How to play & full rules
Goal: Move all 15 red checkers into your home board (bottom-right by default), then bear them off before the computer does. The first player to bear off all their checkers wins.
- Opening: You and the computer roll one die each. Highest goes first, playing both opening dice. Ties are rerolled.
- Turns: Roll two dice; move one checker by each number, in either order. Doubles grant four moves of that number.
- Landing: You can land on an empty point, one with your own checkers, or one opposing checker. A point with two or more opposing checkers is blocked.
- Hitting: Landing on a single opposing checker sends it to the middle bar. A player with checkers on the bar must re-enter them before moving anything else.
- Bearing off: Only after all your checkers are in your home six points and none are on the bar. Use an exact roll, or a higher roll to bear off your farthest remaining checker when no checker is farther from home.
- Required moves: Play as many dice as legally possible. If only one of two different dice can be played, you must use the higher die. You cannot voluntarily pass a legal move.
- Wins: A gammon means the loser bore off none. A backgammon means the loser bore off none and still has a checker on the bar or in the winner’s home board.
This is a single-game version, without a doubling cube or match points. You can reverse the displayed board under Options.
