Tavli (griechisch Τάβλι, türkisch tavla) ist ein Brettspiel für zwei Spieler, das mit Backgammon verwandt und in Griechenland, der Türkei und benachbarten. Sowohl Spielfläche wie das Spielziel sind dem heutigen Backgammon ähnlich. In Griechenland spricht man Tavli, in der Türkei von Tavla und. Wie viele andere kulturelle Errungenschaften entstammt auch Backgammon Die Griechen nennen es "Tavli", die Türken "Tavla", die Italiener "Tavola Reale",.
Spielregeln Backgammon:Backgammon/ Tavla Holz ca 48 x 48 cm Original türkisches Brettspiel handgearbeitet. Lieferung incl. 30 Spielsteine weiß und schwarz und 2 kleinen Würfeln. eBay Kleinanzeigen: Backgammon Tavla, Kleinanzeigen - Jetzt finden oder inserieren! eBay Kleinanzeigen - Kostenlos. Einfach. Lokal. Backgammon günstig online kaufen bei Amazon ✓ Neuheiten Master Games TBackgammon-Tavla -Big Size 48cm x 24cm x 6.
Backgammon Tavla Online Backgammon játék VideoFuat Erdag \u0026 Michihito Kageyama (Michy)
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Backgammon is one of the oldest known boardgames. The object of the game is to move your pieces along the board's triangles and off the board before your opponent does.
There are a few different ways that this game is played. In this version your pieces move counterclockwise from the upper right, while your opponent's move clockwise from the bottom right.
You can change the direction of play in Options if you prefer going from bottom right to top right. Additionally, the game is sometimes played in rounds with a scoring system deciding the eventual winner.
In this version, each round is its own game, with no point scoring involved. Your opponent bears off when their pieces are all in the upper right section of the board.
The player who manages to bear off all their pieces first is the winner. Gammoning: When a player wins before their opponent has borne any pieces off.
Backgammoning: When a player wins before their opponent has borne any pieces off, and still has at least one piece left either in their first quadrant or on the bar.
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. Level up faster, play more. Script your way to gaming glory in Backgammon — Lord of the Board: online tavla oyna!
Write and run a set of commands to automate repeated tasks. Trigger the command by assigning it to any key. Eco Mode Keep your PC running smoothly even with multiple instances.
Read Less Read More. Similar Games. Backgammon Plus. Bloons TD Battles. The points form a continuous track in the shape of a horseshoe , and are numbered from 1 to In the most commonly used setup, each player begins with fifteen chips, two are placed on their point, three on their 8-point, and five each on their point and their 6-point.
The two players move their chips in opposing directions, from the 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 point as the midpoint. Usually the 5-point for each player is called the "golden point".
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.
Both dice must land completely flat on the right-hand side of the gameboard. The players then take 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 "" , 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 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 the 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.
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 point opponent's 1 , a roll of 2 on the point opponent's 2 , and so forth, up to a roll of 6 allowing entry on the 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 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. Whoever manages to do this first wins! One to three points can be awarded during the backgammon game dependant on where the loser's checkers are on the board when the winner wins.
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. 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.