Ryvo
Tawla 31 and the race to open your route
A backgammon variant without hitting or pinning. Learn the opening checker rule and how the remaining pieces determine the score.
Tawla 31 is less about attacking a checker and more about controlling a route. Even a single opposing checker closes a point to you, which gives careful placement a different kind of value.
One checker opens the game
Each player has fifteen checkers stacked on the point farthest from their home board. At first, you may move only one checker. Keep moving it until it reaches the final quarter. Only then may the rest begin to move.
Players travel in opposite directions. During this opening, watch the route your opponent will need when they start bringing out the remaining checkers.
Occupied points are closed
You cannot land on a point containing even one opposing checker. There is no hitting to the bar and no pinning. A move needs an open destination.
The two dice represent separate moves and doubles provide four moves. Both numbers must be used when possible. If either can be used alone but not together, use the higher number.
Bearing off and scoring
Once all your checkers reach the final quarter, you may begin bearing off. The first player to remove them all wins. Their score is the number of opposing checkers still on the board, so not every win is worth the same amount.
If your opponent is close to finishing, removing a few of your own checkers can reduce their reward. If you are ahead, preserving a useful block may be better than taking the fastest-looking move.
Leave yourself a route
Piling too many checkers on one point can leave gaps elsewhere. Try to keep useful points occupied while giving your own pieces room to move. A good position still has options when the dice do not give you the number you hoped for.