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History

Tapa is a variant of the standard backgammon game. Different names are also used for this game such as “Plakoto” or “Mahbousseh”. This is the third game when two players play all the three games (Backgammon, Gul Bara and Tapa) consecutively in rounds, one after another in a match of 3 or more. Tapa is very popular game in Turkey, Greece, Bulgaria, Macedonia and Syria, but is also played in other countries too.

Rules & setup

The initial setup of the game can slightly vary according to the country where it is played. This difference is very little and the concept of the basic rules for the game is same. In some countries both players start the game with only two checkers placed on the opponent’s point number one. In other countries all fifteen checker are placed on this point when the game starts. Since using this setup is more difficult for the player to know the correct number of checkers residing on point number twenty-four, the first concept is more user friendly. Therefore, for the purpose of this game, we prefer using only two checkers on point twenty-four at the very start of the game, while placing the other thirteen on the left bar of the board needed later on for entering into the game according to the rolls of the dice. These two checkers cannot be played until all 15 checkers are placed on the board. In this game the players move the checkers in the opposite direction of each other.

tl_files/images/tapa/tapa-01.gif

Same as in Gul Bara, there is no hitting in Tapa. Instead, a player is allowed to land a checker on top of an opponent’s checker if it is the only one residing on that point. When a player places a checker on top of another one, no matter if own or opponent’s, creates a block or a secured point on which the opponent cannot land checkers any more. In this situation, the opponent’s checker is trapped or pinned and the point is not available for the opponent anymore. A pinned checker is not allowed for moving until the opponent’s checker on the top is removed. For a player the safest way not to get pinned is to create as much blocks as possible by placing at least two checkers on a single point. By doing this, besides not allowing the opponent to use that specific point, the player has more secure options for moving the own checkers toward the home board. Finally, pinning a checker already used for pinning is not allowed.

SLIKA za dolniov primer

For example the player has a single checker on point number 16. The opponent places a checker on top of the player’s checker and pins it. Since this is a secured point, the player is not allowed to place again an own checker on top of the opponent’s (checker already used for pinning).

 

Object

The main goal of this game is similar to the standard backgammon game, which is moving all the checkers around the board into the home quadrant and bearing them off. The player who bears off the checkers first wins the game.

Movement

Before the game starts, each of the two players roll a die and player with the higher number goes first. This player then rolls the dice again in order to begin his/hers turn, instead of using the dice numbers of the initial “who starts first” roll. This is a case where only a single game of Tapa is played. It does not apply for a match play, in which case the player that won the previous game, automatically has the first turn in the next one. In a case when both players have the same number of the die, they roll again and this step is repeated as many times needed until they roll different numbers. When a player finishes the turn by playing the checkers according to the dice numbers, opponent’s turn starts.

The roll of the dice indicates how many points the player can progress by moving the checkers towards the home board. Both players move the checkers in the opposite direction to end in the final quadrat or the home board. After a roll, the player can take two unused checkers (more if doubles are rolled) from the left bar and place them on the corresponding point of the board, according to the dice numbers. In this game points from number 18 up to 23 have a special meaning when they are used for entering the checkers into the game.

SLIKA so pozicii - brojki

  • Point 23 is used as enter point number 1
  • Point 22 is used as enter point number 2
  • Point 21 is used as enter point number 3
  • Point 20 is used as enter point number 4
  • Point 19 is used as enter point number 5
  • Point 18 is used as enter point number 6

With each roll, the player can choose from placing a new unused checkers from the side bar into the game or moving the already placed (available) checkers on the board. A player can move a checker only to an open (empty) points not occupied by any player or points already occupied with own checkers. The player cannot move a checker on a point already occupied by the opponent. In Tapa at least two checkers need to be placed on a single point in order to be occupied. Finally, a player can place as many checkers as needed on a single point.  

