Overview
CheeseGambit is a hybrid board game combining Parcheesi's cross-shaped board with Backgammon's core mechanics. Race your pieces around the board and bear them all off to win. Features two signature moves: the Gambit and the CheeseGambit.
Board Layout
The board is a cross shape with 72 spaces on the shared track. Each player has:
- Safe Zone — 6 spaces branching off the track into the player's arm. Only you can enter. Pieces here can't be bumped.
- Re-entry Zone — 6 spaces in the opponent's arm where bumped pieces re-enter.
- Pool — off-board area for bumped pieces waiting to re-enter.
- Bear Counter — displays how many pieces you've borne off.
[ BLUE ARM ]
[ S1...S6 ]
|
[GREEN]--[HOME]--[YELLOW]
[ARM ] [ ] [ARM ]
|
[ RED ARM ]
[ S1...S6 ]
Players: Red (bottom), Blue (top)
Green (left), Yellow (right)
Players & Pieces
2-4 players. Colors: Red, Blue, Green, Yellow. 2-player is always Red vs Blue.
14 pieces per player (adjustable), placed on the board at game start in stacks of 4, 3, 4, 3.
Starting Positions (4-Player)
| Stack | Size | Red | Green | Blue | Yellow |
| 1 | 4 | 9 | 11 | 13 | 15 |
| 2 | 3 | 33 | 27 | 29 | 31 |
| 3 | 4 | 49 | 51 | 45 | 47 |
| 4 | 3 | 65 | 67 | 69 | 63 |
Dice & Movement
- Roll 2d6 each turn
- Each die is a separate move — move 1 or 2 pieces
- Doubles = 4 moves of that value
- Must use full dice values if possible
- If only one die is playable, player chooses which piece to move
- No legal moves = turn forfeited
- Movement is clockwise
Hitting / Bumping
A single piece on a space is a blot (vulnerable). Land on an opponent's blot to bump it to their pool.
| You Land On... | Result |
| Empty space | Normal move |
| Your own pieces | Stack them (2+ = block) |
| Single opponent (blot) | Bump to their pool |
| Opponent block (2+) | Illegal — can't land |
| Opponent's safe zone | Illegal — not on your track |
Re-entry After Being Bumped
- Bumped pieces go to your pool
- Roll 2d6 — place a piece on the re-entry space matching either die value (1-6)
- If both spaces are blocked, you dance (lose your turn)
- All pool pieces must re-enter before you can move other pieces
Blocking
- 2+ same-color pieces on a space form a block
- Opponents cannot land on a block
- Opponents can pass through a block
Safe Zone & Bearing Off
- Each player's safe zone is a branch of 6 spaces off the shared track, leading into their arm
- Only the owning player can enter — opponents pass straight through
- Enter with exact dice values only
- Pieces in the safe zone cannot be bumped
- Once all your pieces are in the safe zone, you can bear off
- Bear off by rolling the number matching the space position, or higher from the highest occupied space
- Bearing off is uninterruptible
Special: The Gamble
A mandatory high-risk mechanic during bearing off.
Trigger: Roll doubles while bearing off (all pieces in safe zone)
- The double value targets that safe zone space
- ALL pieces on that space are borne off at once
- If the space is empty: turn is lost entirely — "Dance baby dance!"
- Mandatory — no choice, doubles always trigger the gamble during bearing off
- Normal doubles (4 moves) do NOT apply during bearing off
Example: Bearing off, roll double 3s
→ All pieces on S3 are borne off!
Example: Bearing off, roll double 5s
→ S5 is empty → "Dance baby dance!"
→ Turn lost, no moves.
Special: The Gambit
An offensive power move using doubles.
Trigger: Roll doubles + have a stack where 2 pieces can reach an opponent's occupied space
- A Gambit button appears — choose to use it or play normally
- Move 2 pieces from your stack onto the opponent's space
- Bumps all opponent pieces there to their pool
- Your 2 pieces form a new block
- Using the Gambit IS the turn — remaining doubles are forfeited
Example: Red has 4 pieces on space 9.
Blue has 2 on space 13 (4 away).
Red rolls double 4s → Gambit!
Move 2 from 9 → 13, bump both Blue.
Red now blocks space 13. Turn ends.
Special: The CheeseGambit!
A defensive counter when an opponent "cheeses" you by blocking your re-entry zone.
Trigger: Opponent blocks your re-entry zone + you have pieces in pool + roll doubles that land on their block
- Place 1-2 pieces from your pool onto the blocked space
- Bumps all opponent pieces there to their pool
- Ends the turn, BUT grants an extra turn (roll again)
- Named because blocking re-entry is a "cheesy" strategy
Doubling Cube (Taunt)
- After bumping an opponent, you can taunt them to double the stakes
- Only available at the end of your turn after a bump
- Target opponent accepts (stakes double) or drops (loses at current stakes)
- Can be disabled in lobby settings
Winning
First player to bear off all pieces wins! "Bring all the boys home."
- Game ends immediately for the winner
- Remaining players can vote to continue for 2nd/3rd place
Quick Reference
| Mechanic | Gambit | CheeseGambit |
| Type | Offensive | Defensive |
| Requires doubles | Yes | Yes |
| Pieces moved | 2 from your stack | 1-2 from pool |
| Effect | Bump all opponents | Break re-entry block |
| Ends turn | Yes | Yes |
| Bonus | None | Extra turn |