Gamão Bolota

Puzzle📱 Joga-se no telemóvel

Joga gamão contra o ouriço Bramble num tabuleiro de carvalho esculpido no chão da floresta! Lança os dados, leva as tuas 15 peças bolota para casa, acerta nas peças sozinhas dele e retira as tuas primeiro. De Fácil a Difícil, 2 jogadores no mesmo ecrã e um novo desafio diário todos os dias.

Sobre Gamão Bolota

Acorn Backgammon is the classic two-player race game, played on a carved oak board on a mossy forest floor. Your 15 checkers are pale oak with a little acorn; Bramble the hedgehog plays the dark chestnut checkers marked with a ring of dots, so the two sides are easy to tell apart by shape as well as colour. The full standard rules are here: hitting, the bar, blocking points, bearing off, gammons and backgammons.

Bramble plays at three levels. Easy makes plenty of loose moves, Medium weighs every play by how safe it is and how far it gets, and Hard also looks one roll ahead at every answer you could make. Two players can share one screen, and every day there is a Daily puzzle: the same position and the same roll for everyone, with one play that is clearly the best. Find it to keep your streak going.

Como jogar

  1. You move your cream checkers anticlockwise round the board, from the top right, across the top, down the left and along the bottom to your home board in the bottom right. Bramble moves the other way. Each of you rolls one die to start, and the higher die moves first using both numbers.
  2. Each die moves one checker that many points, and the same checker may use both. Doubles are played four times. You must use both dice if you can; if only one can be used, it has to be the larger one when that one can move. A point holding two or more of Bramble's checkers is blocked.
  3. A single checker alone on a point is a blot. Land on one of Bramble's blots to hit it: it goes to the bar in the middle and has to come back in at the start before he can move anything else. The same goes for your blots.
  4. Once all 15 of your checkers are in your home board you can bear them off into the tray: a die takes off a checker from the matching point, or from the highest point when the die is bigger than any point you still hold. The first side to bear off all 15 wins the game; if the loser has borne off none, it is a gammon worth double, and with a checker still on the bar or in the winner's home board it is a backgammon worth triple.
  5. You score 10 for each hit and 2 for each checker you bear off; a win scores 100 plus 2 for every pip Bramble still had to go, times 2 for a gammon or 3 for a backgammon. Everything is doubled on Medium and tripled on Hard. You have three hearts: losing a game, or giving up one you have started, costs a heart, and winning gives one back. When the last heart is gone, the game is over.

Controlos

Teclado
Click one of your checkers, then click a glowing point to move it there, or drag it there. Click the same checker twice to move it by the bigger die. Click Done when your dice are used. The arrow keys move a cursor over the checkers that can move, Space or Enter picks one, the arrows then choose where it goes and Space or Enter moves it; Space or Enter also ends your turn. Escape lets go of a checker, U takes a move back, H shows a hint, N starts a new game and D opens the Daily puzzle.
Toque
Tap one of your checkers, then tap a glowing point to move it there, or drag it there. Tap the same checker twice to move it by the bigger die, and tap the tray to bear a checker off when it glows. Tap Done when your dice are used. Undo takes a move back until then, Hint shows a good play, New starts a new game and Daily opens the Daily puzzle.

Dicas

  • Keep your checkers in pairs. A blot near Bramble's checkers is easy to hit, and being hit sends that checker all the way back to the start.
  • Build a wall of blocked points in front of Bramble's back checkers. Four, five or six blocked points in a row make it very hard for him to escape.
  • The pip numbers next to each name show how far each side still has to go. If you are well ahead in the race, stop fighting and run your checkers home safely.
  • When Bramble has a checker on the bar, every point you hold in your home board is one he cannot come back in on. Closing all six shuts him out completely.

Mais jogos