Rules for playing backgammon for beginners (short and long). How to play backgammon? Backgammon: rules

What is the origin of the game of backgammon?

Backgammon is known as the most ancient board game. Its origins go back to Mesopotamia, to the third millennium BC. The first written rules for this game date back to the 13th century, in the book of games of King Alfonso X.

Description and purpose of the game

The game of backgammon two players play. The game takes place on a board, the playing fields are elongated triangles located in four quadrants of the board (six triangles in each quadrant) as shown in the picture. The length of the board is divided by a middle zone called a bar.

Each player has at his disposal 15 checkers of a color different from the color of his opponent’s chips. The game starts from the location shown in the picture.

The object of the game is for each player to move their 15 checkers to their home or inner corresponding quadrant, from where they can remove them from the board. The player who is the first to remove all his chips from the board wins.

In order to play backgammon you need:

  • game board;
  • 15 checkers of one color and 15 of another color;
  • 2 or 4 dice.

Starting location and start of the game

Every player places his 15 chips as shown in the picture above. In this case, the blue ones start their movement from the top of the board from right to left, then move down to left side boards, and from there to the right, into the inner quadrant or your home. As a result, the blue chips move counterclockwise. White chips move in the opposite direction to black ones, that is, clockwise, and they are not allowed to change the direction of their movement.

At the beginning, each player rolls one die to determine who starts the game. The player with the highest number starts first. If both players have the same number, the rolls must be repeated until different numbers. To move the checkers for the first time, the beginning player must use this rolled number.

A game

Dice Rolls

After the game has started, then the players uses two dice, and move the checkers one by one. Each player rolls the dice onto the half of the board that is to their right. Checkers can move as many peaks as indicated by the number rolled. The player can choose two options for moving the checkers:

Restrictions and illegal movements

By moving a checker, you can occupy any peak, with the exception of those on which it is located two or more opponent's checkers.

At the beginning of the game, none of the players can move the checkers, that is, they can always move correctly to the numbers that appear on the thrown dice. In the case where there is only the opportunity to move a checker to one of the two numbers drawn, the larger of the numbers drawn must be played. If it is impossible to move a single checker to any number rolled, then the throw is considered zero and the turn passes to the other player. If one of the players has moved a checker in an illegal or incorrect manner, the opponent may demand that the checker be moved correctly, provided that the dice have not been rolled again.

Eating and introducing checkers into the game

If any peak is occupied by only one checker, then it is food for your opponent's piece, when the latter's movement ends at this peak, or when it makes an intermediate stop at this peak. The eaten chip is placed on the central field.

A player who has one or more checkers out of play cannot move any of his checkers around the board until he has returned all of the checkers in the middle of the board to the playing field. Checkers that have left the game re-enter through the opponent's house or inner quadrant. Checkers can be put back into play if the numbers rolled allow the free pick of the opponent's house to be reached. If at the peak through which the checkers enter the game there is a single opponent’s chip, it will be eaten by the chip that enters the game from the bar. If, after throwing the dice, the player was unable to bring a checker or checkers from the bar into play, the move is considered lost and the turn goes to his opponent.

Double number

If after rolling both dice the same number is rolled, the player moves the checkers to twice the number rolled. For example, if after throwing got two threes, we have to move four times three. And thus, one chip can move four times in three spades; or one chip can move three times three spades, and another chip can move three spades; or one chip can move two times three spades, and two other chips can move three spades each, and so on.

Conclusion from the board

Checkers can only be saved or removed from the board when all of them (15 pieces) are in own home or in the inner quadrant. Saving means removing pieces from the game board by throwing dice. A chip can only be saved if the number rolled on one of the dice is high enough for it to move through the side of the playing board.

The entire dice roll, or part of the roll, can also be used to move tiles along the inner quadrant instead of removing them from the board. This can be useful when the opponent has chips on the bar which, when brought into play, can eat a checker that alone is on one of its house peaks. When such a situation occurs, that is, when a chip has been eaten during the withdrawal process, it is necessary to return this eaten chip to the opponent’s inner quadrant and move it from there to its own inner quadrant before continuing to remove the remaining chips from the game board.

End of the game and possible results

  • Regular Victory: The winner is the player who gets all his pieces off the board before his opponent gets his last piece out. In this case, the opponent was able to save one or more chips (1 point);
  • Gammon: the winner has brought out all his checkers, but the opponent has not yet brought out any (2 points);
  • Buckgammon: The winner has brought out all of his checkers, but the opponent has not yet taken out any and has at least one checker in the winner's bar or inner quadrant (3 points).

