at the beginning of the game in positions on the opponent's turn 4, 5 and 6 from his hand, i.e. when this fence closes moves from the opponent's hand 4-5-6.
  • 4 chips is already a serious reason for the opponent's concern in itself. Built at the opponent’s hand, this fence is already a real threat to make a Mars, and if in a position that closes the opponent’s hand move by 3,4,5 and 6, then such a fence is already 70% Mars to the opponent. Although a lot depends on the number of chips in the hand at the time of the installation of the fence. Such a fence is quite effective even if it is built in the fourth quarter for itself, i.e. in your ejection zone.
  • 5 chips - the fence is very dangerous almost anywhere. Most effective at the opponent's hand when the only move left is 1,2, or 3.
  • 6 chips - a deaf fence that is impossible to pass; almost guarantees a win if it is in the 1st quarter, and almost guarantees a mars if it is in the 3rd or 4th quarter.

Fences require the accumulation of checkers at its ends, so that when the desired number (or jackpot) falls out, use it to overcome the fence.

To fight the fence, it is important to “keep” the first and second points of the fence, but you need to accumulate checkers mainly at the first point.

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 ratings desktop entertainment. 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 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 backgammon game tactics 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 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. Backgammon online also requires the player to logical thinking and at least the simplest mathematical ability. 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 website top games: card, chess, checkers, dominoes, roulette, etc.

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