Backgammon/ Tavla Holz ca 48 x 48 cm Original türkisches Brettspiel handgearbeitet. Lieferung incl. 30 Spielsteine weiß und schwarz und 2 kleinen Würfeln. Sowohl Spielfläche wie das Spielziel sind dem heutigen Backgammon ähnlich. In Griechenland spricht man Tavli, in der Türkei von Tavla und. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Strategie- und Glücksspiel. Dabei gewinnt jener Spieler, der als Erster alle eigenen Steine aus dem Spielfeld abtragen kann. <
BackgammonBackgammon günstig online kaufen bei Amazon ✓ Neuheiten Master Games TBackgammon-Tavla -Big Size 48cm x 24cm x 6. Wie viele andere kulturelle Errungenschaften entstammt auch Backgammon Die Griechen nennen es "Tavli", die Türken "Tavla", die Italiener "Tavola Reale",. Spielanleitung/Spielregeln Backgammon (Anleitung/Regel/Regeln), BrettspielNetz. Ein Buch zur Taktik zum kostenlosen Herunterladen: Yeni Tavla. Und alle.
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A player may not move any other checkers until all checkers on the bar belonging to that player have re-entered the board.
If the opponent's home board is completely "closed" i. When all of a player's checkers are in that player's home board, that player may start removing them; this is called "bearing off".
A roll of 1 may be used to bear off a checker from the 1-point, a 2 from the 2-point, and so on. If all of a player's checkers are on points lower than the number showing on a particular die, the player must use that die to bear off one checker from the highest occupied point.
When bearing off, a player may also move a lower die roll before the higher even if that means the full value of the higher die is not fully utilized.
For example, if a player has exactly one checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker one place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6; this is sometimes useful tactically.
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  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  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. And the best, right now, and always, is the new and improved BlueStacks!
BlueStacks 4 is not available on Windows XP. You must have Windows 7 or higher. Windows 10 is recommended. Already using BlueStacks?
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Automate the predictable in Backgammon — Lord of the Board: online tavla oyna! If the losing player has not borne off any of their checkers by the time the winner has won, the winner will achieve 2 points, and is known as losing a gammon.
If the losing player has not borne off any of their checkers and has checkers in the opponent's home board lower right quadrant or are still knocked off, the winner scores three points, which is known as losing a backgammon.
The doubling cube is a fun option for players who are seasoned backgammon aficionados. Turn this option on or off in the menu at the start of the game.
It is a marker, instead of a die. The opponent must either accept th doubled stake or resign to defeat immediately thus ending the game.
The option to redouble belongs exclusively to the player who accepted the double. Technically, the game can be doubled up to 64 times the score, but it rarely goes beyond 4.
If the "double" is declined, the doubler wins however many points the doubling cube is showing 1 x doubling cube. If the game is played, the resulting score will then be multiplied by the doubling cube number.
This little die adds a lot of fun strategy to the game. We recommend trying it on for size! Backgammon is the 28th game we make here at CardGames.
It's been requested a lot over the years, but the main reason it was never created was the custom graphics needed for it. Well, finally we did it!
Backgammon is the first game developed by CardGames. Winning a single game can take a long time, so we decided to just make the simplest version, without the doubling dice and tracking wins over many games.
However, if we get a lot of requests for that we might add it later. The game board and pieces are custom graphics made here at CardGames.
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Interstitial ads. Use dark theme. Holiday themes. Hide Multiplayer button. Customize opponents If there is no checker on the point indicated by the roll, then you must make a legal move using a checker on a higher-numbered point.
If there are no checkers on higher-numbered points, you are permitted to remove a checker from the highest point that has one. You may not unnecessarily "waste pips" during bearoff.
This means you should always bear off a checker where possible rather than use a smaller number to move that checker forward.
White must use the 5 to bear off the checker on the three-point. He may not play the 2 first, for that would waste pips.
If a checker is hit during bearoff, it must be reentered and returned to the player's finishing table before that player can resume bearing off his checkers.
Scoring: The first player to bear off all fifteen checkers wins the game. If the losing player has borne off at least one checker, he loses only one point.
If the losing player has not borne off any checkers, he loses two points.