Plakoto rules

The pinning game — you don't hit, you trap.

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Rule 1 of 6

Goal & start

Collect all 15 checkers before your opponent. All 15 start on your point 1. Your opponent's 15 start on your point 24, inside your home quarter, and go round the other way.

Rule 2 of 6

Pin, don't hit

Land on a lone opposing checker to pin it. It stays on the board but can't move until your checker moves off. You can add more of yours on top.

Rule 3 of 6

Closed points

You can't land where your opponent has 2 or more checkers, or where they're pinning one of yours.

Rule 4 of 6

Collecting

Once all 15 are in your home quarter, collect them (bear off). A checker still outside — pinned, or pinning — stops you collecting until it comes home.

×21

Rule 5 of 6

The mana

Your last checker on point 1 is your mana. If it gets pinned, the game ends as soon as your opponent's own point 1 is empty: they win 2 points. Pin their mana too before that, and it's a draw.

1point for a normal win
2points: they collected none, or lost their mana

Rule 6 of 6

Winning

A draw scores nothing, and whoever won the game before it starts the next one. Dice, doubles and who starts: What is Tavli.

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Created by Dimitris for all the Tavli fans out there

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