A short, friendly guide to how this lobby works — so you can play calmly and fairly.
Move your checkers in the right direction and bear them all off. A hand ends when one player has borne off all fifteen checkers.
When you create a table, pick wins needed from 1 to 5. The first player to reach that many wins takes the series. The maximum number of hands is 2N−1 (for example, first to 3 → at most 5 hands).
If the winner bears off all 15 while the opponent still has none off (opponent off = 0), that hand is Mars and counts as two wins. A forfeit or leave is not Mars — it scores one win only.
Each hand starts with both players rolling to decide who moves first. Play then continues with turn timers.
Use the dice to advance checkers. You may hit a single opposing blot and send it to the bar; re-entry from the bar is required. After hitting in your own home board, that checker stays locked for the rest of the turn unless you have no other legal move.
Casual lobby tables are free — there is no coin betting on the table. Respect players; cheating and pressure have no place here. Official tournaments are announced separately.