SLIKA za vnesuvanje pulovi

Like in the standard backgammon game, each number of the dice can be played by a separate checker or a single one can play the total sum of the dice numbers, but only if the intermediate point is available. For example, if a player rolls 6 and 5, one checker can be moved for 6 points towards the home board and another for 5 points. This total number of 11 moves can also be played by using only a single checker if the final point is available for that play.

tl_files/images/gul-bara/gb-02.gif

Like in the standard backgammon game, when a player does not have an available moves (points) for playing the dice numbers or maybe just one, then the player’s turn ends, and the opponent’s turn starts. 

 

Doubles

Like in the standard backgammon game, the doubles are played in the same way. For example, a roll of 3 and 3 means that the player has to play four 3’s (4x3).

No hitting

In this game there is not hitting. The protection of a point is made only by placing at least two checkers on a single point. In this case the opponent is not allowed to use that point and place checkers on top of the already placed ones. Furthermore, the player can place as many checkers as needed on a single point that is already occupied with own checkers.

SLIKA za secure point I za mother

The last checker on the player’s starting point (point 24) or opponent’s fist point is called a “mother”. If this checker gets pinned by the opponent, then the probability of losing the game is almost certain and only a tie game can save the player from losing. A game in which the mother checkers of both players get pinned is a tie game and needs to be played again.

Bearing Off

A player is allowed to start bearing off checkers when all fifteen are placed into the player’s home board. Since each point has a specific number starting from one to six, the player bears off checkers from the point that corresponds to the numbers of the dice.

tl_files/images/gul-bara/gb-03.gif

For example, if the dice are 2 and 4, it means that the player has to bear off one checker from point number 2 and one checker from point number 4.

On the other hand, if there are no checkers on the point(s) that corresponds to the dice numbers, then the player has two options. The first one is to move a checker from a higher-numbered point to a lower-numbered point, since this is the only available way. Moreover, the player is under no obligation at any given time to bear off checkers if there is a possible legal move. This is up to the player to choose what the play.

 SLIKA za ova gore, koga mora da se mrda pull, ako nema za vadenje

For example, if all the checkers are placed on points one, two, three and six, then if the roll is 4 and 5, the player cannot bear off, since there are not any checkers on these points, but needs to play (move) the checkers placed on the sixth point to a lower-numbered point.

Furthermore, if a player rolls the dice and get numbers that are bigger than the highest-numbered point on which checkers resides, then the player is allowed to bear off checkers from that point.

tl_files/images/tapa/tapa-04.gif

For example, if a player rolls 5 and 6, but all checkers are placed on the points from one to four, the player can bear off checkers starting from the highest point which in this case is number four.

Scoring

The player who bears off the checkers first, wins the game and gets the value of the current number of the doubling cube.

If the player bears off all the checkers before the opponent has borne off at least a single one, it corresponds to a gammon win and the winner wins twice the value of the doubling cube.

If the player bears off all the checkers and the opponent has left at least one checker in the winner’s home board or on the bar, it corresponds to a backgammon win and the winner wins three times the value of the doubling cube.

Strategies

Tapa is a game of strategy compared to the standard backgammon game and Gul Bara. In this game moving slower rather than faster provides stability and more secure options when moving the checkers into the home board without leaving a single (blot) checker on a point. Furthermore, forcing the opponent to leave single checkers on many points gives the player more chances for pinning, which in return corresponds to owning more points and easier movement of the checkers in the later stages of the game. In Tapa, owning or occupying more points increases the chances for a win.

One strategy is to start the game defensively, which includes building anchors near the starting points and carefully progressing towards the home board, by not allowing to be pinned. At the same time, the player should wait for a good opportunity to pin an opponent's checker on any point, but pinning as close as possible to the player’s home board is preferred, since it gives bigger chances for a win.

Another strategy is to start the game offensively, immediately from the begging of the game. At the very start, the player moves checkers as far as possible even leaving single checkers in the area of points from number 10 to 15. By using this approach there is a huge possibility to pin opponent's checkers in his/hers home board or very near it, before the opponent gets a chance to build blocks and more safely move the checkers. On the other hand, this strategy involves a certain amount of risk, since the opponent has higher chances to pin player’s checkers and make a faster progress in building blocks closer to his/hers home board.

