The rule that turns a hit into a real problem.
While you have a checker on the bar you may do nothing else. Your whole turn must go toward entering it, in your opponent's home board, on the point matching one of your dice.
White has a checker on the bar and rolls 5 and 2. Black holds some of the entry points. Only one of those numbers will work — try both and see.
White is on the bar with 5 and 2. Bring the checker in.
This is why a strong home board matters so much. Every point your opponent owns in their home board is a number you cannot enter on. Own all six and a checker on the bar never comes back — the game is over while you play out the formalities.
It also explains the shape of good play: hitting is only half of it. The other half is making points that punish the checker you just sent back.
Rules stick faster when something is at stake.
Play free