Detailed Gameplay

Players alternate turns in a clockwise direction. To enter a chip into play from its yard to its starting square, a player must roll a six. Players can draw a chip from home every time they get a six unless home is empty or move a piece six times. If the player has no chips yet in play and rolls other than a six, the turn passes to the next player.

Players must always move a chip according to the dice value rolled. Once players have one or more chips in play, they select a chip and move it forwards along the track the number of squares indicated by the dice. If an opponent's chip is blocking the pathway, the player's chip can pass through it to its destination with no problem. Passes are not allowed; if no move is possible, the turn moves to the next player.

Rolling a six earns the player an additional or "bonus" roll in that turn. If the bonus roll results in a six again, the player earns again an additional bonus roll. If the third roll is also a six, the player may not move and the turn immediately passes to the next player.

If the advance of a chip ends on a normal square occupied by an opponent's chip(s), the opponent chip(s) is(are) returned to its(their) owner's yard. Each returned chip can be re-entered into play only when the owner rolls a six.

Each square that have a star drawn on it is a safe space. If the advance of a chip ends on a star square occupied by an opponent's chip(s), the opponent's chip(s) will remain over that square.

A player's home column squares are always safe, since no opponent may enter them. In the home column, a player cannot jump over; after one rotation is completed, the player must enter the home and roll the exact number needed to get each token onto the home triangle.

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