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The Card Players, 17th-century painting by A card game is any using as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as ).
A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person. Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay. Similarly, some games that are placed in the card game genre involve a board.
The distinction is that the gameplay of a card game primarily depends on the use of the cards by players (the board is simply a guide for scorekeeping or for card placement), while (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose. Given the association of card games and gambling, the pope, banned card games on, 1750.
1400 AD, A card game is played with a deck or pack of which are identical in size and shape. Each card has two sides, the face and the back.
Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
The first playing cards appeared in the ninth century during. The first reference to the card game in world history dates no later than the 9th century, when the, written by Tang Dynasty writer Su E, described Princess (daughter of ) playing the ' in 868 with members of the (the family of the princess' husband). The statesman and historian has noted that paper playing cards arose in connection to an earlier development in the book format from scrolls to pages. During the (1368–1644), characters from popular novels such as the were widely featured on the faces of playing cards. A precise description of Chinese money playing cards (in four suits) survived from the 15th century. Mahjong tiles are a 19th-century invention based on three-suited money playing card decks, similar to the way in which tiles were derived recently from modern Western playing cards. Playing card (king of cups), c.15th century The same kind of games can also be played with tiles made of wood, plastic, bone, or similar materials.
The most notable examples of such tile sets are, and tiles. Are also available as playing cards. It is not clear whether really played with domino cards as early as 969, though.: 39 Legend dates the invention of dominoes in the year 1112, and the earliest known domino rules are from the following decade. 500 years later domino cards were reported as a new invention. Playing cards first appeared in Europe in the last quarter of the 14th century.: 35 The earliest European references speak of a or game called naib, and in fact an almost complete Egyptian deck of 52 cards in a distinct oriental design has survived from around the same time, with the four suits swords, polo sticks, cups and coins and the ranks king, governor, second governor, and ten to one.: 40f The 1430s in Italy saw the invention of the, a full Latin-suited deck augmented by suitless cards with painted motifs that played a special role as trumps. Are still played with (subsets of) these decks in parts of Central Europe. Abbyy finereader 10 free download with crack.
A full tarot deck contains 14 cards in each suit; low cards labeled 1–10, and court cards Valet (Jack), Chevalier (Cavalier/Knight), Dame (Queen), and Roi (King), plus the Fool or Excuse card, and 21 trump cards. In the 18th century the card images of the traditional Italian tarot decks became popular in and evolved into 'esoteric' decks used primarily for the purpose; today most tarot decks sold in North America are the occult type, and are closely associated with fortune telling. In Europe, 'playing tarot' decks remain popular for games, and have evolved since the 18th century to use regional suits (Spades/Hearts/Diamonds/Clubs in France, Leaves/Hearts/Bells/Acorns in Germany) as well as other familiar aspects of the Anglo-American deck such as corner card indices and 'stamped' card symbols for non-court cards. Decks differ regionally based on the number of cards needed to play the games; the French tarot consists of the 'full' 78 cards, while Germanic, Spanish and Italian Tarot variants remove certain values (usually low suited cards) from the deck, creating a deck with as few as 32 cards.
The French suits were introduced around 1480 and, in France, mostly replaced the earlier Latin suits of swords, clubs, cups and coins.: 43 (which are still common in Spanish- and Portuguese-speaking countries as well as in some northern regions of Italy): 30f The suit symbols, being very simple and single-color, could be stamped onto the playing cards to create a deck, thus only requiring special full-color card art for the court cards. This drastically simplifies the production of a deck of cards versus the traditional Italian deck, which used unique full-color art for each card in the deck.
The French suits became popular in English playing cards in the 16th century (despite historic animosity between France and England), and from there were introduced to British colonies including North America. The rise of Western culture has led to the near-universal popularity and availability of French-suited playing cards even in areas with their own regional card art. In Japan, a distinct 48-card deck is popular. It is derived from 16th-century Portuguese decks, after undergoing a long evolution driven by laws enacted by the attempting to ban the use of playing cards The best-known deck internationally is the 52-card Anglo-American deck used for such games as and. It contains one card for each unique combination of thirteen ranks and the four French spades, hearts, diamonds, and clubs. The ranks (from highest to lowest in bridge and poker) are ace, king, queen, jack (or knave), and the numbers from ten down to two (or deuce). The trump cards and knight cards from the French playing tarot are not included.
