Race all fifteen of your checkers around the board into your home board, then bear them all off. First to bear off all fifteen wins.
Rolling & Moving
Each turn, roll two dice and move using both values — as one checker moving both distances, or two different checkers moving one each. Rolling doubles lets you play that number four times.
Points & Blots
A point held by two or more of an opponent's checkers is blocked and can't be landed on. A point held by just one opposing checker (a blot) can be landed on, sending that checker to the bar.
The Bar
A checker on the bar must re-enter in the opponent's home board before you can make any other move. If the entry point is blocked for every die you rolled, you forfeit the turn.
Bearing Off
Once all fifteen of your checkers are in your home board, you may start bearing them off, one per die rolled that matches (or exceeds, once no checkers remain further back) each checker's distance from the edge.