Light rolls first. Each turn, roll and move your checkers the number of points shown on each die — one checker for both dice, or two checkers one die each. Doubles are played four times.
Light moves from point 24 down to point 1, Dark the other way. You cannot land on a point where your opponent has two or more checkers. Landing on a lone enemy checker hits it and sends it to the bar.
A checker on the bar must re-enter into the opponent's home board (the die number, counted from the far end) before anything else moves.
You must play both dice if you can; if only one can be played, play the larger. When no move is possible the turn passes.
Once all fifteen of your checkers are in your home board (the last six points) you may bear them off. A larger die bears off your farthest checker.
First to bear off all fifteen wins. If the loser has borne off nothing it is a gammon (2 points); if they also have a checker on the bar or in the winner's home board, a backgammon (3 points).
Tap a checker to pick it, then tap where it goes; the bar and bear-off tray count as places too. Undo takes back the last step, never a roll. Games save automatically.
Online: choose Online friend, create a game and share the code or link. Rolls are part of the game record, so both of you see the same dice.
Keyboard: Tab to Roll, arrow keys move between points, bar and tray; Enter or Space picks up and places.