Originally the term 'knave' was more common than 'jack'; the card had been called a jack as part of the terminology of since the 17th century, but the word was considered vulgar. (Note the exclamation by Estella in 's novel: 'He calls the knaves, Jacks, this boy!' ) However, because the card abbreviation for knave ('Kn') was so close to that of the king, it was very easy to confuse them, especially after suits and rankings were moved to the corners of the card in order to enable people to fan them in one hand and still see all the values. (The earliest known deck to place suits and rankings in the corner of the card is from 1693, but these cards did not become common until after 1864 when Hart reintroduced them along with the knave-to-jack change.) However, books of card games published in the third quarter of the 19th century evidently still referred to the 'knave', and the term with this definition is still recognized in the. Since the 19th century some decks have been specially printed for certain games. Old Maid, Phase 10, Rook, and Uno are examples of games that can be played with one or more 52 card decks but are usually played with custom decks. Cards play an important role in board games like and.
Typical structure of card games Number and association of players. Historically, card games such as and were opportunities for quiet socializing, as shown in this 1930s slide photo taken in. Any specific card game imposes restrictions on the number of players.
The most significant dividing lines run between one-player games and two-player games, and between two-player games and multi-player games. Card games for one player are known as solitaire or patience card games. (See.) Generally speaking, they are in many ways special and atypical, although some of them have given rise to two- or multi-player games such as.
In card games for two players, usually not all cards are distributed to the players, as they would otherwise have perfect information about the game state. Two-player games have always been immensely popular and include some of the most significant card games such as, and. Many multi-player games started as two-player games that were adapted to a greater number of players. For such adaptations a number of non-obvious choices must be made beginning with the choice of a game orientation. One way of extending a two-player game to more players is by building two teams of equal size. A common case is four players in two fixed partnerships, sitting crosswise as in and.
Partners sit opposite to each other and cannot see each other's hands. If communication between the partners is allowed at all, then it is usually restricted to a specific list of permitted signs and signals.
17th-century French partnership games such as were special in that partners sat next to each other and were allowed to communicate freely so long as they did not exchange cards or play out of order. Another way of extending a two-player game to more players is as a cut-throat game, in which all players fight on their own, and win or lose alone. Most cut-throat card games are round games, i.e. They can be played by any number of players starting from two or three, so long as there are enough cards for all. For some of the most interesting games such as, and, the associations between players change from hand to hand.
Ultimately players all play on their own, but for each hand, some game mechanism divides the players into two teams. Most typically these are solo games, i.e. Games in which one player becomes the soloist and has to achieve some objective against the others, who form a team and win or lose all their points jointly. But in games for more than three players, there may also be a mechanism that selects two players who then have to play against the others.
Direction of play The players of a card game normally form a circle around a table or other space that can hold cards. The game orientation or direction of play, which is only relevant for three or more players, can be either or anticlockwise. It is the direction in which various roles in the game proceed.
Most regions have a traditional direction of play, such as:. Anticlockwise in most of Asia and in Latin America. Clockwise in North America and Australia. Europe is roughly divided into a clockwise area in the north and a counterclockwise area in the south. The boundary runs between, (mostly), and and, and (anticlockwise). Games that originate in a region with a strong preference are often initially played in the original direction, even in regions that prefer the opposite direction.
For games that have official rules and are played in tournaments, the direction of play is often prescribed in those rules. Determining who deals Most games have some form of asymmetry between players. The roles of players are normally expressed in terms of the dealer, i.e. The player whose task it is to shuffle the cards and distribute them to the players. Being the dealer can be a (minor or major) advantage or disadvantage, depending on the game. Therefore, after each played hand, the deal normally passes to the next player according to the game orientation. As it can still be an advantage or disadvantage to be the first dealer, there are some standard methods for determining who is the first dealer.
