Playing the Gul Bara

Gul Bara is also known as the Crazy Narde or the Rosepring Backgammon. The objective of the game is to get all your checkers to move around the board and get them off. Whoever gets off first would win the game.

Starting off

The first player who rolls a higher die would take the first turn. Both players begin with 15 checkers placed on the rightmost side of the board, facing diagonally opposite from each other. They would move around the board, counterclockwise in the same directions.

The Rules

Each roll of the dice will indicate the number of points (or pips) that player's checker can move. Moreover, along this line of play, the following are Gul Bara's rules:

A checker piece cannot move when it is occupied by an opposing checker. It can only be moved when the subsequent points are open.

Either the two dice can be used separately to move two checkers or it can amount to a single movement of a checker. For instance, when you dice a 5 and 3, you can move one checker for five points and another for 3 points to their open points, or you can move a single checker for 8 points. However, the subsequent points should also be open.

The Doubles

Gul Bara is different from backgammon and its other variations because there is no hitting during the game. If a checker is placed on a point, it controls it. No other checker from the opponent can be placed on it. Furthermore, doubles is an exceptional feature of the game. When you roll a double with your dice, you can continue rolling your dice in a normal pattern in addition to the double you have already rolled. For instance, when you rolled a 2-2 is equivalent to using four 2s. But the doubles in Gul Bara has more to give than that. In case of a 2-2, the player can get more consecutive doubles, like an additional four 3s, four 4s, four 5s, and four 6s depending on his subsequent rolls. What the opponent can do to stop this movement is to block a point by his checker, making the doubles null.

How to Bear off and Win

To bear off requires a player to move all fifteen of his checkers to his home board and then roll a number corresponding to the point it resides. At this point, he can remove the checker from the board. The first players who bear off all his checkers from the board would be the winner.

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