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At start of Play: The game begins with each player's 4 tokens resting in the circular Starting Zones located at the 4 corners of the game board. In order to exit the Starting Zone and enter the game board proper, a player needs to roll a 6. On a successful throw of 6, the player then places a token at the colored Starting Space.
Moving One's Tokens:
The player has choices: Provided the player rolls enough sixes, he can have all four tokens in play. Thereafter, he can choose to move any of his tokens on any valid die roll. Conditions for valid moves:
* The destination space should be empty, or,
* The destination space is occupied by another player's token. If so, this token is "Captured" and gets sent back to its Starting Zone.
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Capturing tokens: Landing one's token on a space occupied by another player "Captures" the opponent's token. The captured token is then returned to its Starting Zone, where it must remain until a successful die throw of 6 makes it possible to be returned to the game board.
Forced Pass: A player is forced to pass his turn if his die roll results in no legal moves.
Landing on the Home Spaces: A player needs an exact die roll in order to land on a vacant home space. Tokens that are already resting on home spaces can no longer be moved.
Rule Variations for Faster Games:
* Throwing Multiple Dice: To make a game proceed faster, each player can roll 2-3 dice at the start of the game and keep throwing multiple dice each turn until he rolls a 6. He then uses the results of the multiple dice throw to move his piece. In subsequent turns, the player should only roll 1 die to move. |
Rule Variations for Faster Games:
* Throwing Multiple Dice: (continued)
For example, if a player rolls "6-1-2", he can place 1 token on the Starting Space, then move it 1, then 2 places on the game board. Thereafter, he can only roll 1 die each turn, and must roll a 6 before he can place any other token at the Starting Space.
On the other hand, if the player rolls "4-4-2", then all his tokens remain in the Starting Zone, forcing the player to pass his turn. On his subsequent turns, he can throw 3 dice until he gets a 6, thereby allowing him to place a token on the gameboard proper. Thereafter, he should throw only 1 die.
* Rolling Sixes: Under this rule, a player is allowed to roll again whenever he rolls a six. This way, a truly lucky player can have all four tokens advancing toward his Home Zone in record time.
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