These are Sahrat’s default rules. Where tables differ from one majlis to another, the difference is a table option, and every option is free.
Sahrat has three tawla (backgammon-family) games, each its own game: Sheesh Besh, Mahbusa and Tawla 31. Each is for two players, and you can play one game or a match to 5 points.
1Rules common to all three
- Each player has 15 checkers, the board has 24 points, and each player moves toward his own home quarter (points 1 to 6).
- Opening roll: each player rolls one die; a tie is rolled again. The higher die starts and plays both dice. Every game in a match starts with an opening roll.
- On your turn you roll two dice, and doubles are played four times.
- You must use both dice if you can. If only one can be played, you must play the higher one when possible.
- Bearing off: only when all 15 checkers are in your home quarter. Use the exact die, or a higher die from your furthest occupied point. You may also move inside your home quarter instead of bearing off.
- Winning a game: 1 point. A «مارس» (mars), where the loser has borne off no checker, is 2 points.
- There is no doubling cube.
- 15 seconds a step and 30 seconds for the whole move from the roll. If your time runs out, the server plays the rest of your turn for you.
- At coin tables (table coins are earned by playing, never sold) the winner takes the prize after the table fee (10%). A match to 5 is one result and one payout at the end.
- If a player leaves a coin table or does not come back, the other player wins the match.
2Sheesh Besh («شيش بيش»)
The standard game, with hitting.
- Setup: 2 checkers on the 24-point, 5 on the 13, 3 on the 8 and 5 on the 6.
- A point with two or more opponent checkers is closed to you.
- Landing on a single opponent checker hits it and sends it to the bar.
- A checker on the bar must enter first (in the opponent's home quarter, according to the die) before anything else moves. If both dice are blocked your turn passes; if only one is blocked, you enter with the other.
3Mahbusa («محبوسة»)
No hitting, but pinning.
- Setup: all 15 checkers start on one point, in the far corner (at the opponent's home quarter), so each side travels the whole board.
- Landing on a single opponent checker pins it. It cannot move until all your checkers pinning it have left that point. You may add more checkers on top.
- A point with two or more opponent checkers, or with an opponent checker pinning one of yours, is closed to you.
- Bearing off: all 15 must be in your home quarter and none of them pinned.
- If both sides are completely stuck and nobody can move, the game is a draw: no points, and it is played again.
4Tawla 31 («طاولة 31»)
The long game.
- Setup: all 15 checkers start on the starting point; the two starting points are in opposite corners, and both players move the same way round the board.
- No hitting: you may land only on an empty point or one of your own. Even a single opponent checker closes a point.
- Start lock: you must bring one checker into the opponent's starting area before you move a second checker off your starting point.
- Prime rule: you may not build 6 or more points in a row on the opponent's path, unless at least one opponent checker has already passed them (or been borne off).
- If you have no move, your turn passes. If neither player can ever move, the game is a draw and is played again.