Rules
- You control red and play against three local computers. Roll six to move a token from its base to the starting square. A six grants another roll, but a third consecutive six is forfeited; earlier moves remain.
- Move one token by the full roll, clockwise around the shared track and into your own home lane. You must roll the exact distance to finish. The first player with all four tokens home wins.
- Landing on a lone opponent on an unstarred square sends it back to base. Starred squares are safe. Two or more opponent tokens on the same square form a blockade: you cannot pass or land there. Your own tokens do not block your movement.
- This version gives no extra roll for a capture. Select a legal red token or its numbered button below the board; Tab and Enter work too. Undo restores your last decision and later computer actions, including the die sequence. Hints and undo are assisted results. Daily games fix the dice sequence across languages.
A position to try
Tap, click or use the keyboard.
Roll, then choose a highlighted red token or its button below. A six gives another roll; three sixes forfeit the last roll. Capture gives no extra roll in this version.
Hints explain one step. Undo is always available while history is kept.
Daily deals use the UTC date and mode, identically in every language.
No account, no installation. Games and personal records stay in your browser.
Strategy
Consider both safe squares and progress. A token close to home can still be delayed by an exact finishing roll, so keep other tokens available.