Use and Care Manual

Figure 4. If White
rolls with a
checker on the bar, he
must enter the checker
onto Red's four point
since Red's six point is
not open.
If neither of the points is open, the player loses his turn. If a player is able to
enter some but not all of his checkers, he must enter as many as he can and then
forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on the
dice must be played, by moving either the checker that was entered or a different
checker.
Bearing Off
Once a player has moved all of his fifteen checkers into his home board, he may
commence bearing off. A player bears off a checker by rolling a number that
corresponds to the point on which the checker resides, and then removing that
checker from the board. Thus, rolling a 6 permits the player to remove a checker
from the six point.
If there is no checker on the point indicated by the roll, the player must make a
legal move using a checker on a higher-numbered point. If there are no checkers
on higher-numbered points, the player is permitted (and required) to remove a
checker from the highest point on which one of his checkers resides. A player is
under no obligation to bear off if he can make an otherwise legal move.
Figure 5. White rolls
and bears off two
checkers.
A player must have all of his active checkers in his home board in order to bear