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Backgammon

On small screens, swipe the board sideways. Race your 15 checkers home, outsmart the computer, and bear them off first.

You (red)Computer (blue)
Red moves counterclockwise
Opening roll
Tap a red checker, then a glowing destination. To finish, tap the BEAR OFF tray.
How to play & full rules

Goal: Move all 15 red checkers into your home board (bottom-right by default), then bear them off before the computer does. The first player to bear off all their checkers wins.

  • Opening: You and the computer roll one die each. Highest goes first, playing both opening dice. Ties are rerolled.
  • Turns: Roll two dice; move one checker by each number, in either order. Doubles grant four moves of that number.
  • Landing: You can land on an empty point, one with your own checkers, or one opposing checker. A point with two or more opposing checkers is blocked.
  • Hitting: Landing on a single opposing checker sends it to the middle bar. A player with checkers on the bar must re-enter them before moving anything else.
  • Bearing off: Only after all your checkers are in your home six points and none are on the bar. Use an exact roll, or a higher roll to bear off your farthest remaining checker when no checker is farther from home.
  • Required moves: Play as many dice as legally possible. If only one of two different dice can be played, you must use the higher die. You cannot voluntarily pass a legal move.
  • Wins: A gammon means the loser bore off none. A backgammon means the loser bore off none and still has a checker on the bar or in the winner’s home board.

This is a single-game version, without a doubling cube or match points. You can reverse the displayed board under Options.

Backgammon — Leiðbeiningar

Kotra blandar kapphlaupi, hindrunum og höggum gegn tölvuandstæðingi með stillanlegri erfiðleika.

Þessi valmynd breytir leiðbeiningunum, ekki stjórntækjum leiksins. Þau eru á ensku nema leikurinn hafi eigin tungumálavalmynd. Orðaleikir nota ensk orð.

Hvernig á að spila

Upphafskast ákveður hver byrjar. Kastaðu, veldu rauða skífu og upplýstan áfangastað. Færðu allar 15 skífurnar heim og síðan út. Í síma má skruna borðinu lárétt.

Reglur

Hver teningur er sérstök færsla; tvöföld tala gefur fjórar. Nota verður báða ef hægt er, annars hærri þegar hún er lögleg. Tveir andstæðingar loka reit; stök skífa er send á slána. Skífur á slá verða fyrst inn aftur. Útburður byrjar þegar allar eigin skífur eru heima. Of hátt kast má bera út fjarlægustu skífuna ef engin er fjær. Fyrstur með allar út vinnur; enginn tvöföldunarteningur er notaður.

Ráð og herkænska

Byggðu samliggjandi varða reiti og forðastu óvarðar stakar skífur. Athugaðu báðar raðir teninganna.

Um leikinn

Kotra blandar kapphlaupi, hindrunum og höggum gegn tölvuandstæðingi með stillanlegri erfiðleika.