Rules & objective
Each side starts with 15 checkers:2/5/3/5 on relative 24/13/8/6, mirrored. Contest with one die each; ties repeat. The higher player rerolls two dice. Later the previous winner starts. Move toward 1, using separate dice and four moves for doubles. Maximize playable dice; if only one is possible and either works, use the higher. Two rivals block; hit single rivals onto the bar and enter all bar checkers first. A home 1–6 hitting checker stays at its point until turn end. Another checker may cover it; the red ring marks at least one held checker, while other covering checkers may move. Bear off only when all active checkers are home with an empty bar; an oversized die removes only the farthest. If a checker at a point can bear off with a remaining die, do not first move a checker from that point forward with a smaller die to waste pips; other points remain available. First to remove 15 wins:1 point if the loser removed any, otherwise 2. No triple, cube or Crawford. This digital match ends at 9 or above, without a turn cap.
Controls
Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.
Worked example
A checker hitting in its home board must stay there for the rest of the turn. Other checkers may move; the whole point is not frozen.
