Backgammon
You play white and move anticlockwise round to the bottom right. Roll, tap a checker, and tap one of the points that light up. The computer plays a match to three, five or seven points.
How it is played
Each side has fifteen checkers. Yours are white and move anticlockwise: from the top right, along the top, down the left and back along the bottom to your home board in the bottom right. The computer's dark checkers go the other way round and its home board is the top right.
Roll two dice. Each die moves one checker that many points forward, and one checker may take both moves in turn. Doubles give four moves of that number. You must use both dice if any order of moves allows it, and the higher one if only one can be played.
A point held by two or more of the other side's checkers is blocked. A single checker is a blot: land on it and it is hit and sent to the bar in the middle. A side with a checker on the bar must enter it in the far home board before it does anything else, using a die that names an open point there.
Once all fifteen of your checkers are in your home board you bear them off. A die takes off a checker from the matching point, and a die larger than any occupied point takes off the furthest back checker. The tray on the right lights up when a checker can go.
The first side to bear off every checker wins the game. If the loser has borne off nothing it is a gammon and counts two points; if they also have a checker on the bar or in the winner's home board it is a backgammon and counts three. The match goes to the length you chose and the score is kept between visits.
On the board: white rings mark the checkers you can move, and after you pick one the points it can reach light up with the die that would take it there. Undo takes back a move until your turn ends. The computer's last moves stay marked until you move.