MINIGAM — RULES
Equipment
A quarter backgammon board (6 points per side) and 2 dice.
Each player has 8 checkers and a bar.
Players move in opposite directions. For one player, the points are numbered 1 → 6; for the other, 6 → 1.
Setup
All 8 checkers for each player begin on that player’s bar.
Object of the Game
Bear off all 8 checkers.
Starting the Game
Each player rolls 1 die. If it’s a tie, roll again. The player with the higher roll goes first, using the dice that were rolled.
Doubles are therefore excluded as an opening move.
Movement
On their turn a player rolls two dice.
Each die is a separate move. A player may move one checker twice (in the chosen die order) or move two different checkers.
Doubles count as double the moves. The player must play as many of the four moves as is legally possible. For example, a roll of 3, 3 would allow 4 moves of 3, 3, 3, 3
Entering from the Bar
A checker on the bar may enter using a die that corresponds to an open point in that player’s entry direction.
A checker enters onto the point that matches a die, counted from that player’s entry side.
Entry is allowed only onto an open point (empty or containing a single opposing checker).
A checker cannot enter onto an opponent’s made point (a point with two or more opposing checkers).
Entering onto an opposing blot hits it and places it on the opponent’s bar.
Movement and Hitting
Landing on an opposing blot sends it to the opponent’s bar.
A made point is any point with two or more of a player’s checkers; opponents may not enter onto or land on it.
Forced Moves
If a player can make moves for both dice, they must do so. If only one number can be played, the player must play that number. If either number can be played but not both, the larger number must be played.
If neither die can be played, the turn ends with no move.
Bearing Off
A player may not bear off any checker until all 8 of that player’s checkers are on the board (none on the bar).
A checker may always bear off with an exact roll matching the distance from its point to the exit.
A checker may bear off using a die roll larger than the distance to the exit only if there are no checkers on points further from the exit. For example, point 4 could bear off with a 5 if it’s the highest point. It could not bear off if there was a checker on point 6.
A checker may enter from the bar and bear off in the same turn if both moves are legal.
Winning
The first player to bear off all 8 checkers wins.