Draw a card to begin.
Select a glowing pawn, then its destination.
Choose your table and your company.
Two-player games use opposite teams. “Human” seats in an online room are reserved for friends; computers fill only seats you select.
Send this invitation to your friends.
Race your four pawns to Finish before anyone else. Each turn, draw one card and choose one complete legal action. No card gives another turn.
Launch places a pawn on your team’s arrow. Move clockwise around the shared track. Pass any pawn, but never stop on your own pawn. Land on a rival to send it to Launch. Finish accepts all four of your pawns, with an exact count.
Sanctuary is private. Only your team enters its four spaces. Pawns there and in Finish cannot be captured or swapped. You cannot step beyond Finish.
When a forward move reaches your team's entry crossing, turn into the first Sanctuary space instead of continuing around the track. This also applies after Switcheroo or Gotcha! has moved your pawn. Continue through the four private Sanctuary spaces to Finish, using an exact count. An overshoot or blocked landing is illegal; it never sends the pawn around again.
A swap or Gotcha! placement lands on the shared track; it does not itself enter Sanctuary. A backward move never enters Sanctuary. Backstep 3 may move any track pawn backward, including a newly launched pawn on its arrow. It can pass behind that arrow as a shortcut: a later forward move turns into Sanctuary at your entry crossing. A pawn still waiting in Launch cannot use Backstep.
Move one active pawn six, or two different active pawns a positive number of steps totaling six. The displayed order matters: the first move may clear a space or capture a pawn before the second. Only complete legal pairs are offered. Both destinations and captures are previewed; Confirm commits both together.
Tap a glowing pawn and a glowing destination, or use the move list. Confirm completes your choice; Cancel lets you choose again. Pass appears only when no legal action exists. Pawns in Launch need a launch-capable card, except Gotcha! can replace a rival.
The 60-card deck is shuffled; used cards are reshuffled only when the draw pile runs out. Computers see the present board and card, never the future deck.
Keep your seat token private. Refresh reconnects your seat in the same browser. After two minutes without a seat heartbeat, a computer may take its turn until it reconnects. If the lobby host is absent for two minutes, the earliest connected human may start. Rooms expire after 24 hours without a completed action or lobby change. A rematch online creates a fresh room and invitation.
A closer look at the board. Drag to look around; pinch or use Zoom in and Zoom out. Only the board changes size. Whole board shows the table, and Readable view returns to your chosen zoom. Recenter returns to the current move and resumes following play. Your phone zoom is remembered separately from the game and desktop view.
Your sound preference is saved on this device. Animation follows your device’s reduced-motion setting.