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2.3 Movement of the Checkers

To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.

The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply:

  1. A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.
  2. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open.

    White opens the game with 53.

              
               +13-14-15-16-17-18------19-20-21-22-23-24-+
               | X        ^  O    |   | O     .        X |
               | X        +---------5---------^---3----X |
               | X           O    |   | O                |
               | X                |   | O                |
               | X                |   | O                |
              
              
               | O                |   | X----3---+       |
               | O                |   | X        |       |
               | O           X---------------5---+       |
               | O           X    |   | X        |     O |
               | O           X    |   | X        |     O |
               +12-11-10--9--8--7-------6--5--4--3--2--1-+
              
         
  3. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
  4. A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.