Plakoto rules
The pinning game — you don't hit, you trap.
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.
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.
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.
Created by Dimitris for all the Tavli fans out there
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