Goal
- Bring all 15 of your checkers into your home board and bear them off. The first player to bear off all 15 wins the game.
Moving
- Each die moves one checker that many points. A double is played four times.
- You must play as many dice as you can. If only one of the two dice can be played, play the larger one when you can.
- You cannot land on a point held by two or more opponent checkers.
- If you have no legal move, the turn passes.
Bearing off
- When all 15 checkers are in your home board, a die bears off a checker from its own point.
- A higher die bears off your farthest checker when no checker stands on a higher point.
Scoring
- A win is 1 point. A gammon, when the loser has borne off no checker, is 2 points.
- The first player to reach the match length wins the match.
Tapa
- Start: all 15 checkers on your 24-point.
- No hitting. Landing on a single opponent checker pins it: it cannot move until your checker leaves, and the point is yours until then.
- Mother checker: pinning the opponent's last checker on their starting point wins 2 points. If you still have checkers on your own starting point, play goes on and you win as soon as your last one leaves it.
- If both mother checkers are pinned, the game is a draw.
- Opening: the higher die starts and throws both dice again. There is no doubling cube.
Tips
- A pinned checker deep in your opponent's path is a big advantage: their home board fills up while it waits.
- Do not leave your last checker alone on your starting point if your opponent can reach it.
- Move in pairs where you can. Two checkers together cannot be pinned.
Controls
- Tap the dice to roll.
- Tap a checker and then a lit point, or drag the checker there.
- Undo takes a move back. Done ends your turn.
Play Tapa in Tavla & Dama
Tavla & Dama puts backgammon and draughts in one beautiful wooden box: Tavla, Tapa and Gülbara, and eight kinds of draughts. Play smart bots anytime, even offline, or open a private room and play with a friend.
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