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How to Play

Move as on a physical board: drag your checker to a point or Home. On touchscreens, hold briefly before dragging; taps do nothing. The game does not recommend moves or referee distance or direction. It enforces blocked points and requires all 15 checkers in your home board before bearing off.

Each player rolls one opening die; the higher roll starts using both values. During a turn, roll once and play both dice when possible. If only one can be played, use it; if either but not both can be played, use the higher. Doubles provide four separate movements: the same checker may use two values in sequence, but its intermediate landing point must be legal. This rule is listed here but die values and intermediate landings remain player-managed. Pass only after rolling and only when no legal move exists.

If you have a checker on the Bar, move every barred checker back before moving another. Landing on one exposed checker sends it to the Bar; a point with two or more opposing checkers is blocked. The first player to bring all 15 checkers Home wins.

You and the other player are responsible for learning the rules, noticing mistakes, and agreeing on corrections. Undo draft moves before Turn Ended; it proposes your draft and the other player must acknowledge that exact board before it becomes official. Either player can return it for correction. After an acknowledged win, both players accept the result to close and erase the match. The page then offers a new match; browser tabs remain under each player's control. Abandon Game closes without a winner; an unexpected disconnect allows two minutes to reconnect before the match is abandoned.