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How to Play

Tap ROLL to throw the die — you need a 6 to bring a pawn out of the yard. When you have more than one movable pawn, tap the glowing one you want to move that number of spaces. Landing exactly on a rival's pawn sends it back to their yard, unless it's sitting on a star safe cell. Try to get a second pawn out early rather than rushing one pawn all the way home — a single capture can undo a lot of progress.

Tips

  • Get a second pawn out of the yard early rather than rushing one pawn home alone — a single capture undoes a lot of progress if you've only committed to one.
  • Star cells are safe from capture — parking a pawn there mid-board is a legitimate way to wait out a bad roll instead of pushing into danger.
  • Watch where the three CPU rivals' pawns are relative to yours — landing exactly on one sends it all the way back to their yard.
  • You must roll a 6 to release a pawn from the yard, so an early run of low rolls isn't wasted time — use it to advance whichever pawn is already out toward a star cell instead of waiting for the 6.

Behind this game

Captures pay even in a defeat, which meant a lucky losing game could out-score a win until I worked out where to cap it.

Read how I fixed it — a devlog by Neeraj Kotwani, who builds every game here.

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