Double Dice

This bone that has numbers 2, 4, 8, 16, 32, 64 on her sides. When playing backgammon, they usually play games of X points, which depend on the type of victory the player has. This die serves to double the bet and gives us the opportunity to get more points if we think we have an advantage over our opponent. The latter may accept the bet or refuse it.

All of the above game rules apply to short backgammon. This type of game is suitable for beginners, since backgammon is a faster and more dynamic game. In addition, due to a number of specific rules, short backgammon is more interesting game than long backgammon. Nevertheless, we will briefly talk about the difference between long backgammon and short backgammon.

The goal of long backgammon the same as the short ones: move all the checkers into the house and remove them from the board before the opponent. However, there are several differences in the rules of playing long backgammon:

How to play backgammon? Competition rules

Many people remember the game of corners. White and black pieces are lined up in groups in diagonal opposite corners of the field, and the player's goal is to move into enemy territory as quickly as possible. A similar principle applies to backgammon. How to play backgammon?

The rules of the game, at first glance, seem complicated. However, this is not so, let’s sort it out in order.

What does backgammon consist of and the rules of the game?

The set includes: a playing board with cells along the inner perimeter, thirty chips: 15 pieces each of black or white for each player, two dice (dice).

Chips of the selected color are placed in the upper right corner of you. Special requirements there is no specific way to how they should stand; most often they are simply lined up in a vertical row. The main thing is that they are all located at the start, that is, in the initial corner cell.

The opponent's forces, accordingly, will be under your left hand.

The game begins with players rolling one die. Whoever gets the most dots goes first. Then, throughout the game, players roll a couple of dice and move their chips to as many cells as the number of dots dropped.

All chips move across the field counterclockwise! When it’s your turn to throw the dice, you will receive two numbers, for example, you got 5 and 2. You can sum up these results and make a single move of 7 steps. One cell - one step.

Or you can not add these results and move two figures at once. One at 5, and the other at 2 moves forward.

Moving across the field, you need to adhere to one rule. You can stop either on an empty cell or on your own color. This is called "putting it on your head."

Simply put, if necessary, you can bet your chips on top of each other, but stopping on an opponent’s chip is prohibited. This rule also applies if you add up the results of the dropped points. In this case, we move with a stop.

Example: If the dice showed 5 and 2, then the chip first steps 5 cells, looks around, and only then takes the remaining 2 steps. You can do it the other way around: first on 2, then on 5. The main thing is that the stop does not fall on the enemy’s head: this is prohibited by the rules. Otherwise, you will have to look for another move.

There is one more rule. At the beginning of the game, all the pieces are lined up in one corner cell. Any chip starts from it, this is called “removing from the head”.

So, you can only remove one from a head in one move.

Example: the dice showed 2 and 6. You remove a chip from your head and take 2 steps with it. You can make the remaining 6 steps either with it or with any other piece on the field. In other words: no more than one removal from the head per turn.

It happens that you cannot make a move for the number of steps you have been dealt. No matter how you look at it, every move you make is stopped at enemy positions. Most often this happens towards the end of the game, when almost the entire field area is occupied.

Unfortunately, in this case, you miss your turn and hope for the mercy of the dice.

It is also called a double. This is when both dice showed the same number of dots. In this case, the player gets the right to make 4 moves, each for as many steps as the number of points shown by each of the dice.

Example: with a 3:3 double you get 4 moves of 3 steps each. In total, you get 12 moves, and you manage them at your own discretion. You can play the jackpot with one piece by moving it all 12 steps.

The main thing is that the stops do not fall on the opponent’s head.

If a 6:6 double comes up on your very first move in the game, then it gives you the exclusive right to “take off” two chips at once for the only time, because you won’t be able to make a single move of 24 steps: we will end up at the opponent’s start.

It happens that you hit a lucky jackpot, but you cannot make all 4 moves: the balance of power of your opponent does not allow it. We act according to the rule described above - we sadly wait for the next chance.

What to strive for

As you can see, learning the rules and playing backgammon is not at all difficult. Your goal is to move competently around the field and line up all your soldiers of the same color on the opponent’s territory. This is called "bringing it home." The house is considered to be 6 cells in the lower right quarter of the board.

As soon as your last piece is in the coveted territory, we begin to “drive them out.”

