Chapter 01
The Battlefield Geography (Setup)
The game is played on a board with 24 narrow triangles called Points. These are divided into four quadrants:
- Home Board — your final fortress.
- Outer Board — the middle ground.
These sections are separated by a central ridge known as the Bar.
Chapter 02
The Objective
Your mission is clear: move all 15 soldiers safely through enemy lines into your Home Board and then bear them off. The first commander to evacuate all troops wins the day.
Chapter 03
Movement Rules
- First strike. Each player rolls one die. The higher roll moves first using both numbers.
- Forward only. Checkers always move forward (towards lower-numbered points).
- Open point. You can only land on a point not occupied by 2 or more enemy checkers.
- Separate moves. Dice numbers are distinct moves — e.g. a 5-3 roll can move one checker 8 spaces, or two checkers separately.
- Doubles. Rolling doubles (e.g., 6-6) quadruples your power; you play the number four times.
- Forced play. You must use both numbers if possible. If only one can be played, the higher number takes precedence.
Chapter 04
Hitting & Entering
- Hitting. If an opponent lands on your blot, your soldier is hit and sent to the Bar (exile).
- Re-entry. A player with a checker on the Bar cannot make other moves until the checker re-enters the game via the opponent’s home board.
Chapter 05
Bearing Off
Once all 15 checkers are gathered in your Home Board, the evacuation begins:
- Remove checkers corresponding to the dice roll.
- If no checker is on the rolled point, you must bear off from a higher-numbered point.
Chapter 06
The Doubling Cube
Before rolling, if you sense an advantage, you may propose to Double the stakes. The opponent must either Take (accept doubling) or Pass (resign the game immediately for 1 point).
Chapter 07
Victory Tiers (Scoring)
Victory is not always singular — the depth of defeat matters.
- Normal Win
- ×1
- Gammon
- ×2
- Backgammon
- ×3
Standard victory
Opponent bore off zero
Opponent still in your home or on the Bar
Chapter 08
Irregularities & Discipline
- Cocked dice. Dice must land flat. If a die lands tilted, the roll is void.
- Illegal moves. If an illegal move is made, the opponent has the right to accept it or demand a correction.
- Turn etiquette. Rolling before the opponent has finished their turn voids your roll.