Goal
Race all 15 of your checkers around the board and bear them off before your opponent does.
Your turn
Roll two dice (rolling doubles gives you four moves of that value instead of two). For each die, move one checker that many points in your direction:
- Landing on a point with 2+ opponent checkers is blocked.
- Landing on a single opponent checker (a blot) hits it, sending it to the bar — it must re-enter before that player can make any other move.
- Enter from the bar into the point matching your die roll, in your opponent's home board.
- Once all 15 of your checkers are in your home board, you may bear off: remove a checker from the point matching your die exactly, or — if no checker sits further out — using a larger die.
If a die (or both) can't be legally played, it's forfeited. First to bear off all 15 checkers wins. (This version has no doubling cube.)