Backgammon is the oldest game in the world, which is very popular among the Middle East and the people of Eastern Europe. In this game, for two players, the parties move their pieces clockwise or counterclockwise according to the two numbers printed on the dice and finally remove them from the game board.
In the end, the winner will be the player who removes all his pieces from the playing field first. Archaeological excavations in the burnt city show that this game existed in Iran in 3000 BC.
How to arrange the pieces at the beginning of the game
First, each player rolls a die. The player who gets more numbers starts the game. If there is a tie, they throw the dice again. (The starting person plays with the identical thrown dice and does not throw dice again, for example, if the opponent has brought two and you have 5, you must move 2 and 5) then it is the player's turn; it becomes another. The number on the dice indicates how many spaces must be rolled. Pieces are moved forward according to the following rules:
How to move the pieces
According to the number on the dice, the piece can be moved to the open house (a house that is not filled with two or more parts of the opponent's works). The numbers on the two dice form separate moves. For example, if a player's dice roll is 5 and 3, he can place one die five spaces and another three lengths ahead in the open house. Or he can move a die eight slots forward and put it in an open space (only if the midpoints of three and five are not closed simultaneously). A closed house is a house that has two or more pieces than the opponents.
A player whose dice roll two equal numbers is so-called paired and is equivalent to moving four of that number. For example, if the dice roll a six and a 6, the player has four "sixes" to use and can move any combination of pieces. The player must move as long as he has a legal move with the number on the dice and cannot discard the number he rolled. For example, if he brings a pair of 3 and can only play three, he must play those three.
The player must always play the maximum number of moves that he can, which means that if the player comes up with 4 and 5 dice, in such a way that if he moves a particular piece four spaces, he will no longer have the possibility to play five dice, but if the report If he moves the other four houses, the possibility of playing five dice is provided for him. He must play the mode that allows him to play both dice, even if it is obviously to his disadvantage.
Hit and eat
The house occupied by a piece is called a single. If the opponent lands on a single piece, he knocks that piece and replaces it, and the eaten piece is placed on the "load". If a player has one or more details on the bar, he must enter those pieces into the game first. When it is his turn, according to the number on his dice, he places the outer part in the playing house from the opponent's inside area.
For example, if a player has a checker, and his dice are 4 and 6, he can place his checker on both squares, four or six of the opponent's internal area, provided those squares are open. If no house is empty, the player loses his turn; But he must enter as many pieces as he can and leave the rest for his next turn. After the last die has been played, the player continues his regular play and plays any remaining dice.
Rule: In the last six houses, you cannot knock the opponent's checker and then place it on other checkers of your own; but you can always hit the opponent's piece and then move it to other empty houses or even hit another opponent's piece. In the last six places, hitting the opponent's piece is impossible.
Take out
When you have collected all the pieces in your area (the 6th space on the right side of the board), it is time to remove your details from the game. You must roll the dice and exchange to remove the piece from the game. For each dice number, remove one piece from the competition. For example, if you get 5 and 2, you must remove one die from house number 5 and one from house number 2, and if there are no dice in houses 5 and 2, you must play these 5 and 2 with other dies. For example, for dice 5, move a piece from house 6 to house 1, and roll it apart from other places for dice two.
Essential rules of the backgammon setup game
March 1
If you remove all your pieces before your opponent can remove his first piece from the game, your opponent is marched, and your score is 2. While if it is not done, the score you get is 1.
2- Black March
If you can remove all your pieces from the game and your opponent has not released any pieces yet and has at least one element in your own house, it is said that the opponent has become the Great March, and in this case, the winner will be awarded 3 points. In social circles, Mars Akbar may be referred to as the Dog of Mars, which is not polite and cannot be used against any opponent.
3- Give a dowry
Wagering is optional. Whenever either player thinks they are winning, they can ask their opponent to accept the loss or double the game's score. Before that, players had to play until the end, and chance may have significantly interfered with the game. However, this chance would be killed by betting, and the player who was behind due to poor play would surrender.
During the game, any player who thinks he deserves to win can bet and challenge his opponent only once before rolling the die. After either player proposes a bet, the opponent has the right to accept or reject it. If the dot is denied, it means that the opponent has accepted the defeat, and the next set of the game starts; But if he agrees with the dove, the game continues, and the game score is multiplied by the number of the cube, and at this time the dove dice goes to the player who accepted the dove and the number 2 of the cube is placed. Also, Dow's authority is with him again.
The player who bid on the dove will no longer have anything to do with the cube. The game continues until the player who accepted the dove feels that he deserves to win and bets on the opponent's dove, and this time the cube goes to the number 4. Again, the opponent has the choice to take or reject the cube. If he refuses, he loses 2 points. And if he accepts, the game score will be four, and the result of each set will be multiplied by the number of the cube. That is, if you are the winner and the cube is on 4, you give 8 points, and if you lose a steady hand and the cube is on 2, you will provide 2 points to your opponent, or if you are the winner and the cube is on 16, you give 48 points.
Cube Dau or Tas Dau is a dice used for betting and is a bit larger than the game dice and has the numbers 2, 4, 8, 16, 32 and 64 written on it.
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