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Roll the dice, race your checkers home and bear them off first. Play the computer, a friend, or an opponent online.
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No account needed. Three strengths.
Move all 15 of your checkers into your home board (the last six points) and then bear them off. The first player to bear off every checker wins.
Roll two dice and move one checker by each number, or one checker by both. A double lets you move that number four times.
You can land on an empty point, on your own checkers, or on a single opponent checker. Two or more opponent checkers block the point.
Landing on a single opponent checker sends it to the bar. A checker on the bar must enter the opponent’s home board before any other move.
When all your checkers are home, remove them with exact rolls. A higher roll can bear off your farthest checker.
Win before your opponent bears off a single checker for a gammon (2 points), or while they still have a checker on the bar or in your home for a backgammon (3 points).