OneTwo rules

The legend — the game that gives justice to the 1-2 roll.

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Rule 1 of 7

Goal & start

Collect all 15 checkers before your opponent. The board starts empty: your 15 wait in your starting tray. You go round in opposite directions, one quarter at a time.

123

Rule 2 of 7

Getting in

To start entering you need a double or a 1-2 — any other roll ends your turn. Once your first checker is in, every die enters one more: a 4 puts one on point 4.

tray

Rule 3 of 7

Tray first

While any checker is still in your tray, entering is the only move: everything on the board waits until the tray is empty.

+?

Rule 4 of 7

Doubles & the 1-2

Doubles: play them, then roll again — no limit. 1-2: play the 1 and the 2, pick any double (1-1 to 6-6), play it, then roll again. Can't play both the 1 and the 2? No bonus, but you still roll again.

1–67–1213–1819–24

Rule 5 of 7

One quarter at a time

Only your first quarter that still has checkers can move: points 1–6 first, then 7–12, then 13–18. Its checkers move inside it or on ahead; the rest wait until it's empty.

tray

Rule 6 of 7

Blocking & hitting

Two or more checkers close a point. Land on a lone checker to hit it: it goes back to its owner's tray, and they need a double or 1-2 to enter it again.

→ 24→ 23→ 22→ 21→ 20→ 19

Rule 7 of 7

Exact collecting

Once all 15 are in your home quarter, collect them (bear off) with exact numbers only — a die that doesn't fit is lost. A win is 1 point, or 2 if your opponent collected none.

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