A Game of Skill & Fortune
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All checkers borne off
Be the first to bear off all 15 of your checkers from the board.
Roll the dice, then move your checkers forward by the shown values. You may split a roll between two checkers or use both values on one. A point with 2 or more opponent checkers is blocked — you cannot land there.
Landing on a lone opponent checker sends it to the bar. A player with checkers on the bar must re-enter them into the opponent's home board (points 1–6) before moving any other piece.
Once all your checkers are in your home board (points 1–6 for Player 1, 19–24 for Player 2), you may start bearing them off. Roll a number matching a point and remove that checker. If no exact match exists, you may use a higher die to remove the checker on the highest occupied point.
Before rolling, you may offer a double to raise the stakes. Your opponent must Accept (play continues at 2× the points) or Refuse (concede 1× immediately). The cube goes to 2, 4, 8… up to 64. The player who accepted owns the cube and may re-double later.
Single — opponent bore off at least one checker: 1 × cube.
Gammon — opponent bore off none: 2 × cube.
Backgammon — opponent bore off none and has a checker on the bar or in your home board: 3 × cube.