Checkers
Plan jumps and trade pieces while racing for the far side.
Strategy with Halley
The dice decide what you can do, and you decide what to do with them. Halley walks through four positions, from making your first point to choosing what to bear off. Follow each one from Dark’s side of the board.
A point with two of your checkers on it is closed to your opponent, and closing one is called making a point. With a 3 and a 1, you can make the five-point in your home board right away.
Closed points side by side form a wall. Six in a row make a full prime, which no roll can cross. A shorter wall can still hold a checker until it rolls high enough to jump it.
Your pip count is the sum of the distances your checkers still have to travel. For checkers already home, multiply each point number by the number of checkers on it, then add those totals. Count from each player’s own side.
Once the two sides have passed each other, the game is a race, and the lower count tells you who has less distance left. How you spread your checkers still matters, because a roll can waste pips when it overshoots a point.
Once every checker is home, look for exact rolls. A die higher than your farthest occupied point can take a checker from that farthest point.
If your opponent still has checkers in your home board, look for blots before you bear off. A checker that’s hit goes back to the bar, and you can’t bear off again until it has come all the way home.
Start with Altair at level 1, try a match against Halley, then work up to Orion at level 8. You can also invite a friend or find an online opponent.
Each room plays a single game without the doubling cube. Choose a checker to see its legal moves, then check Stats after the game to see how your record is changing.
Keep playing