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Backgammon

Long backgammon: rules

This is how long backgammon works on our site: exactly what the game server checks and does.

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1Players and the start

  • Two players: White and Black. An empty seat can be taken by a bot.
  • The game starts when both players have pressed “Ready”.
  • Each player has 15 checkers. At the start they all stand on one point — the “head”. White's and Black's heads are on different halves of the board.
  • The server decides who moves first: it rolls two dice, one for White and one for Black, rerolling a double. The higher die starts, and that roll is immediately their first move.

2Moving

  • A player rolls two dice and moves by the numbers rolled: one checker per number. You can move two different checkers or one checker by both numbers in a row.
  • A double gives four moves of the rolled number.
  • Both players' checkers move in the same direction: from their head across the whole board to their home.
  • If no legal move exists for the roll, the turn is skipped automatically and the arbiter says so in the chat.
  • The turn passes to the opponent when all numbers are played or the remaining numbers cannot be played.

3Moving from the head

  • Only one checker may leave the head per turn.
  • Exception — a player's first turn: with a double 6-6, 4-4 or 3-3 two checkers may leave the head.

4Opponent points and the six-point block

  • There is no hitting in long backgammon. A checker may not land on a point holding even one opponent checker.
  • You may not build a block — six points in a row with your checkers — if no opponent checker is ahead of it, i.e. if all opponent checkers still have to pass through that block. If at least one opponent checker has already passed it, the block is allowed.

5Home and bearing off

  • Home is the last six points on the checkers' path.
  • You may bear off (take checkers off the board) only when all 15 of your checkers are in your home, counting those already borne off.
  • A checker is borne off with the number equal to its distance to the edge of the board: with a 1 from the outermost home point, with a 6 from the farthest one.
  • A higher number than needed may bear off a checker only if it stands on the farthest occupied point of the home.
  • Instead of bearing off, a rolled number may be used to move a checker within the home.

6Winning: oin and mars

  • The first player to bear off all 15 checkers wins.
  • Oin — a regular win: the loser has borne off at least one checker. The winner is credited with 1 win, the loser with 1 loss.
  • Mars — the loser has not borne off a single checker. The winner is credited with 2 wins, the loser with 2 losses.
  • When the game ends, the arbiter writes in the chat which kind of win it was: “Win: oin (1 point)” or “Win: mars (2 points)”.
  • There is no koks, no home mars and no doubling cube on the site.

7Resigning and leaving

  • You can resign at any moment of the game. Pressing “Stand Up” during a game is also a resignation.
  • Resigning with no checkers borne off is a mars. Resigning after at least one checker has been borne off is an oin.
  • If a player disconnects and does not return within 30 seconds, they lose by the same rule: no checkers borne off — mars, otherwise oin.

8Statistics

  • “Games” is the number of games played. “Wins” and “Losses” are counted in points: oin is 1, mars is 2. So “Games” may differ from wins plus losses.
  • The number in brackets next to wins and losses shows how many of those games ended in a mars.
Long backgammon rules | VideoChess 2x2