To start the game, each player throws one die. This determines the player to go first and the numbers to be played. If the same amount of come, then both players roll again until they roll different numbers. The player throws a higher number now moves his checkers according to the number on both dice. After the first roll, the players throw two dice and alternate turns.
The roll of the dice indicates how many points, or pips, the player is to move his checkers. Checkers are always moved forward, to a lower-numbered point. The following rules apply:
The examiner will be transferred only to the point of being open, which was not guarded by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (three or five spaces from the starting point) is also open.
Figure 3. Two ways that White can play roll [5] [3].
A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
The player must use both numbers of a roll if this is legally possible (or all four numbers are doubles). When only one number can be played, the player must play that number. Or if the second number can be played but not both, the player must play greater. When the number can not be used, the player loses a turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.