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How to play

Classic backgammon rules, plus exactly how staking, disputes, and payouts work on-chain here.

Objective

Each player has 15 checkers. White moves from point 24 toward point 1, Black moves from point 1 toward point 24 - the two players always race in opposite directions. The first player to bring all 15 of their own checkers into their home board and then bear them all off the board wins the match.

Turns and movement

Each turn you roll two dice and move your checkers that many pips, following these rules:

  • Each die is a separate move - a roll of 3 and 5 lets you move one checker 3 and another 5, or the same checker 3 then 5.
  • Rolling doubles (e.g. 4-4) gives you four moves of that number instead of two.
  • You can only land on a point that is empty, holds your own checkers, or holds exactly one opposing checker (a "blot").
  • A point held by two or more opposing checkers is blocked - you cannot land there.
  • If you can legally play a roll, you must - even if it is not the move you would have preferred.

Hitting and the bar

Landing on a single opposing checker (a blot) sends it to the bar. A checker on the bar must re-enter the board in the opponent's home board before that player can make any other move - if every entry point is blocked by two or more opposing checkers, that player forfeits the rest of their turn.

Bearing off

Once all 15 of your checkers are inside your own home board (points 1-6 for the player bearing off toward point 1, or 19-24 for the other side), you may start bearing them off - removing them from the board using die rolls that match each checker's point number. The first player to bear off all 15 checkers wins immediately.

Staking a match

Every table is created with a stake amount in either BNB or USDT (or 0, for a free match). The creator escrows their stake by opening the table; the joining player escrows the exact same amount when they join. BNB and USDT balances are always tracked and paid out completely separately - they never mix.

How a stake is split when a match ends

When a match completes, 20% of each player's own stake is deducted from that player's own side (independently - a winner never loses a cut from their own winnings beyond this), and the rest goes to the winner:

Owner fee5.00%
Platform fee5.00%
Marketing fee2.50%
Referral - level 14.00%
Referral - level 22.00%
Referral - level 31.50%

A referral level with nobody registered falls back to the platform fee wallet rather than being lost. Set who referred you once, ever, from the Referral page.

Submitting a result, disputes, and timeouts

After a match finishes, either player submits the result on-chain. The other player then either confirms it (finalizing the payout immediately) or disputes it, which escalates the match to arbiter review. If the other player does neither, the submitter can finalize unilaterally once 24 hours have passed - so an unresponsive opponent can never freeze a match forever.

Weekly top-wagerer rewards

Once a week, a share of the platform's accumulated fee (the smaller of that week's fee take and its actual on-chain balance) is redistributed to that week's top 3 players by total completed-match stake volume - split 50% / 30% / 20% for 1st, 2nd, and 3rd place. Cancelled matches don't count toward this, since they refund in full and pay no fee.

Withdrawing winnings

Winnings, fees, referral commissions, and cancellation refunds are never sent automatically - they're credited to your balance on-chain and you withdraw them yourself (per asset) from the Settings page whenever you like. This is a deliberate safety choice: it means one broken or reverting address can never freeze payouts for every other player.

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