A common method is by cutting, which works as follows. One player shuffles the deck and places it on the table. Each player lifts a packet of cards from the top, reveals its bottom card, and returns it to the deck.
The player who reveals the highest (or lowest) card becomes dealer. In case of a tie, the process is repeated by the tied players. For some games such as whist this process of cutting is part of the official rules, and the hierarchy of cards for the purpose of cutting (which need not be the same as that used otherwise in the game) is also specified. But in general any method can be used, such as tossing a coin in case of a two-player game, drawing cards until one player draws an ace, or rolling dice.
Hands, rounds and games A hand is a unit of the game that begins with the dealer shuffling and dealing the cards as described below, and ends with the players scoring and the next dealer being determined. The set of cards that each player receives and holds in his or her hands is also known as that player's hand. The hand is over when the players have finished playing their hands. Most often this occurs when one player (or all) has no cards left. The player who sits after the dealer in the direction of play is known as eldest hand (or in two-player games as elder hand).
A game round consists of as many hands as there are players. After each hand, the deal is passed on in the direction of play, i.e. The previous eldest hand becomes the new dealer. Normally players score points after each hand. A game may consist of a fixed number of rounds.
Alternatively it can be played for a fixed number of points. In this case it is over with the hand in which a player reaches the target score. Shuffling.
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See also: The object of a is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or 'takes' the trick. The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards within the tricks won as possible, taking as few tricks (or as few penalty cards) as possible, taking a particular trick in the hand, or taking an exact number of tricks., and the various are popular examples. Matching games. See also: Drinking card games are, true to their name, a subset of using cards, in which the object in playing the game is either to drink or to force others to drink. Many games are simply ordinary card games with the establishment of 'drinking rules';, for instance, is virtually identical to but with additional rules governing drinking. Poker can also be played using a number of drinks as the wager. Another game often played as a drinking game is, quite popular in the.
Some card games are designed specifically to be played as drinking games. Multi-genre games Many card games borrow elements from more than one type.
The most common combination is matching and shedding, as in some variants of Rummy, and. However, many multi-genre games involve different stages of play for each hand. The most common multi-stage combination is a 'trick-and-meld' game, such as. Other multi-stage, multi-genre games include, and.
Collectible card games (CCGs). See also:, and Collectible card games are defined by the use of decks of proprietary cards that differ between players.
The contents of these decks are a subset of a very large pool of available cards which have differing effects, costs, and art. A player accumulates his or her deck through purchase or trade for desirable cards, and each player uses their own deck to play against the other. And are well-known collectible card games. Such games are also created to capitalize on the popularity of other forms of entertainment, such as and which both have had CCGs created around them. Casino or gambling card games.
See also: Many other card games have been designed and published on a commercial or amateur basis. In some cases, the game uses the standard 52-card deck, but the object is unique. In, for example, players play single cards, and are told whether the play was legal or illegal, in an attempt to discover the underlying rules made up by the dealer. Most of these games however typically use a specially made deck of cards designed specifically for the game (or variations of it). The decks are thus usually proprietary, but may be created by the game's players., and are popular dedicated-deck card games; 1000 Blank White Cards is unique in that the cards for the game are designed by the players of the game while playing it; there is no commercially available deck advertised as such. Free download program pure moods volume 2 rar. Simulation card games A deck of either customised dedicated cards or a standard deck of playing cards with assigned meanings is used to simulate the actions of another activity, for example.
Fictional card games. See also: Many games, including card games, are fabricated by and screenwriters to distance a culture depicted in the story from present-day Western culture. They are commonly used as filler to depict background activities in an atmosphere like a bar or rec room, but sometimes the drama revolves around the play of the game. Some of these games become real card games as the holder of the intellectual property develops and markets a suitable deck and ruleset for the game, while others, such as 'Exploding Snap' from the franchise, lack sufficient descriptions of rules, or depend on cards or other hardware that are infeasible or physically impossible. See also.
