Players must always move a token according to the die value rolled, and if no move is possible, pass their turn to the next player.Ī player may not end his move on a square he already occupies. If the third roll is also a 6, the player may not move a token and the move turn immediately passes to the next player. If the additional roll results in a 6 again, the player earns an additional bonus roll. The rolling of a 6 earns the player an additional ("bonus") roll in that move turn. If a player rolls a 6 he may choose to advance a token already in play, or alternatively, he may enter another of his tokens into active play. Once a player has one or more tokens in play, he selects a token and moves it forward along the track the number of squares indicated by the die roll. If the player has no tokens yet in play and does not roll a 6, the move turn passes to the next player. To enter a token into active play from his staging area to his starting square, a player must roll a 6. The players alternate turns in a clockwise direction. Die rollsĮach player rolls the die, the highest roller begins the game. The other players often continue the game to determine second-, third-, and fourth-place finishers. The first player to successfully reach the finish with all their tokens wins the game. The rolls of a single cube die control the swiftness of the tokens, and entry to the finish square requires a precise roll from the player. When reaching the square below the home column, a player continues by racing tokens up the column to the finish square. When able to, the players will enter their tokens one per time on their respective starting squares, and proceed to race them clockwise around the board along the game track (the path of squares not part of any player's home column). At the beginning of the game a player's tokens are out of play and staged in one of the large corner areas of the board in the player's colour (called the player's yard ).
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