Each side has fifteen checkers. Roll two dice and move checkers that many
points: one checker for each die, or one checker for both. Your checkers
go round the board the opposite way to a clock's hands, to your home in
the last six points, then off. A double is played four times.
đ Points and hits
Two or more checkers of one side close a point: the other side cannot land
there. A checker standing alone can be hit: it goes to the middle bar and
must come back in at the start before anything else moves.
đ Bearing off
When all fifteen are home, take them off with the dice. The first side to
take off all fifteen wins. If the loser has none off, it is a gammon.
You must use both dice if you can; if only one can be used, the larger.
đ¤ How the computer plays
It looks at every way to play its roll and keeps the best by each rule
below, in order. Cadet skips most of them and sometimes just picks; Ace
counts the rolls you could hit it with.
âī¸ Settings
Detail
Frame rate
Frame readout
đ Start over
Clears every win and loss on this device, and the game under way.