The Walnut Case
Race your fifteen checkers home with two dice. Hit lone checkers, build blocks, and turn the cube when you're ahead.
This is a first early version of Backgammon — the full game is coming.
Missing here: no online play yet, bots use a hand-tuned evaluation (not a neural net), one board design, no saved stats.
Match to 3
Goal. Move all fifteen checkers round to your home board, then bear them off. First to bear off all fifteen wins.
Moving. Each die moves one checker that many points. You can't land on a point held by two or more enemy checkers. Doubles play four times. You must use both dice if you can; if only one can be played, play the higher one.
Hitting. Land on a lone enemy checker to send it to the bar. A checker on the bar must come back in through the opponent's home board before anything else moves.
Bearing off. Once all your checkers are home, a die bears off a checker from that point. A higher die bears off from your highest point if no checker sits above it.
The cube. Before rolling you may double the stakes. Your opponent takes (and owns the cube) or drops and loses the current stake. Win before the loser bears off any checker for a gammon (x2); with a loser's checker still on the bar or in your home board, a backgammon (x3). In a match, the game after someone reaches one point short of winning is played without the cube (the Crawford rule).
The cube is turned
Take and play on for 2 points, or drop and give up 1.
Taking is usually right when you win about 1 game in 4 or more.
Game 1 · Match to 3
A gammon, worth double.
This is a first early version of Backgammon — the full game is coming.