White
167 pips
0–0
Black
167 pips

Arrows: move between points. Enter: move a checker by the active die, or move the selected checker to this point. Space: select a checker and see where it can go. R to roll, E to end turn, U to undo, D to double, S to switch dice.

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Mahbusa

Mahbusa (Arabic محبوسة, "the trapped one") is the version of backgammon played in the Arab world. Some call it "Arabic Shesh Besh", but on our site Arabic Shesh Besh is a different game. Same board and same dice, but nobody gets hit: whoever lands on a single opposing checker pins it underneath. In Greece the same game is called Plakoto.

Starting position

All 15 checkers of each player start in a single stack, on their 24 point, which is the opponent's 1 point. The stack travels the whole board to home, points 1 to 6. The players move in opposite directions, as in regular backgammon. There's no bar, because nobody gets hit.

Here, your stack starts at the bottom right, close to you, the way it's played in the Arab world, and your home is at the top right. If you're used to the opposite, like in Greece (starting in the opponent's home and coming back home at the bottom), tap "Home side" in the game.

Movement

  • Roll two dice and move by them, as in backgammon. Doubles are played four times. You must use both dice if possible, and if only one can be played, the higher one.
  • You may land on an empty point, on your own point, or on a single opposing checker.
  • You may not land on two or more opposing checkers, and you may not land on a point where the opponent is pinning one of your checkers.

Pinning

  • You land on a single opposing checker: it's pinned under your checker and can't move.
  • It's released only when all your checkers leave the point.
  • A point with two of your checkers, or one of your checkers pinning, is closed to the opponent.
  • A checker pinned far from its home is worth a lot: it can't move, and it keeps its owner from bearing off.

The last checker ("the mother")

Whoever pins the opponent's last checker that hasn't yet left its starting point wins a double win on the spot. That is, as long as they themselves have no checkers left on their own starting point; otherwise the game goes on. So it's unwise to leave one checker alone in the corner.

If both mothers are pinned, neither side can bear off anymore: a draw, no points, and you play again.

Bearing off and scoring

  • You bear off when all your checkers are home and none of them is pinned, as in backgammon.
  • Whoever bears off all 15 checkers first wins: one point, or two (a gammon) if the opponent hasn't borne off any checkers.
  • There's no doubling cube, and no backgammon.
  • Who starts: each player rolls a die, and the higher one rolls again and starts. In a match, the winner opens the next game.

Tips

  • Early on, leave the corner in pairs, so you don't leave single checkers that can be pinned.
  • Pin your opponent's checkers as far from their home as you can.
  • Build points in a row in front of your opponent's checkers, like a wall in backgammon.
  • Guard the last checker in the corner: it's the most dangerous.

The button starts a game right away. You can also choose "Mahbusa" at the top of the "New game" window. For now vs the computer and on one screen; with a friend online coming soon. Some places have slightly different customs; these are the common rules.

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