Fevga · Variants

Fevga head movement

Fevga is a racing game. All fifteen checkers begin on one head point, a single opposing checker blocks, and there are no hits or bar entries.

5 min · 5 steps

This is the written edition of an interactive Boardgammon lesson — in the app, the coach narrates while you play every move on a live board.

Step 1 · Pure race, no hits

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On the board: Heads

Fevga is a racing game. All fifteen checkers begin on one head point, a single opposing checker blocks, and there are no hits or bar entries.

Coach narration

Step 2 · First checker rule

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On the board: Opponent head

At the start of Fevga, what must happen before White can move a second checker from the head?

Choose the Fevga opening rule.

Quick check

  • Move one checker past the opponent head
  • Hit a blot on the far side
  • Move any checker immediately
Show the correct answer

Correct answer: Move one checker past the opponent head — Correct. The first checker has to clear that gate before the rest can leave freely.

  • Hit a blot on the far side — Fevga has no hits. Contact is about blocking, not sending checkers to the bar.
  • Move any checker immediately — Not at the start. The head rule limits which checker can move first.

Coach narration

Step 3 · Opening 6-1

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A 6-1 starts the journey. Your runner needs thirteen pips to pass the opponent head, and this roll covers the first seven.

Tap roll to reveal 6-1.

The roll: 6-1

Coach narration

Step 4 · Use the 6

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On the board: First checker

Use the 6 from the head. The checker starts its trip around the board.

Use the 6: tap the highlighted head checker, then tap Land here.

The roll: 6-1

The move: 13/7

Good. The first checker is moving.

Common mistake: Fevga starts from the head stack. Use the highlighted checker and the 6.

Coach narration

Step 5 · Use the 1

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On the board: Keep running

Now use the 1 with the same checker. Until this runner passes the opponent head, it is the only checker you may move.

Use the 1: tap that same checker, then tap Land here one point ahead.

The roll: 6-1

The move: 7/6

Seven pips down, six to go. Your runner keeps the job for the next turns.

Common mistake: The 1 continues the same checker. Move it one point farther along the path.

Coach narration

What you learned

You can now recognize Fevga and explain the head rule: one runner must pass the opponent head — usually over several turns — before the rest of your stack may move.

Coach narration