A backgammon set, consisting of a board, two sets of 15 checkers, two pairs of dice, a doubling cube, and dice cups Years active Approximately 5,000 years ago in to present Genre(s) Players 2 Setup time 10–30 seconds Playing time 5–60 minutes Random chance Medium ( rolling) Skill(s) required, Backgammon is one of the oldest known. It is a two player game where each player has fifteen pieces ( checkers) which move between twenty-four triangles ( points) according to the roll of two dice. The objective of the game is to be first to bear off, i.e. Move all fifteen checkers off the board. Backgammon is a member of the family, one of the oldest classes of board games.
Backgammon involves a combination of strategy and luck (from rolling dice). While the dice may determine the outcome of a single game, the better player will accumulate the better record over series of many games, somewhat like.
With each roll of the dice, players must choose from numerous options for moving their checkers and anticipate possible counter-moves by the opponent. The optional use of a doubling cube allows players to raise the stakes during the game. Like, backgammon has been studied with great interest. Owing to this research, backgammon software has been developed that is capable of beating world-class human players (see for an example).
Paths of movement for red and black, with checkers in the starting position; viewed from the black side, with home or inner board at lower right Backgammon playing pieces are known variously as, stones, men, pawns, discs, pips, chips, or nips. The objective is to remove ( bear off) all of one's own checkers from the board before one's opponent can do the same. In the most often-played variants the checkers are scattered at first; as the game progresses they may be blocked or hit by the opponent. As the playing time for each individual game is short, it is often played in matches where victory is awarded to the first player to reach a certain number of points.
Setup Each side of the board has a track of 12 long triangles, called points. The points form a continuous track in the shape of a, and are numbered from 1 to 24. In the most commonly used setup, each player begins with fifteen checkers, two are placed on their 24-point, three on their 8-point, and five each on their 13-point and their 6-point.
The two players move their checkers in opposing directions, from the 24-point towards the 1-point. Points 1 through 6 are called the home board or inner board, and points 7 through 12 are called the outer board. The 7-point is referred to as the bar point, and the 13-point as the midpoint. Movement. Video of a game of backgammon, showing movement around the board, entering from the bar, formation of primes, use of the doubling cube and bearing off To start the game, each player rolls one die, and the player with the higher number moves first using the numbers shown on both dice. If the players roll the same number, they must roll again.
Both dice must land completely flat on the right-hand side of the gameboard. The players then alternate turns, rolling two dice at the beginning of each turn. After rolling the dice, players must, if possible, move their checkers according to the number shown on each die. For example, if the player rolls a 6 and a 3 (denoted as '6-3'), the player must move one checker six points forward, and another or the same checker three points forward. The same checker may be moved twice, as long as the two moves can be made separately and legally: six and then three, or three and then six. If a player rolls two of the same number, called doubles, that player must play each die twice.
For example, a roll of 5-5 allows the player to make four moves of five spaces each. On any roll, a player must move according to the numbers on both dice if it is at all possible to do so. If one or both numbers do not allow a legal move, the player forfeits that portion of the roll and his or her turn ends. If moves can be made according to either one die or the other, but not both, the higher number must be used. If one die is unable to be moved, but such a move is made possible by the moving of the other die, that move is compulsory. In the course of a move, a checker may land on any point that is unoccupied or is occupied by one or more of the player's own checkers. It may also land on a point occupied by exactly one opposing checker, or 'blot'.
In this case, the blot has been 'hit', and is placed in the middle of the board on the bar that divides the two sides of the playing surface. A checker may never land on a point occupied by two or more opposing checkers; thus, no point is ever occupied by checkers from both players simultaneously. There is no limit to the number of checkers that can occupy a point at any given time. Checkers placed on the bar must re-enter the game through the opponent's home board before any other move can be made. A roll of 1 allows the checker to enter on the 24-point (opponent's 1), a roll of 2 on the 23-point (opponent's 2), and so forth, up to a roll of 6 allowing entry on the 19-point (opponent's 6). Checkers may not enter on a point occupied by two or more opposing checkers.
