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Backgammon Variants

Tapa

Tapa is a popular version of backgammon played in Bulgaria, where the word tapa means "bottle cap." The goal in this game is to trap your opponent's checkers rather than hit them. The same game is played in Greece, where it is known as Plakoto.

Setup: Each player starts with fifteen checkers on the opponent's one-point. The checkers move around the board in opposite directions as shown in the diagram below.

Object: The object of the game is to bring all your checkers around to your own home board and then bear them off. The first player to bear off all of his checkers wins the game.

To start: Each player rolls one die and the higher number goes first. That player then rolls the dice again to begin his first 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 two or more opposing checkers.
  • The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he 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 the player has four sixes to use.
  • You must use both numbers of a roll if possible, or all four numbers in the case of doubles.

Pinning the opponent: There is no hitting in this game. Instead, if you land on a point occupied by a single opposing checker, the opponent's checker is trapped until you remove your checker. Two of your checkers on a point, or one of your checkers pinning the opponent's checker creates a block which the opponent cannot land or touch down on.

    White's checker has come around the board and now pins Red's checker on the seven-point.

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

If there is no checker on the point indicated by the roll, then 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: 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; otherwise he loses two points ("mars").

There is no doubling in this game.

References

Backgammon Variants
Ace-Deo
Ace-Mid Switch
Acey-Deucey
American Acey-Deucey
Backgammon to Lose
Backgammon 1931 Rules
Backgammon 1969 Rules
Backgammon 1970 Rules
Blast Off
Blocking Backgammon
Chasing the Girls
Chouette
Crazy Narde
Domino Backgammon
Doublets
Duplicate Backgammon
Dutch Backgammon
Eureika
European Acey-Deucey
Fayles
Fevga
French Backgammon
Gioul
Grande Trictrac
Grasshopper
Greek Acey-Deucey
Greek Backgammon
Gul Bara
Handicap Matches
Hyper-backgammon
Irish
Jacquet
LongGammon
  Ludus Lumbardorum
Mexican Backgammon
Misere Backgammon
Moultezim
Nackgammon
Narde
Never-Finishing Game
Old English Backgammon
Pin Game
Plakoto
Plakoto Express
Poof
Portes
Propositions
Roman Backgammon
Roll-Over
Rosespring Backgammon
Russian Backgammon
Shesh Besh
Snake
Swedish Tables
Tables
Tabula
Takhteh
Tapa
Tavla
Tavli
Tawula
Tourne-case
Trictrac
Turkish Backgammon
Two Rolls versus Choice

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