Backgammon-Beiträge
Es wird in Griechenland hauptsächlich in drei Varianten gespielt: Die Variante „Portes“ ist dem Backgammon sehr ähnlich. Die Spielsteine werden entsprechend. Huhu, vor einiger Zeit hat mir ein älteres badisches Ehepaar beim Gespräch über Spiele von einer Backgammon-Variante erzählt, die sie. Backgammon-Varianten: Populäre Spiele. Es gibt viele andere Veränderungen von Backgammon. Das Backgammonbrett selbst ist vielseitig begabt, daß es.Backgammon Varianten Backgammon Game Variants Video
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Einzelne gegnerische Steine können jedoch blockiert werden, indem einer oder mehrere der Euro Teams Steine auf dem Feld des gegnerischen Steins bleiben. Der Spieler, der gedoppelt hat, kann nun würfeln und das Spiel fortsetzen. Vor ca. Wenn eine oder Fallout Shelter Baracken Zahlen nicht regelgerecht gezogen werden können, verfallen sie.As before, if there is a way to use all moves showing on the dice by moving checkers within the home board or by bearing them off, the player must do so.
If a player's checker is hit while in the process of bearing off, that player may not bear off any others until it has been re-entered into the game and moved into the player's home board, according to the normal movement rules.
The first player to bear off all fifteen of their own checkers wins the game. If the opponent has not yet borne off any checkers when the game ends, the winner scores a gammon , which counts for double stakes.
If the opponent has not yet borne off any checkers and has some on the bar or in the winner's home board, the winner scores a backgammon , which counts for triple stakes.
To speed up match play and to provide an added dimension for strategy, a doubling cube is usually used. The doubling cube is not a die to be rolled, but rather a marker, with the numbers 2, 4, 8, 16, 32, and 64 inscribed on its sides to denote the current stake.
At the start of each game, the doubling cube is placed on the midpoint of the bar with the number 64 showing; the cube is then said to be "centered, on 1".
When the cube is centered, either player may start their turn by proposing that the game be played for twice the current stakes.
Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately. Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to that player.
For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.
There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.
In money games, a player is often permitted to "beaver" when offered the cube, doubling the value of the game again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the "raccoon". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. An example of a "raccoon" is the following: White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke the "Murphy rule" or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.
When a player decides to double the opponent, the value is then a double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The "Jacoby rule", named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The "Crawford rule", named after John R. Crawford , is designed to make match play more equitable for the player in the lead.
If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the "Crawford game".
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play. If the Crawford rule is in effect, then another option is the "Holland rule", named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s, but is now rarely used. There are many variants of standard backgammon rules.
Some are played primarily throughout one geographic region, and others add new tactical elements to the game. Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
A player also receives an extra turn after a roll of or of doubles. Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the 24, 23 and 22 points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions.
Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is "safe".
All 15 pieces start on the 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard [18] in which players start with one less checker on the 6-point and midpoint and two checkers on the point.
Russian backgammon is a variant described in as: " In this variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that the turn ends if any portion of it cannot be completed.
Gul bara and Tapa are also variants of the game popular in southeastern Europe and Turkey. The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.
Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece.
Together, the three are referred to as Tavli. Misere backgammon to lose is a variant of backgammon in which the objective is to lose the game. Other minor variants to the standard game are common among casual players in certain regions.
For instance, only allowing a maximum of five checkers on any point Britain [24] or disallowing "hit-and-run" in the home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture. Strategies can derive from that.
The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. The rules are identical to the classic backgammon rules, but the tactics and strategies must be modified to suit confrontation with two opponents.
Backgammon rules, set up and objective are similar to the standard classic ones. The game itself may be a little bit more challenging, since each player must face 3 opponents at the same time.
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Don't like the Christmas theme? Backgammon Rules Backgammon is one of the oldest known boardgames. In Tavli games there is a regular win, which credits the winner with 1 point, and a double win, called gammon, which credits the winner with 2 points.
Gammon is obtained when the winner removes from the board all of his checkers, before his opponent had the chance to remove a single checker. Backgammon score, which credits the winner with 3 points in western and online backgammon, does not exist in Tavli.
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