Equipment: A board with a 68-space outer track, 12 dark/safe spaces, 4 corner nests, 4 home paths, and 2 dice per player. Each player gets 4 pawns of one color (Red, Green, Blue, Yellow).
Starting Position: All 4 pawns start in your corner nest.
Basic Gameplay
Starting the Game: Players roll a die to see who goes first highest roll starts.
Moving Out of the Nest: You must roll a total of 5 (either on a single die, or combined from both dice, like a 3 and 2) to move a pawn from your nest to your starting space. If you roll double 5s, you can move two pawns out at once.
Turn Movement: On each turn, roll two dice and move your pawns counter-clockwise around the board. You can move one pawn by the sum of both dice, or move two pawns using the individual values of each die. You must use both dice if possible.
Capturing and Safe Spaces
Capturing: If your pawn lands on a space occupied by an opponent’s single pawn, that opponent pawn is captured and sent back to its starting nest.
Capture Reward: Capturing an opponent gives you a bonus of 20 spaces to move with any of your pawns.
Safe Spaces: Darkened/star spaces are safe zones. Opponents cannot capture a pawn resting on a safe space, and multiple opposing pawns cannot share safety spaces unless specified, but your own color can.
1. The Entry Capture Exception
The Rule: If an opponent’s single pawn is sitting on your entry space, and you roll a 5 (or a combination adding up to 5), you must move a pawn out of your nest.
The Result: Your entering pawn immediately captures (or “bonks”) that opponent’s pawn and sends it back to their nest.
The Reward: You still receive the standard 20-space bonus for the capture.
2. What if your Entry Space is Blockaded?
If an opponent has managed to place two pawns on your entry space, they have formed a blockade.
The Rule: A blockade cannot be passed or landed on by anyone, even during entry.
The Result: You cannot move a pawn out of your base, and you forfeit the 5 from your roll. You are officially trapped until they break their blockade. [1, 2, 3]
3. Capturing Immediately After Entering
If you enter the board with a 5, and use your second die to land exactly on an opponent’s pawn on a nearby, non-safe space, it counts as a standard capture.
You get your 20-space bonus, which must be taken at the end of your normal dice movement
Blockades
Forming a Blockade: If two of your own pawns land on the exact same space, they form a blockade.
Blocking: No other player’s pawns (and no friendly pawns) can pass through or land on a space containing a blockade.
Breaking Blockades: Rolling doubles forces you to break up an existing blockade if you move one of those blocked pieces.
Doubles and Penalties
Extra Turn: Rolling doubles allows you to take your move and roll again.
Three Doubles Penalty: If you roll doubles three times in a row, your most advanced token (or the one closest to home) is immediately sent back to your nest, and your turn ends.
Entering Home
Home Path: Once your pawn completes almost a full loop, it turns into your color’s private home path. Opponents cannot enter or hit you inside your home path.
Exact Count: You must roll the exact number required to land your pawn in the final home space.
Home Reward: Getting a pawn safely into the home space grants you a bonus of 10 extra spaces of movement for your other pawns.
Winning: The first player to get all four pawns successfully into the home space wins the game.