Enter the board
Roll a 6 to bring a token out of the yard.
Move
Move clockwise through the exact 52-square common track, then through your six-square home lane.
Exact finish
Overshooting the centre is not allowed.
Six
Rolling a 6 gives another roll.
Three 6s
Three consecutive 6s cancel the third roll and end the turn.
Capture
Landing on a single opponent on a non-safe square sends that token back to the yard. Capturing gives another roll.
Pairing (optional)
If two of your tokens are together on a star or safe square and you roll an even number, you may choose to move them as a joined pair — 2 moves them 1 cell, 4 moves 2 cells, 6 moves 3 cells (always half the roll). Pairing is never automatic: when both a solo move and a pairing are possible, you'll be asked to pick. Once joined, the pair can only move on 2, 4 or 6, and splits apart automatically the moment it lands on the next star or safe square. You can pair up again later the same way.
Star & safe squares
These squares never form a block — everyone's tokens sit there freely, unprotected from the pairing rules and open to any player.
Blocking
A joined pair sitting on a normal (non-star) square can't be hopped over by a single token — you need the exact roll to land right on it, and can only continue past on a later turn.
Pair vs pair
Only another joined pair can capture a joined pair. A single token can land on an opposing pair peacefully, but never captures it.
Finish
Players finish 1st, 2nd, 3rd and 4th according to when all four tokens reach the centre.