In the online electronic backgammon game, the required chips are automatically removed from the field. In real backgammon, you simply move them: to the center or to the start, in a pile or in a row - it doesn’t matter. The main thing is that they no longer participate in the game.

How to “kick out”

We number all home cells, starting from the far right. It is assigned the number 1 and then incrementally to the left, up to 6. On your next turn, you roll the dice. The number of dots dropped on them are the numbers of cells from which chips can be removed.

Example: the dice showed 3 and 1. You either remove 2 figures from cells of the same name, or add the result and remove one figure from cell number 5.

It happens that the cubes show the numbers of empty cells. In this case, you either move the pieces the number of steps indicated by the dice on your home territory, or remove the leftmost piece if the board boundary does not allow for a full move.

If you hit the jackpot, you also get the right to remove four pieces at once.

Example: jackpot 3:3. Remove four shapes from the 3rd cell. If it is empty, then make four moves from cells numbered 4, 5 or 6. If they are also empty, remove the four leftmost pieces from the remaining ones.

Who has won?

The first one to remove all the chips from the field wins. However, even losing in backgammon has its own nuances. Losing coke is considered the most offensive.

This is when all your pieces are collected in the house, but you haven’t had time to kick out any of them. All lost points are multiplied by 3.

Find out how to refill a hookah from our article.

If the opponent finished the game, and some of your chips did not make it home, then this is a loss-mars, the lost points are multiplied by 2. If at the end of the game you removed at least one chip from the field, the loss is considered normal, the lost points are equal to the number of remaining points. field of figures. The game score is 0:1. A video with the rules will help you to highlight some of the nuances and clearly answer the question “how to play backgammon.” Good game!

To understand the main purpose of playing backgammon, you need to become familiar with the playing field. It has rectangular shape and is divided into two parts. Each of them has 12 points, there are 24 in total. They are triangles stretched from the edges to the middle of the board, and have their own numbers - each player has their own - from 1 to 24.

Backgammon field

To play backgammon, you need to realize that what is the number 24 for one side will be one for the other, and vice versa. This applies to all points. Each player has 15 checkers of the same color, his task is to move them around the board in a full circle, leaving the “house” and, returning to it, taking the checkers out of the field. “Home” is six consecutive points in one of the corners of the field, the starting position of two opponents. The game plays a big role in randomness, as both sides use a pair of dice. There are many different varieties of backgammon, but only two of them have received worldwide recognition, namely long and short. For both types, the rules on how to play backgammon are different.

How to make a move

In any case, the right to make the first move is determined by throwing one die. The one of the participants who got the larger number points, starts the game first, and then they go in turn order. How many points the checker needs to be moved is determined by the number of points rolled on the two dice. Opponents move their pieces towards each other, from 1 to 24 points. IN backgammon It is allowed not only to place checkers on unoccupied points, but also to knock out the opponent’s single-standing pieces, but not in long ones. You cannot place a piece on a point or knock out an opponent’s checker if several of his pieces are in the position at once. It is permissible to remove only one checker and only from the head in one move. A video that is freely available on the Internet helps a lot in learning to play backgammon: you can go to clear example learn about the rules of the game.

When a player moves one piece, at least one of the intermediate points between its previous location and the new one is required to be free. The knocked down checker is placed on the “bar” - on a line passing through the center of the board. Before moving the pieces, you must return all knocked out checkers back to the field and place them in the competitor’s “house” in accordance with the points rolled on the dice. At this time, it is allowed to knock out the opponent's pieces.

Victory in backgammon

Anyone who knows how to play backgammon correctly knows that the one who removes all his checkers from the board, having first brought them to someone else’s “house,” becomes the winner. Throwing away pieces is allowed only when they are all in the “house”. If, at the moment of throwing them out, the opponent knocked out at least one piece from the field, it must be returned to the “home”. Until this happens, pieces cannot be removed, but the player can move checkers inside the “house”.

As mentioned, great importance in backgammon is allocated to dice. Thus, the number of points by which a piece needs to be moved during the first move is determined by the points that fell on both dice at once during the draw. To learn how to play backgammon, you need to understand that directly during the game, opponents take turns throwing the dice and moving on a number of points equal to the points rolled on the dice. A “jackpot” or a “double” is possible – both dice thrown same numbers. Then the points are doubled, and the player gets the right to move 4 pieces at the same time per turn. If the number rolled is greater than the distance from the farthest piece to the edge of the board, and all the checkers are in the “house”, the most distant checker is removed from the field. In a situation where during a move there is only one movement option, it is possible to move the piece by a greater number of points than the points received. If there are several alternative moves, it is better to choose the one that requires spending two dice rather than one. When the checkers cannot be moved at all, you have to skip a move.

