Pass and Play Ur
Put one phone, tablet, or computer between two people and start. There is no room to open, no sign-in, and no network delay between turns. White rolls first. If you want the result to count for anything, settle the undo rule before game one and play two games so each person gets White once.

Do Not Pass Too Early
Most pass-and-play problems are not about whether a move was legal. They start when one player hands over the device before the turn is actually finished. The clean rhythm is simple: roll, choose a highlighted piece, finish the move, then pass the screen. That alone clears up most of the usual confusion.

Highlighted Means Legal
The first debates usually land on the same questions: can this piece enter, is the center rosette really safe, can a bear-off overshoot? The highlights answer legality right away because they already follow the reconstruction used here. But legal is not the same as best. Two moves can both be allowed while one gives up the alley or misses the stronger rosette.

Undo Mis-Taps
Undo works best when it fixes input, not when it lets someone rethink the move after the other player has already seen the position. If you allow it, use it before the next roll. Once the device changes hands, treat the move as locked in. Replay is the better place to revisit whether the capture was too early or the quieter move would have left a cleaner bear-off.
1shared device
Whiterolls first
7pieces each
2games for a fair set