Checkers can enter on unoccupied points, or on points occupied by a single opposing checker; in the latter case, the single checker is hit and placed on the bar. More than one checker can be on the bar at a time. A player may not move any other checkers until all checkers on the bar belonging to that player have re-entered the board. If a player has checkers on the bar, but rolls a combination that does not allow any of those checkers to re-enter, the player does not move. If the opponent's home board is completely 'closed' (i.e. All six points are each occupied by two or more checkers), there is no roll that will allow a player to enter a checker from the bar, and that player stops rolling and playing until at least one point becomes open (occupied by one or zero checkers) due to the opponent's moves. 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 may use that die to bear off one checker from the highest occupied point. For example, if a player rolls a 6 and a 5, but has no checkers on the 6-point and two on the 5-point, then the 6 and the 5 must be used to bear off the two checkers from the 5-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 bearing them off, the player must do so. If one player has not borne off any checkers by the time the opponent has borne off all fifteen, then the player has lost a gammon, which counts for double a normal loss.
If the losing player has not borne off any checkers and still has checkers on the bar or in the opponent's home board, then the player has lost a backgammon, which counts for three times a normal loss. Doubling cube. Doubling cube 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 bar with the number 64 showing; the cube is then said to be 'centered, on 1'.
When the cube is centered, the player about to roll may propose 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 facing upward, to indicate that the right to re-double belongs exclusively to the player who last accepted a double. If the opponent drops the doubled stakes, he or she loses the game at the current value of the doubling cube.
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 128, 256, 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. 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.g. If two automatic doubles have occurred putting the cube up to 4, the first in-game double will be for 8 points). 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, 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, 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. It is possible for a Crawford game never to occur in a match.
If the Crawford rule is in effect, then another option is the Holland rule, named after, 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 1980s but is now rarely used.
Variants. Todas tablas from the 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.
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 1-2 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 1-2 or of doubles. 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, meaning that exact are available for all 32 million possible positions. Is a traditional variant from in which basic rules are almost the same except that even a single piece is 'safe'. There are also different starting positions.
Nackgammon is a variant of backgammon invented by Nick 'Nack' Ballard in which players start with one less checker on the six point and midpoint and two checkers on the 23 point. Russian backgammon is a variant described in 1895 as: '.much in vogue in Russia, Germany, and other parts of the Continent.' Players start with no checkers on the board, and both players move in the same direction to bear off in a common home board. 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). And 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.
Is an ancient Chinese board game that is very similar., Fevga and Portes are three versions of backgammon played in Greece. Together, the three are referred to as. 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 your home board (Middle East). Strategy and tactics.
Backgammon set, 19th century Backgammon has an established, although it is less detailed than that of chess. The 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.
Probability distribution of dicing split into one die, the sum of two dice and the combined probability of the two cases from 1-12. Six has the highest probability in backgammon. The number rolled with the highest probability is six (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. When this fails, one may opt for a 'holding game', maintaining control of a point on one's opponent's side of the board, called an anchor.
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.
A particularly successful priming effort may lead to a 'blitz', which is a strategy of covering the entire home board as quickly as possible while keeping one's opponent on the bar. 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 anchors obstruct the opponent's checkers and create opportunities to hit them as they move home. 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. 'Duplication' refers to the placement of checkers such that one's opponent needs the same dice rolls to achieve different goals.
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. 'Diversification' refers to a complementary tactic of placing one's own checkers in such a way that more numbers are useful. 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 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. 'Match' play means that the players play until one side scores (or exceeds) a certain number of points. 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 s/he has 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 1975, 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, and there are no gammons or backgammons.