What is the difference between long and short backgammon?

The long rules of backgammon differ from those mentioned above only in that it is forbidden to knock out enemy pieces. In addition, white’s “home” is points numbered 13 and 18, and “black’s” is 1 and 6. Also, the difference is that in long backgammon both players move their pieces counterclockwise, that is, not towards each other, and one after another. One of the rules states that in no case should you build an impenetrable screen in front of your opponent’s checkers. It is permissible to remove checkers from the board based on the dropped points: the piece is removed from the field whose number corresponds to the number of points scored. In short backgammon the starting position is more difficult. The player’s “house” and the player’s “yard” are positions 6 and 1, 12 and 7, respectively, the enemy’s “home” and “yard” are 19 and 24, 13 and 18. Before playing short backgammon, you need to arrange the pieces in the correct order: two in positions 1 and 2, and four in positions 12 and 19, and three in position 17. The same, taking into account the reverse numbering, applies to and opponent.

In addition to long and short, there are other varieties of backgammon, among which the short Caucasian ones stand out. Their rules are no different from the accepted ones, however, the enemy’s checkers cannot be knocked down in your “home”. When a game is played with bets, its conditions are negotiated separately between the parties. Sometimes they use the so-called “doubling cube”, which helps to keep track of the increase in bets. In addition, during a “double” the bets are doubled. If desired, you can negotiate with your opponent maximum amount“doubles” per game.

Backgammon (other common names: backgammon, backgammon, tavla, shesh-besh, kosha) is an ancient oriental game. The origin of this game is not exactly known, but it is known that people have been playing this game for more than 5,000 years, for which there is historical evidence. Thus, the oldest of the backgammon boards was found in Iran (in Shahri-Sukhta) and dates back to about 3000 BC. An analogue of this game was discovered in the tomb of Pharaoh Tutankhamun (XV BC .).

The rules of the game of backgammon are simple and novice players will master them quite easily, but nevertheless, in order to win you need logical thinking and of course luck. There are two main varieties - and backgammon. The Backgammon game consists of a special board, 30 checkers, two different colors and two dice dice). The game involves 2 players.


Short backgammon


Starting position


Fig 1. Board with checkers in starting position. An arrangement that is mirror symmetrical to the one shown in the figure is also possible. The house in it is located on the left, and the yard is, accordingly, on the right.


Fig 2. The direction of movement of the white checkers. Black checkers move in the opposite direction.

Rice. 3. Two ways White can play

Short backgammon (Fig. 1) is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four groups of six triangles each. These groups are called - house, yard, enemy's house, enemy's yard. The house and yard are separated by a bar that protrudes above the playing field and is called a bar.

Points are numbered for each player separately, starting from the house of that player. The farthest point is the 24th point, which is also the first point for the opponent. Each player has 15 checkers. The initial arrangement of checkers is as follows: each player has two checkers in the twenty-fourth point, five in the thirteenth, three in the eighth and five in the sixth.

Purpose of the game- move all your checkers to your home and then remove them from the board. The first player to remove all his checkers wins the game.

Checkers movement

Players take turns throwing two dice and making moves.

The numbers on each dice indicate how many points, or steps, the player must move his checkers. Checkers always move in only one direction (Fig. 2) - from points with higher numbers to points with lower numbers.

In this case, they apply following rules:

A checker can only move to an open point, that is, to one that is not occupied by two or more checkers of the opposite color.

The numbers on both dice make up separate moves.

For example, if a player rolls 5 and 3 (Fig. 3), then:

He can move one checker three steps, and the other five,

Or he can move with one checker eight (five plus three) steps at once, but the latter only if the intermediate point (at a distance of three or five steps from the starting point) is also open.

The player who rolls the double plays each of the numbers on each of the dice twice. For example, if the roll is 6-6, then the player must make four moves of six points each, and he can move the checkers in any combination as he sees fit.

The player must use both numbers that he got if they are allowed by the rules (or all four numbers if he got a double). When only one number can be played, the player must play that number.

If each number can be played individually (but not both together), the player must play the larger number.

If a player cannot make a move, then he misses his move. In case of a double, if the player cannot use all four numbers, he must play as many moves as possible.


