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Backgammon
Playbook

Bring every checker home

You are ivory. Move from point 24 towards point 1, then bear all 15 checkers off. The ink computer moves the opposite way. First to bear off all 15 wins.

The opening roll gives each side one die. Higher die starts using both numbers; ties reroll. Later, roll two dice each turn. Doubles give four moves.

  1. Select a die, then one of your checkers.
  2. Tap a highlighted point or your Bear off tray.
  3. Use both dice if possible. If only one can be used, the higher must be used. Legal highlights enforce this.

Two opposing checkers block a point. Land on one to send it to the bar. Checkers on the bar must re-enter before any other move. All your checkers must be in points 1–6 before bearing off. An oversized die can take off your farthest remaining checker.

After using all possible moves, End turn lets the computer play. Either side passes automatically after a blocked roll. Tap or use Tab/Enter. Count badges identify tall stacks.

A little strategy

Keep pairs together to make safe points. A lone checker is a target. When racing home, avoid wasting large dice.

One game at a time, with a basic local bot. No doubling cube, stakes, gammon scoring or match points.

This is a playable preview. Progress lasts for this open session only. Reloading starts fresh. After loading online, this game works offline. Use your browser’s Install / Add to Home Screen command where supported.