CheeseGambit

A Parcheesi × Backgammon Hybrid

a game by Noah J. Houser

How to Play

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)

StackSizeRedGreenBlueYellow
149111315
2333272931
3449514547
4365676963

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 spaceNormal move
Your own piecesStack them (2+ = block)
Single opponent (blot)Bump to their pool
Opponent block (2+)Illegal — can't land
Opponent's safe zoneIllegal — 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

MechanicGambitCheeseGambit
TypeOffensiveDefensive
Requires doublesYesYes
Pieces moved2 from your stack1-2 from pool
EffectBump all opponentsBreak re-entry block
Ends turnYesYes
BonusNoneExtra turn

Hot-Seat Setup

14

Online Lobby

Lobby Code: ---

Waiting for players...

CheeseGambit