How to hit and load a checker


A point occupied by only one checker is called blot. If a checker of the opposite color stops at this point, the blot is considered hit and placed on the bar. At any time when one or more checkers are on the bar, the player's first responsibility is to charge the checkers in the opponent's house. The checker comes into play by moving to the point corresponding to the rolled die value.

For example, if a player rolls 4 and 6, he can load a checker into the fourth or sixth points, if they are not occupied by two or more enemy checkers.

If both points corresponding to the values ​​of the thrown dice are occupied, the player misses his turn.

If a player can enter some of his checkers, but not all, he must load all the checkers that are possible and then skip the rest of his turn. Once all the checkers have been entered from the bar, the unused dice values ​​can be used as usual by moving the checker you loaded or any other checker.


How to throw away checkers

When a player has brought all of his fifteen checkers to his home, he can begin throwing them off the board. The player throws out a checker as follows: a pair of dice are thrown, and the checkers that stand on the points corresponding to the dropped values ​​are removed from the board. For example, if you roll 6 points, you can remove the checker from the sixth point.

If there are no checkers on the point corresponding to the rolled die, the player is allowed to move the checker from points larger than the rolled number. If a player can make any moves, he is not required to throw a checker off the board.



During the checkers throwing phase, all the player's checkers must be in his house. If a checker is hit during the process of throwing checkers, then the player must bring the checker back to his home before he continues throwing checkers. The first one to remove all the checkers from the board wins the game.


Rules of the game


Number of players - two. The number of checkers on the board is 15 for each player.

The initial location of the checkers of each player is called the head, and the move from initial position called "from the head" or "take from the head." You can only take one checker from your head in one move.

The player rolls two dice at the same time. After making a throw, the player must move any checker by a number of cells equal to the rolled number of one of the dice, and then any one checker by a number of cells equal to the rolled number of the other die. Those. if the dice roll shows, for example, six or five, the player must move one checker six squares, and then any one (can be the same one, or another) five squares. In this case, you can always take only one checker from your head. The only exception is the first throw in the game. If one checker that can be removed from the head passes, then the second one can be removed. There are only three such stones for the first player: six-six, four-four and three-three (the opponent’s checkers standing on the head get in the way). If one of these stones falls, the player removes two checkers from his head. For the second player, the number of stones at which two checkers can be removed from the head increases, since it is not only the head that prevents the first stone from passing, but also the stone removed by the opponent. If the opponent's first throw is: two-one, six-two or five-five, then the second player can remove the second checker also with throws five-five and six-two (except: six-six, four-four and three-three, which also do not go directly).

It is impossible to move two checkers by the number of cells shown by one die. Those. If the dice roll is six to five, the player cannot move one checker, for example, to three and the other to three squares, so that together they get six, and then play five.

If a hollow falls out, i.e. identical points on two dice, for example, five-five, the player makes four moves (for the number of cells corresponding to the dice).

You cannot place your checker on a square occupied by an opponent's checker. If a checker lands on an occupied square, then it is said to be “not moving.” If the enemy's checkers occupy six squares in front of any checker, then such a checker is locked.

You cannot lock all fifteen of your opponent's checkers. That is, it is possible to build a fence of six checkers in a row only if at least one enemy checker is in front of this fence.

If the player cannot make a single move for the number of points that fell on each die, i.e. if the checkers do not move, then the points disappear and the checkers do not move.

If a player can make a move for the number of points that fell on one of the dice, and cannot make a move for the number of points that fell on the second die, he makes only the move that is possible, and the remaining points are lost.

If the player has the opportunity to do full speed, he is obliged to do it even to the detriment of his interests. If a stone falls out that allows the player to make only one move, and any of the two, then the player must choose more. Smaller points are lost. The point of the game is to go through a full circle with all the checkers, bring them into the house and throw away all the checkers before the opponent does.

Each player's home is the last quarter of the playing field, starting with a square 18 squares from the head. Throwing away checkers means making moves with them so that the checkers end up outside the board. A player can start throwing away checkers only when all his checkers have reached the house.

There is no one. If the player who started first has thrown away all his checkers, and the second player can do the same with the next throw, the second is considered a loser, since there will be no next throw: the game ends as soon as one of the players has thrown away all his checkers.

