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Double Offered!
Your opponent has offered to double the stakes. Do you accept?
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How to Play
Goal. Move all 15 of your checkers around into your home board (bottom-right) and "bear them off." First to bear off all 15 wins.
Your turn. Press the big button to roll. Move by the two dice — one checker per die, or one checker twice. Doubles (e.g. 5-5) let you play that number four times.
Moving. Tap a checker, then tap where it goes (green dots show legal spots). You must use as many dice as you can. When you're finished the button says Done — press it to pass the turn.
Hitting. A point with a single enemy checker (a "blot") can be landed on — that checker goes to the bar (the glowing center) and must re-enter before its owner moves anything else.
Bearing off. Once all your checkers are home, use your rolls to remove them from the board.
Doubling cube. Optional: before rolling you can offer to double the stakes; your opponent accepts or forfeits.
Learning. Playing the computer? 💡 Hint draws the strongest move right on the board, and the 🎓 Coach toggle rates each turn after you press Done — showing the stronger play whenever you missed one. When a game ends, 🎬 Replay steps back through every turn.
Tip: your home board and the bear-off tray are on the right.