Beginning to Play
At the start of the game, each player throws one die. The one with the higher numbe
is first to begin playing, using his/her number as well as that of the opponent's
In case both dice show an identical number, the players keep on rolling until they get different numbers. For the rest of the game, the players take turns rolling their own dice.
Making a Move
Moving the Checkers
The numbers on the dice (or pips) determine the number of steps that should be taken
by the checkers as they proceed forward around the board. The rules regarding the movement of checkers are as follows:
  
1. The dice are thrown simultaneously, but each one represents an independent move.
It is possible to either add up the numbers on the dice and move one checker forward for the total score,
or alternatively, two checkers can be moved in accordance with the two numbers on the dice.
For instance, if the numbers on the dice are 2 and 4, that means that you can either move 6 steps forward with
one checker, or 2 steps with one checker and 4 steps with another.
  
2. A checker may progress to any of the following points: a point taken up by the player's own checkers; a point
having one of the opponent’s checkers on it; a point with no checkers on it. You may not move
a checker to a point occupied by two or more of your opponent’s checkers.
  
3. If both dice show the same number ("doubles"), the checkers will be moved twice the amount
shown on the dice. This proves to be a considerable benefit for the player who gets more doubles in the game,
and it may even lead to his/her winning of the game. For instance: If the throw of the dice results in a double 2,
the checkers can progress in any of the following ways: 8 spaces by one checker; 2 spaces by four checkers each;
4 spaces by two checkers each; 2 spaces by two checkers each and 4 spaces by one checker; 6 spaces by one checker
and 2 spaces by another .
  
4. A player must use all the numbers shown on the dice. When only one number can be played,
the higher one should be used, unless this is impossible. If you roll a double, you have to use
as many of the four numbers as you can.
Scoring
When there are at least two checkers on one point, it is called a made or an owned point.
Landing on such a point is forbidden, but it is possible to jump over it and move on.
A player may have as many checkers on one point as he wishes. An effective tactic is when a player forms a prime,
which is a number of consecutive owned points. The checkers might be trapped behind a prime when there are six
owned points in a row. This type of prime is known as a full prime, and as long as it remains in its full format, it prevents the opponent from playing.
Hitting a Blot
A blot is a point occupied by only one checker. A hit is made when a player
lands on his opponent's blot, and as a result, the opponent's checker is removed from the board and put on the bar.
The Middle Bar
The inner and outer boards are divided in the middle by the bar.
A checker which is put on the bar can re-enter the game only through the opponent's inner board.
Re-entering the Game
A checker standing on the bar can re-enter the game if one of the dice has a number which
matches a point on the opponent's home board that does not have two or more of the opponent's checkers on it.
In case you are blocked by your opponent and cannot re-enter the board due to the numbers that show on the dice,
you miss your turn. In case the home board is fully owned by your opponent ("a shut out or closed board"),
don't even bother to roll the dice, since you cannot get back on board or make any move with your other checkers
until at least one of your opponent's points is open. When all your checkers are back on the board, you can resume
the game by moving any of your checkers forward around the board, according to the numbers on the dice.
Bearing Off
You can begin the Bear Off only when all of your men have reached your home board.
At this point, you can start removing your checkers from the board in accordance with the numbers on the dice.
For instance, if your dice show a 6-4, one checker can be moved from the 6pt. and one more from the 4pt.
If the numbers on the dice are not high enough for the checkers to be removed from the board,
they can be moved forward inside your home board. Your entire roll must be used, so if, for example,
you roll a 4 and there are no checkers on the 5pt or 4pt, a checker must be removed from the next highest point.
In case you roll a 3 and the 3pt is vacant, but the 4pt does have a checker, the checker on your 4pt must be moved
forward three spaces to the 1pt. You are not required to bear a checker off as long as you can make an authorized
move on the board. This can be valuable when one of your opponent's checkers is on the bar or owns a point on your
home board. In case a blot is hit by your opponent while you are bearing off, you have to stop the bear off and enter
that checker from your opponent's home board. You can go on with the bear off only after moving the checker back to your
home board. The winner of the game is the first to bear off all of his checkers.
Next, lets move on to learn about the doubling cube or you can go back to our main
page.
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