They showed that the optimal time to offer a double was when the probability of winning reached 80%, and it is wise to accept a double only if the probability of winning is at least 20%. As their assumptions do not correspond perfectly to the real game, actual doubling strategy may vary, but the 80% number still provides a possible rule of thumb. Cheating To reduce the possibility of cheating, most good quality backgammon sets use and a. This reduces the likelihood of being used, which is the main way of cheating in face-to-face play.
A common method of cheating online is the use of a computer program to find the optimal move on each turn; to combat this, many online sites use move-comparison software that identifies when a player's moves resemble those of a backgammon program. Online cheating has therefore become extremely difficult. Social and competitive play. See also: The first world championship competition in backgammon was held in, in 1967. Was declared the winner that year and at the tournament the following year.
For unknown reasons, there was no championship in 1970, but in 1971, Tim Holland again won the title. The competition remained in Las Vegas until 1975, when it moved to in the. The years 1976, 1977 & 1978 saw 'dual' World Championships, one in the Bahamas attended by the Americans, and the European Open Championships in with mostly European players. In 1979, Lewis Deyong, who had promoted the Bahamas World Championship for the prior three years, suggested that the two events be combined. Monte Carlo was universally acknowledged as the site of the World Backgammon Championship and has remained as such for thirty years. The Monte Carlo tournament draws hundreds of players and spectators, and is played over the course of a week.
By the 21st century, the largest international tournaments had established the basis of a tour for top professional players. Major tournaments are held yearly worldwide. Sponsored the first in 2006 from Cannes and later the 'Backgammon Million' tournament held in the in January 2007 with a prize pool of one million dollars, the largest for any tournament to date. In 2008, the ran the world's largest international events in London, the UK Masters, the biggest tournament ever held in the UK with 128 international class players; the Nordic Open, which instantly became the largest in the world with around 500 players in all flights and 153 in the Championship, and Cannes, which hosted the Riviera Cup, the traditional follow-up tournament to the World Championships. Cannes also hosted the WSOB Championship, the WSOB finale, which saw 16 players play three-point shootout matches for €160,000.
The event was recorded for television in Europe airing on Eurosport. The World Backgammon Association (WBA) has been holding the biggest backgammon Tour of the circuit since 2007, the 'European Backgammon Tour' (EBGT).
In 2011, the WBA collaborated with the online backgammon provider for the 2011 season of the European Backgammon Tour and with 'Betfair' in 2012. The 2013 season of the European Backgammon Tour featured 11 stops and 19 qualified players competing for 19,000 € in a Grand Finale in,.
WBA also staged the 'US Open' and other events around the globe. WBA has contributed to a high-stakes event called 'Crowns Cup' broadcast on several TV-channels. Gambling When backgammon is, the most common arrangement is to assign a monetary value to each point, and to play to a certain score, or until either player chooses to stop. The stakes are raised by gammons, backgammons, and use of the doubling cube. Backgammon is sometimes available in.
Before the commercialization of programs, on specific positions were very common among backgammon players and gamblers. As with most gambling games, successful play requires a combination of luck and skill, as a single dice roll can sometimes significantly change the outcome of the game. Commentary Until 2017, at most backgammon tournaments, matches were streamed without commentary. Backgammon personalities such as Phil Simborg, Falafel, and Mochy did occasional commentary at major tournaments. At the 2017 World Championships in Monte Carlo, the Voice of Backgammon was introduced, with Larry Shiller, former radio talk show host, providing color during 20 minutes of the Finals Match. Shiller now does Voice of Backgammon commentary at most USBGF tournaments and many international tournaments. Software Internet play Backgammon software has been developed not only to play and analyze games, but also to facilitate play between humans over the.
Dice rolls are provided. Real-time online play began with the in July 1992, but there are now a range of options; many of which are commercial.
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Play and analysis. A screen shot of GNU Backgammon, showing an evaluation and rollout of possible moves Backgammon has been studied considerably. And other approaches have offered significant advances to software for gameplay and analysis. The first strong computer opponent was BKG 9.8.