Some players prefer one strategy over the other without even involving the rolls of the dice into the selection process. This usually is a mistake of the game, because by doing this they don’t include the most important feature into the calculation, which is the dice factor. Therefore, the strategy that the player should use depends on the numbers of the dice. If the player rolls lower numbers at the start, then the defensive strategy should be used, but if higher numbers are rolled, then moving a checker around the middle points makes sense. By doing this, in the very next round the player should try to either pin an opponent's checker or make a block with a second checker. The worst possible scenario is when the player gets pinned by the opponent and then must switch to the defensive strategy.

Finally securing the checkers on points 19 through 24 is the most important thing in this game. If a player gets pinned by the opponent on any of these 6 points, the chance for winning the game is very low, since this checker will probably be free when the opponent will start bearing off the checkers. On the other hand, pinning an opponent’s checker in the home board gives the player a huge game advantage and a very probable win. 

Tips

Tapa is considered to be the most strategic game within the backgammon family, where the knowledge and skills are more important than the luck of the rolls. But even if the player is an expert or just starting out, no one can be fully prepared for every single situation that the game offers.  Since, sometimes the dice is the main factor in the game, there are so many possibilities and options how to be played the numbers of the dice. Finally, whether to use offensive or defensive strategy in combination with the dice is totally up to the player and the right choice takes him/her step ahead of the opponent.

This is a list of very useful tips that will help you to become a better player and guide you what to do in situations when the dice are not on your side or options you have are not so friendly.

  1. One of the most important tasks you should do early in the game is to build blocks on the first five entering points (point’s number 19, 20, 21, 22 and 23). Although is not necessary to create a prime, creating more blocks allow you an easier and more secure movement of the checkers later in the game. This way, you are not just securing the space around the mother checkers, by moving all of them in blocks which is the best way in this game.
  2. You should never allow your opponent to pin a checker inside his/her home board, because the chances for a win are very slim. You will not be able to move your checker until your opponent start bearing off and move all of the checkers that reside on top of your checker.
  3. Never forget the mother checkers. Sometimes, the players start the game very offensively by moving all the checkers into the outer boards, which leaves many empty points around these two checkers. In situations like this, if your opponent somehow manages to create a block near his/her home board, it becomes very difficult for you to move these checkers without leaving a blot and not get pinned by the opponent.
  4. Always try to move your checkers in blocks. This strategy offers stability, security and most important of all, many available options (points) for moving the checkers.
  5. Never leave blots, because your opponent can pin your checkers. This is the worst thing that could happen to you. Ones your checker gets pinned, it will stay blocked until your opponent moves all his checkers (or just a single one) from this point.
  6. Since you should never allow to get pinned by the opponent, best way for not leaving blots is if your checkers are spread on the board in many blocks. Therefore, you should always avoid making “towers” unless you are forced to, because this concept limits your moves and increases the chances for leaving blots.
  7. Always try to pin an opponent’s checker. If it is possible, pinning should be as close as possible to your home board (preferably in there). This way you have more power over your opponent and you don’t have to move the checkers unless you start bearing off or you are just before that stage. But, remember, it is not about quantity, but about quality. Pinning a single checker into your home board (better on smaller point number) is way more valuable and productive than pinning multiple checkers near or into your opponent’s home.
  8. Always insist to pin checkers on lower points. The rule is very simple, lower the point number, higher the chances for a win.
  9. Since Tapa is a very strategic game and pinning checkers could easily change the pace of the game, you should never leave a distance of too many empty points between your blocks. Smaller the distance, better the options for moving the checkers.
  10. Never leave blots inside your opponent’s home, not even in the begging of the game, unless you must. Because the dice is always the luck factor, you never know when your opponent will roll doubles (higher numbers are more dangerous at the early stages) and pin your checker(s) out of nowhere.  Especially don’t leave blots if the stage of the game has already progressed.
  11. If you don’t have a choice and must leave a blot, then it is preferred this checker to be as close as possible to your home board. If your opponent pins it, still you will be close to your home, which means when the opponent leaves, you will need just one roll to move the checker inside the home board. If it is closer to your opponent’s home, then you will probably need to wait a bit longer for your opponent to free that checker. Furthermore, in this scenario you will need more