Five thousand years of dice and strategy
Each player moves 15 checkers around the board in opposite directions according to two dice. A point with two or more of your checkers is safe; a single checker – a blot – can be hit and sent to the bar, from where it must re-enter before anything else moves. Doubles are played four times. When all your checkers are in your home board you start bearing off. The first player to bear off all 15 wins.
The game follows the standard rules: you must use both dice if you can, or the larger one if only one can be played. You play White against the computer on three levels, or both sides with a friend. Legal moves are highlighted, so beginners can learn as they go. (The doubling cube is not used.)
How to use
- Press Roll (the first move is decided by an opening roll).
- Tap a highlighted checker, then a green-marked point (or the tray to bear off).
- Use Undo moves to change your mind before the last die is played.
- Bear off all 15 checkers to win. Your pip count is shown during your turn.
Ideas for using it
- Opening 3-1. make your 5-point – one of the best opening moves.
- Safety. avoid leaving blots within 6 points of enemy checkers.
- Racing. when contact is over, the lower pip count is usually winning.
- Learning. the easy level is forgiving, the hard one punishes loose play.