It was written by in the late 1970s on a DEC as an experiment in evaluating board game positions. Early versions of BKG played badly even against poor players, but Berliner noticed that its critical mistakes were always at transitional phases in the game. He applied principles of to improve its play between phases, and by July 1979, BKG 9.8 was strong enough to play against the reigning world champion. It won the match, 7–1, becoming the first computer program to defeat a world champion in any board game.
Berliner stated that the victory was largely a matter of luck, as the computer received more favorable dice rolls. In the late 1980s, backgammon programmers found more success with an approach based on., developed by Gerald Tesauro of, was the first of these programs to play near the expert level. Its neural network was trained using applied to data generated from self-play.
According to assessments by and, TD-Gammon's play was at or above the level of the top human players in the world. Woolsey said of the program that 'There is no question in my mind that its positional judgment is far better than mine.' Tesauro proposed using to compare the performance of computer algorithms against human players.
In this method, a of positions is conducted (typically thousands of trials) where different random dice sequences are simulated. The rollout score of the human (or the computer) is the difference of the average game results by following the selected move versus following the best move, then averaged for the entire set of taken moves. Neural network research has resulted in three modern, JellyFish, Snowie and eXtreme Gammon as well as the BGBlitz and the GNU Backgammon. These programs not only play the game, but offer tools for analyzing games and detailed comparisons of individual moves. The strength of these programs lies in their neural networks' weights tables, which are the result of months of training.
Without them, these programs play no better than a human novice. For the bearoff phase, backgammon software usually relies on a database containing precomputed equities for all possible bearoff positions. Computer-versus-computer competitions are also held at events. Mobile play Backgammon Mobile Applications have been developed not only to play against the computer but also to play in communities over the.
Currently, the only real money Backgammon community available on Mobile devices is For Money Backgammon by Gamytech. History Persia (Iran). See also: Excavations at ( شهر سوخته, literally 'The Burnt City') in have shown that a board race game existed there around 3000 BC.
The artifacts include two dice and 60 checkers, and the set is believed to be 100 to 200 years older than the. On the board found at Shahr-e Sukhteh the fields are fashioned by the coils of a snake. (2006)—on the subject of the first written mention of early precursors of backgammon—writes: The game of backgammon is first mentioned in Bhartrhari’s Vairagyasataka (p. 39), composed around the late 6th or early 7th century AD. The use of dice for the game is another indication of its Indic origin, since dice and gambling were a favorite pastime in ancient India.
The rules of the game, however, first appeared in the text Wızarisnı Catrang ud Nihisnı New Ardaxsır (Explanation of Chess and Invention of Backgammon), composed in the 6th century during the rule of the Sasanian king Khosrow I (530–571). The text assigns its invention to the Persian sage Wuzurgmihr (Persian), who was the minister of King. According to the historical legend, the Indian king Dewisarm sends his minister Taxritos to with the game of, and a letter challenging Sasanian King Khosrow I to solve the riddle or rationale for the game. Khosrow asks for three days to decipher the game, but initially no-one in the court is able to make any progress. On the third day, Khosrow's minister, Wuzurgmihr, successfully rises and explains the logic of the game.
As a reciprical challenge, Wuzurgmihr constructs the game of backgammon and delivers it to the Indian king who is unable to decipher the game. In the 11th century, the poet credits with the invention of the tables game nard in the 6th century. He describes an encounter between Burzoe and a visiting from India. The Raja introduces the game of, and Burzoe demonstrates nard, played with dice made from and. Today, Nard is the name for the Persian version of backgammon, which has different initial positions and objectives. Murray details many versions of backgammon; modern Nard is noted there as being the same as backgammon and maybe dating back to 300–500 AD in the Babylonian Talmud, although others believe the Talmud references the Greek race game Kubeia. Roman and Byzantine Empire.
