Use a dice tumbler to roll two six-sided dice once during each of your turns. The numbers rolled represent two separate moves. For example, if you roll a 3 and a 5, you can move one checker three spaces and another checker 5 spaces. Or, you can move one checker 3 spaces and then 5 more spaces.  Make sure that you roll the dice to the right of your side of the board, from a reasonable height so that they bounce and roll a bit. If either of the dice lands on a checker, outside of the board, or leaning against the edge of the board, then it is not considered valid and you will have to reroll. An open point is any point on the board that is not occupied by two or more opposing checkers. You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it. Remember that you should always move your checkers counter-clockwise, moving from your opponent's home court to your own.  You can start with any checker you chose, but it is a good idea to get your checkers out of your opponent's home board as soon as possible. You only need 2 checkers to block a point, but you can have as many of your checkers as you want on a single point. Remember that you can either move one checker twice or move two checkers once. For example, if you roll a 3-2, you can move one checker 3 points over and then 2 points over, as long as it lands on an open point both times. Alternately, you can move one checker 2 points over to an open point, and move another checker 3 points over to an open point. If you roll the same number on both dice, then you've earned yourself two extra moves. If you roll double 3s, for example, then you can make four moves of 3 points each. Again, you can move four checkers 3 times, move one checker 12 times if it lands on an open point after every move, or mix it up and move two checkers 6 times, or one checker 3 times and another checker 9 times. As long as the total moves add up to 12 and each move lands in an open point, you're in good shape. For example, if you roll a 5-6, but you can't find an open point when moving any checker either 5 or 6 times, then you lose your turn. If you can only play one of the numbers, then you can play that number and lose your turn on the other number. If you can only play one number or the other, then you have to play the higher number. This rule applies even if you roll doubles. If you can't play the doubled number you've rolled, you lose your turn. Try to avoid having just one of your checkers on a point because the point, which is called a blot, is vulnerable to being “hit” by your player's checkers. If one of your checker's gets hit, then it will go to the bar and you will have to use your next turn to roll and try to reenter the board in your opponent's home board. Do your best to keep at least two of your checkers on a point, at least early in the game. Before you start moving your pieces into your home court, you should try to have many points occupied by 2 or 3 checkers instead of just a few points occupied by 5 or 6 checkers. This will not only give you more options to move to open points, but will also make it harder for your opponent to move to an open point.
डाइस को रोल करें: अपने चेकर्स तो एक ओपन पॉइंट पर ले जाएँ: डाइस पर एक ही नंबर आने पर उसको दोबारा रोल करें और खेलें: अगर आप कोई नंबर नहीं चल पाते हैं, तो आपकी चाल चली जाएगी: अपने चेकर्स को सुरक्षित रखें: बोर्ड पर डोमिनेट करने का प्रयास करें: