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A dice-driven race to pinch opponent cubes and bear your own off the board for points.
Note that sets must be borne off through the player's own pin into their own bank, and are restricted to movements toward that end.
Check AP for any revisions.
Dice for your turn appear on f2 and g1 after the previous player finishes. During setup, click a bank cell to place a cube (the highest unplaced value is used if you have not selected one). Click an occupied bank cell to pick a cube back up. Submit when all six cubes are placed.
During play, click a die, then a cube or set, then a highlighted destination. Click a second die before selecting a cube to combine dice for a set move (notated as 3+4:, using the f2 die first). Pass is only available before you begin a move. Instead of stacking, sets are represented by flat hexes.
Sets cannot be formed in the bank. When one die can bear off all your remaining cubes, you may play only that die. The seventh cube (your last cube on the board) must take the most direct route to bear-off, like a set; it may use both dice as two separate moves (rotating once per die) but not combined 3+4: notation; bearing it off still sweeps the opponent's remaining cubes.
A dice-driven race to pinch opponent cubes and bear your own off the board for points.
Inventor: Bruce Alsip
See the archived FAQ canoegame.com setup FAQ and BoardGameGeek: Canoe.
The first bear-off scores only one cube even from a set.
The first bear-off is worth half of one cube.
20260809 (2026-08-09). On Abstract Play since 2026-08-03.