A point can only have checkers of one color at a time:
1. A single checker on a point (blot) may be hit by a checker of the opposing color and removed from the board.
2. With two or more checkers of one color a point is made. The opponent can neither hit the checkers nor land on such a point.
Possible moves are to points that are
- unoccupied (1)
- occupied by any number of one's own checkers (2)
- occupied by only one of the opponents' checkers (3) see ? Hitting blots
Note: All possible moves have to be executed: mixed roll (two) or double (four).
Not allowed are moves involving a point the opponent made (4) by having two or more of his checkers on it (thereby creating an obstacle).
- Opposing checkers cannot land on it.
- They cannot use it as a stepping stone to reach a landing point:
There is no summing up the rolled numbers and flying over such an obstacle to a desired destination. Moving a single checker in more than one stage requires the intermediate point to be open.
1: A mixed roll of 2 and 3: The single checker cannot move even though the fifth point ahead is open, because the second and third ones are not.
2. A double 3 is rolled: To use all the moves on one checker, all intermediate points (the third, sixth and ninth) and the landing point (twelfth) must be free from obstacles. If the double occured in the figure above, the single black checker could not move at all due to the first and only obstacle on the third point.
Note: If no move is possible it's the opponent's turn.
End a turn
To end your turn pick up your dice.
The movement rules for bearing off are described in the => End game section.
Next -> Start and middle game