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THE TABLETOP COLLECTION

SIX COLORS. ONE WAY HOME.

Aggravation.

A little strategy. A lucky roll. A friendly rivalry.

Take your place at the table

Winning Moves · 2013 rules

Choose local play or invite friends into a private room. Four marbles per player. All six arms stay in play.

No house rules. Partners can pass and capture each other. Finished partners contribute their turns. Opening ties are rerolled; shortcut travel must exit by your Home-leading star.

Make yourself comfortable

Sound begins after a tap or click. Preferences are saved on this device.

A little luck. A clear path.

Bring all four marbles Home to win. Roll 1 or 6 to move a Base marble to Start; that uses the entire roll. You may move another marble instead. Every 6 earns another turn, even if you cannot move.

Follow the track clockwise. Count every hole, pass opposing marbles, and send one back to Base when you land on it. You cannot pass or land on your own marbles. Enter your Home by exact count; marbles there are safe and may move deeper if space allows.

Land exactly on a star to use the star ring on a later turn. Each next star counts as one step. Exit clockwise onto the regular track no later than the star leading toward your Home. Center entry also takes exact count, but leaving requires a later 1; choose any star.

Partners sit opposite. In three-person teams, seats alternate. Partner marbles may be passed and must be captured if landed upon. Once all your marbles are Home, your turns move a teammate’s marbles. Choose between two unfinished teammates before rolling. All team marbles must reach Home to win.

Highest opening die starts; tied leaders reroll. Play passes left. Route choices are previewed before commitment. Numbered move lists work with touch, keyboard, and screen readers.

Rules: Winning Moves Classic Aggravation, 2013. Documented interpretations: opening ties reroll; the Home-leading star is the latest permitted shortcut exit. No optional house rules enabled.