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Hatiputi?

Posted By: Michael Petch
Date: Saturday, 11 September 2010, at 12:01 p.m.

In Response To: Hatiputi? (Casper van der Tak)

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Khachapuri

Khachapuri is a variant of game that is slightly different than Narde. Setup: Each player starts with four checkers on point one of the near side of the board and eleven checkers on point nineteen of the opposite side of the board. They both move in the same direction, counterclockwise, around the board.

Object: The object of the game is to move all your checkers around the board and bear them off. You bear off at the upper-left; Opponent bears off at the lower-right.

To start: Both players roll one die and the higher number goes first. That player rolls the dice again to begin his turn. After the first game, the winner of the previous game goes first.

Movement: The roll of the dice indicates how many points, or pips, the player is to move his checkers. The following rules apply:

A checker may be moved only to an open point, one that is not occupied by any opposing checkers. The numbers on the two dice constitute separate moves. For example, if you roll 5 and 3, you may move one checker five spaces to an open point and another checker three spaces to an open point, or you may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. Doubles are played twice. For example, a roll of 6-6 means you have four sixes to use. You must use both numbers of a roll if possible, or all four numbers in the case of doubles. If you can play one number but not both, you must play the higher one. Moving off the "head": The starting point for either player is called that player's "head." As against to Narde you may move any number of checkers off your head each turn.

No hitting: A major difference between Khachapuri and other forms of backgammon is that there is no hitting in this game. One checker by itself controls a point, and an opposing checker may not land or touch down there.

Bearing off: Once you have moved all fifteen of your checkers into their finishing table, you may begin bearing off. You bear off a checker by rolling a number that corresponds to the point on which it resides, then removing the checker from the board.

If there is no checker on the point indicated by the roll, you must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, you must remove a checker from the highest point that has a checker.

Scoring: Calculation is done depending on the amount of checkers that wasn't beared off. If the losing player has lost Mars he pays twice as high, that is for 30 checkers.

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