1. Equipment
- The Board: A quarter backgammon board consisting of 6 points (numbered 1 to 6).
- The Goal: There is an OFF area (beyond Point 6) and a BAR area (Point 0).
- The Pieces: 4 Players. Each player has 5 Checkers.
- The Dice: 2 standard six-sided dice.
2. Setup
- All 20 checkers (5 per player) begin on the BAR.
- Players are designated Player 0, 1, 2, and 3. Play proceeds clockwise.
3. Object of the Game
- Move all 5 of your checkers from the BAR, through points 1–6, to the OFF area.
- The game continues until 3 players have finished.
- Scoring (Reverse Prime):
- 1st Place: 5 Points
- 2nd Place: 3 Points
- 3rd Place: 2 Points
- 4th Place: 1 Point
4. Starting the Game (The High/Low Split)
- All players roll one die.
- The player with the highest roll goes first.
- Tie-breaker: If there is a tie for highest, only the tied players re-roll.
- The First Turn: The starting player does not roll two fresh dice. Instead, their roll consists of:
- The Highest die (the one they won with).
- The Lowest die currently visible on the table (from the losing players).
- Note: This guarantees no doubles on the first turn.
5. Movement
- On their turn, a player rolls two dice.
- Each die constitutes a separate move. You may use them on the same checker or different checkers.
- Doubles: If you roll doubles (e.g., 3-3), you play the number four times.
- Direction: All players move in the same direction: Bar → 1 → 2 → 3 → 4 → 5 → 6 → OFF.
6. Legal Moves & Blocking
- A checker may move to a point corresponding to the die roll (Current Point + Die).
- The Prime Rule (Blocking): You cannot land on a point occupied by 2 or more opponent checkers (a “Prime”).
- Note: Primes are owned by a specific opponent. You cannot co-habit a point with an enemy.
- Friendly Stacking: You may stack as many of your own checkers on a point as you wish.
7. Hitting (The Bowling Ball Rule)
- The Blot: A point occupied by exactly 1 opponent checker is called a “Blot.”
- The Hit: If you land on an opponent’s Blot:
- The opponent’s checker is sent immediately to the BAR.
- Your checker occupies the point.
- Note: Hitting is mandatory if it is the only legal move, but otherwise optional if other moves exist.
8. The Bar (Jail)
- If you have checkers on the Bar, you must attempt to enter them onto the board (Points 1–6).
- The “Loose Bar” Rule: Unlike standard backgammon, you are NOT required to clear your Bar before moving other pieces.
- If you roll a
6and a1: You may use the1to enter from the Bar, and then use the6to move that same checker (or another checker) further. - This enables the “Snipe”: Enter on Point 6 -> Move to OFF in a single turn.
- If you roll a
9. Bearing Off
- You may bear off a checker if you roll a number that lands it exactly in the OFF area (Point 7).
- Overshoot Rule: You may use a die roll higher than necessary to bear off (e.g., rolling a 6 to clear Point 5) ONLY IF you have no other checkers further away from the exit (on lower-numbered points or the Bar).
- You do not need to clear your Bar before bearing off other pieces.
10. Game End
- As soon as a player bears off all 5 checkers, they are locked into their finishing rank.
- Their remaining turns are skipped.
- The game ends when the 3rd player finishes. The remaining player automatically takes 4th place.