Set up the board with 24 points alternating sides, numbered 1–24 clockwise for each player
Place checkers in the standard starting position:
2 on points 24 and 1
5 on points 13 and 8
3 on points 12 and 7
5 on points 6 and 19
0 elsewhere
Choose who goes first by each player rolling one die; higher roll starts
On your turn, roll both dice (or one die if doubles are not rolled)
Move checkers according to the dice values:
Use one die per move to total the die number on a point
You must move from your own direction toward the opponent’s home board
If you can move using either die but not both, you must use the die(s) you can
If you roll doubles, make the move using four identical die values
You may move only your own checkers
You cannot move to a point occupied by 2 or more opponent checkers
You can move to an empty point or a point with exactly 1 opponent checker
If you land on a point with 1 opponent checker, you hit it (send it to the opponent’s bar)
A checker on the bar must enter on your next moves before moving other checkers
Enter from the bar to the opponent’s side using the die value that matches the entry point
Once all your checkers are in your home board, you may bear off
To bear off, move a checker out of the board using the die value matching its home point
If the die value is higher than the needed point number, you bear off the checker from the highest occupied point in your home board
Block and strategy rules:
Use points with 2+ checkers to prevent opponent movement
Avoid leaving single checkers that can be hit
Win by bearing off all of your checkers before your opponent
If you and your opponent have no legal moves, play continues only when a legal move is available on the next turn