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: player's house, player's yard, enemy's house and enemy'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 house is located in the quadrant closest to his right. The houses are opposite each other, as are the courtyards located in the left quadrant.
    • The player moves his checkers from the enemy's house counterclockwise 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 point number 24 being the furthest away and point number 1 being in the near right corner of the house. Players move their checkers from opposite ends of the board, so that one player's point 1 is numbered 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, it is not the winner who wins points, but the loser who loses them. So if you win, your opponent will lose by par, double or triple, depending on the bets on the doubling die. This die is not a die, but just a mark. At the beginning of the game, it is placed with the one side up, but during the game you can double your bet: this is done at the beginning of your turn before rolling the dice.

    • If you offer a doubling and your opponent accepts, the die is turned with the new number up and placed in your opponent's court. Now only he will be able to offer doubling on one of his subsequent moves.
    • If the opponent does not accept the doubling, then he loses the game at the initial bet on the dice.
    • You can double your bet re-double 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 checkers into the house, try to occupy as many points as possible with two checkers, do not pile up 5-6 checkers in several points. This will not only give you more options when moving to open points, but it will also complicate the movement of enemy checkers, reducing the number of open points for them.

Part 3

Taking checkers and putting them back into play
  1. Beat the blot and the enemy's checker will go to the bar. If you beat blot, that is, you place your checker on a point occupied by only one of your opponent’s checkers, his checker goes to the bar. Try to hit 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 enemy’s checkers.

    • If a player's checker is on the bar, he does not have the right to move other checkers until he moves it from the bar to the opponent's house.
  2. Introduce beaten checkers back into the game. If the enemy has beaten your blot, then your checker is placed on the bar. Now your task is to return this checker back to the field, to the enemy’s house. To do this, you roll the dice, and if you get a number corresponding to an open point in your opponent's house, you place your checker on that point. If the points with the dropped numbers are closed, you skip your turn and try again on your next turn.

    • For example, if you throw a 2, you can take a checker to the 23rd point in the opponent’s house, if, of course, it is open, since in this case the checker from the bar moves to two points.
    • When withdrawing from a bar, you cannot sum two drawn numbers. For example, if you roll 6-2, you cannot move 8 points with one checker. In this case, you can move your checker to the sixth or second point, if they are free.
  3. Having removed all your checkers from the bar, you can continue to move other checkers. Once there are no more checkers left on the bar, you can move checkers on the board again. If you have removed the last checker from the bar, and at the same time you still have the second number drawn unused, you can match 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 into play. If, after throwing the dice, you were able to enter only one, the second move is lost, and you try to enter the remaining checker 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 remove 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 your opponent, that is, throw them out of the game. To do this, you roll both dice and then remove the corresponding checkers from the board. The numbers rolled must be equal to or greater than the number of points required for the thrown checkers to end up outside the board.

    • For example, if you roll a 6-2, you can discard the checkers on spots 6 and 2. However, if you don't have a checker on spot 6, you can discard the checker on a lower-numbered spot, such as spot 5 or 4.
  2. First, move all your checkers into the house. You can throw checkers out of the game only after all your checkers are in your house. You need to safely transfer all your checkers to points 1-6. At these points the checkers can be positioned in any way you like. But don’t forget that your checkers are still vulnerable in the house.

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

    • If you need to throw dice and you cannot throw away any checker, move one of the checkers. For example, if you have 2 checkers left on points 6 and 5 and the result is 2-1, move the checker from point 6 to point 4 and from point 5 to 4 as well.
    • Can be used higher value on the dice to remove the checker from the smaller point from the game. If the roll is 5-4, and you only have a few checkers left at points 2 and 3, then you can throw away two of them.
    • You must use the die with the lower value first, even if this means that you will not be able to make full use of the numbers rolled. For example, if you have a checker on point 5 and roll 5-1, then first you move the checker one point, placing it on point 4, and then throw it out of the game using 5.
  4. Throw out all 15 checkers from the game. If you do this before your opponent, you will win the game. However, not all victories are equal. An opponent can lose in one of three ways:

    • A common defeat. Occurs when you throw all your checkers out of the game before your opponent. The opponent loses the value on the doubling die.
    • Mars(gammon). If you throw all your checkers out of the game before your opponent has time to throw out at least one, then your opponent loses with Mars, that is, with the value on the doubling die doubling.
    • Coke(backgammon). If you throw away all of your game checkers before your opponent has had a chance to throw away at least one, and one or more of your opponent's checkers are still on the bar or in your house, then your opponent loses with a Cox, that is, with the value on the doubling die tripled .