The basics. You are Ivory. Roll (spacebar or R), click a glowing checker, click a highlighted destination; the tray on the right bears off. Doubles play four moves. You must use both dice when possible — if only one can be played, it must be the higher. The winner of the opening throw rolls again for their first move. Wins score 1 point, or 2 («diplo») if the loser has borne off nothing. No doubling cube — this is tavli. Give up hands the game over on those same terms — one point, or two while you have borne nothing off — and the match plays on from the new score.
Πορτες · Portes. Classic doors. Land on a lone enemy checker to send it to the bar; from the bar you must re-enter in the top-right quadrant before anything else moves. Home is bottom-right.
Πλακωτο · Plakoto. All fifteen start on your far corner. Nobody is ever hit — landing on a lone enemy checker pins it beneath yours, frozen until your last checker leaves. Pin the enemy’s mother checker on its starting corner and the game is instantly yours, as a diplo. Guard your own mother when she stands alone.
Φευγα · Fevga. Both sides run the same direction; you start top-right, The House bottom-left, and your home is bottom-right while its home is top-left. A single checker owns its point — no landing on it, ever. Your first checker must pass The House’s corner before any other may move, and you may never close all six doors of the quadrant where it starts.
Formats. Quick set — one game of each, most points take it (a tie forces a deciding portes). Café match — the games rotate until someone reaches 7 points.
Playing a friend. Choose “Play a friend”, then “Open a room”: you get a six-digit room number to send them, and they join with “Join a room”. A room seats two — nobody else can walk in. The number stays in the corner of the table while you play. If either of you drops out the match freezes exactly where it stands and the same number brings you back; once you are both gone for good, the room closes.