Bring all 15 of your checkers onto the board, run them the whole way round, and take them off before your opponent does.
- The board starts empty. All 15 of your checkers wait on the middle bar, and you roll them onto the board one at a time before they can start travelling.
- Roll two dice, then move a checker for each number rolled (a double gives four moves of that number).
- Nothing is ever captured or sent back — checkers only ever move forward. What stops you is a point the other side is holding.
- Regular: a point is closed to you the moment your opponent has even one checker on it. You simply can't land there.
- Mahbusa: a point with a single opposing checker can be taken — your checker lands on top, imprisoning theirs and claiming the point. The trapped checker can't move until every one of your checkers leaves. Two or more opposing checkers still close the point.
- You can't bear a single checker off until all 15 are in your home board — the last 6 points. Then bear off with an exact roll, or any higher roll from your rearmost checker.