OneTwo rules
The legend — the game that gives justice to the 1-2 roll.
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.
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.
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.
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.
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.
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.
Created by Dimitris for all the Tavli fans out there
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