The last phase of the game, and the one with the fiddliest rules.
You may begin bearing off once all fifteen of your checkers are in your home board — your 1-point through 6-point. Bearing off means removing a checker from the board entirely. The first player to remove all fifteen wins.
An empty point with checkers still above it means future rolls of that number cannot bear off and must be wasted moving inside the board. Filling gaps as you go is usually worth more than taking an extra checker off.
Piling checkers on the 1-point and 2-point feels safe but wastes pips — a 6 bearing off from the 1-point throws away five pips of movement. Spread across the higher points, every roll does full work.
If your opponent still has a checker in or near your home board, safety beats speed. Bearing off in a way that leaves a blot can lose a game you had already won.
Bear-off positions are where a small mistake is most measurable — a good place to check your play against an engine.
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