Ryvo
Mahbusa and the power of a well-placed pin
In Mahbusa, a lone checker can be pinned in place. Learn how pins work and when they can decide the whole game.
Mahbusa uses the familiar backgammon board but changes the meaning of an exposed checker. Instead of being hit to the bar, it can remain trapped under an opponent’s checker until that opponent moves away.
Setting out
Each player starts with fifteen checkers stacked on the starting point farthest from their home board. Players travel in opposite directions towards the final quarter. Each die is a separate move and doubles give four moves.
Use both dice when possible. If you can use either one separately but cannot use both, the higher number must be used. A move that looks reasonable may therefore be unavailable if it prevents another required move.
Pinning instead of hitting
Landing on a single opposing checker pins it beneath yours. It cannot move and its owner cannot land on the point you control. It becomes free when your checkers leave. An opposing point with two or more checkers is safe and cannot be entered.
A pinned checker can hold up your whole plan. Getting it free may matter more than advancing your other checkers because you cannot begin bearing off with one still trapped.
Winning the game
Bearing off begins when all your checkers are in the final quarter and none is pinned. Removing them all wins one point, or two if the opponent has not borne off any checkers.
There is also an immediate win. Pinning the opponent’s last checker on their starting point ends the game in your favour. Leaving that final starting checker exposed therefore deserves special care.
Think before releasing a pin
Moving the checker that holds your opponent may improve your own race, but it also gives them their piece back. Look at their possible replies before you leave. Holding one important point can sometimes be worth more than several steps forward.