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2.5 Bearing Off

Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move.

White rolls 64 and bears off two checkers.

     
      |                  |   |    +----6--------->
      |                  |   |    |  +--4-------->
      |                  |   |    |  |          |
      |                  |   |    |  X  X  X  X |
      |                  |   |    X  X  X  X  X |
      +12-11-10--9--8--7-------6--5--4--3--2--1-+
     

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game.