Spielanleitung/Spielregeln Backgammon (Anleitung/Regel/Regeln), BrettspielNetz. Ein Buch zur Taktik zum kostenlosen Herunterladen: Yeni Tavla. Und alle. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus In der Türkei, wo das Spiel ebenfalls überaus beliebt ist, heißt es Tavla. Auch in Bulgarien wird es gerne gespielt und heißt dort Tabla (Табла). eBay Kleinanzeigen: Backgammon Tavla, Kleinanzeigen - Jetzt finden oder inserieren! eBay Kleinanzeigen - Kostenlos. Einfach. Lokal.
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Backgammon Tavla Navigation menu VideoBeginner Tutorial: How To Play Backgammon
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Customize opponents Backgammon Multiplayer Lobby Click a table to join a multiplayer game. Leave table Private table created The code for the table is: Give that code to whoever you want to play with, they can use it to join.
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Connection problem Your connection to the game server is having some problem, but we are trying to reconnect you to the game. Game disconnected Sorry, we couldn't connect you back to your game.
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Game table not found Sorry, we couldn't find your game table on our servers! Challenge sent You have challenged to a game. 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. 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. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.
The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.
For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.
The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count". The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage.
Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "money" and "match" play.
Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match.
For example, a player leading a 9-point match by a score of 7—5 would be very reluctant to turn the doubling cube, as their opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game.
Conversely, the trailing player would double very aggressively, particularly if they have chances to win a gammon in the current game.
In money play, the theoretically correct checker play and cube action would never vary based on the score.
In , Emmet Keeler and Joel Spencer considered the question of when to double or accept a double using an idealized version of backgammon. In their idealized version, the probability of winning varies randomly over time by Brownian motion , and there are no gammons or backgammons.
To reduce the possibility of cheating, most good quality backgammon sets use precision dice and a dice cup. Online cheating has therefore become extremely difficult.
In State of Oregon v. Barr , a court case pivotal to the continued widespread organised playing of backgammon in the US, the State argued that backgammon is a game of chance and that it was therefore subject to Oregon's stringent gambling laws.
Paul Magriel was a key witness for the defence, contradicting Roger Nelson, the expert prosecution witness, by saying, "Game theory, however, really applies to games with imperfect knowledge, where something is concealed, such as poker.
Backgammon is not such a game. Everything is in front of you. The person who uses that information in the most effective manner will win.
Walker concluded that backgammon is a game of skill, not a game of chance, and found the defendant, backgammon tournament director Ted Barr, not guilty of promoting gambling.
Early Muslim scholars forbade backgammon. Enthusiasts have formed clubs for social play of backgammon. A backgammon chouette permits three or more players to participate in a single game, often for money.
One player competes against a team of all the other participants, and positions rotate after each game. Chouette play often permits the use of multiple doubling cubes.
Backgammon clubs may also organize tournaments. Large club tournaments sometimes draw competitors from other regions, with final matches viewed by hundreds of spectators.
Winners at major tournaments may receive prizes of tens of thousands of dollars. Level up faster, play more. Script your way to gaming glory in Backgammon — Lord of the Board: online tavla oyna!
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Backgammon Plus. Bloons TD Battles. 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. There is no doubling in this game. There is no "hit-and-run" in the player's home board.
You may not unnecessarily waste pips during bearoff. The winner scores one point for a normal win and two points for a gammon.
There is no backgammon. There is no doubling cube. The gameplay on Backgammon is seamless and you'll quickly become addicted to the beautiful artwork and perfect puzzle game.
Backgammon is a popular ancient board game. It is played with two players lucky you, we have a computer player to enjoy! The object of backgammon is to move all your checkers around the board in a clockwise motion and ultimately bear off the checkers from the board.
The first player to remove all their checkers is the winner. Alternate turns with your opponent moving checkers toward your home in the upper right hand quadrant of the backgammon board.
Move checkers by rolling the dice. The numbers on the dice refer to how many spaces you may move with one or more checkers.
Highlights show you where the checkers can possibly move. If you roll doubles, you get to move each die twice, concluding in four moves for that turn.
You may move your checkers onto any Point so long as it is occupied by your checkers, is empty, or has 1 opponent checker.
You may not move your checkers onto a Point with two or more opponent checkers.