A game of played by Emperor in 480 and recorded by in 530 circa because of a very unlucky dice throw for Zeno (red), as he threw 2, 5 and 6 and was forced to leave eight pieces alone. See 'Zeno's Game of τάβλη'. Meaning 'table' or 'board' in, is the oldest game with rules known to be nearly identical to backgammon; it is described in an epigram of (AD 476–491). The board was the same with 24 points, 12 on each side.
As today, each player had 15 checkers and used cubical dice with sides numbered one to six. The object of the game, to be the first to bear off all of one's checkers, was also the same. Hitting a blot, reentering a piece from the bar, and bearing off, all followed the modern rules. The only differences with modern backgammon were the use of an extra die (three rather than two) and the starting of all pieces off the board (with them entering in the same way that pieces on the bar enter in modern backgammon). The name τάβλη is still used for backgammon in Greece, where it is frequently played in town and cafes.
The epigram of Zeno describes a particularly bad dice roll the emperor had for his given position. Zeno, who was white, had a stack of seven checkers, three stacks of two checkers and two blots, checkers that stand alone on a point and are therefore in danger of being put outside the board by an incoming opponent checker. Zeno threw the three dice with which the game was played and obtained 2, 5 and 6.
As in backgammon, Zeno could not move to a space occupied by two opponent (black) pieces. The white and black checkers were so distributed on the points that the only way to use all of the three results, as required by the game rules, was to break the three stacks of two checkers into blots, exposing them and ruining the game for Zeno. Roman board from the 2nd century, Aphrodisias The τάβλη of Zeno's time is believed to be a direct descendant of the earlier Roman ('Game of twelve lines') with that board's middle row of points removed, and only the two outer rows remaining. Ludus duodecim scriptorum used a board with three rows of 12 points each with the 15 checkers being moved in opposing directions by the two players across three rows according to the roll of the three cubical dice. Little specific text about the gameplay of Ludus duodecim scriptorum has survived; it may have been related to the older dice game Kubeia. The earliest known mention of the game is in Ovid's Ars Amatoria (The Art of Love) (written between 1 BC and 8 AD).
In Roman times this game was also known as, and a likely apocryphal Latin story linked this name, and the game, to a soldier named Alea. Egypt and Iraq Race board games involving dice have existed for millennia in the and eastern Mediterranean, including the game of and the in Babylon. The ancient Egyptian game senet was excavated, along with illustrations, from Egyptian royal tombs dating to 3500 BC.
Though using a board that is quite different from backgammon, it may be a predecessor. The Royal Game of Ur, originating in ancient before 2600 BC, may also be an ancestor of modern-day table games like backgammon. It used tetrahedral dice. In the modern Middle East, backgammon is a common feature of. Backgammon set from around the 10th century, China Backgammon was popular in China for a time and was known as 'shuanglu' (双陆), with the book written during the (1127–1279) period recording over ten variants - but over time it was replaced by other games such as (Chinese chess). In Japan is thought to have been introduced from China in the 6th century. As a gambling game it was made illegal several times.
In the early Edo-era, a new and quick gambling game called appeared and sugoroku quickly dwindled. By the 13th century, the board game, originally played only by the aristocracy, had become popular among the general public. In Korea, it is called Ssang-ryuk or Jeopo. Western Europe. ('board game') set recovered from the warship, which sank in 1628 The jeux de tables (Games of Tables), predecessors of modern backgammon, first appeared in France during the 11th century and became a favorite pastime of gamblers. In 1254, issued a decree prohibiting his court officials and subjects from playing. Tables games were played in Germany in the 12th century, and had reached by the 13th century.
In, the manuscript, completed in 1283, describes rules for a number of dice and table games in addition to its extensive discussion of chess. By the 17th century, table games had spread to. A wooden board and checkers were recovered from the wreck of the among the belongings of the ship's officers.
Backgammon appears widely in paintings of this period, mainly those of Dutch and German painters (, and others). Some surviving artworks are ' by (the backgammon board is in the lower left) and ' by (the backgammon board is in the lower right). Others are the Hell of Bosch and interior of an Inn by Jan Steen.
Great Britain.