Race your marbles round the board and into your home diamond. First to get all of them in wins. In a team game, a team wins when both partners are home.
Roll a 1 or a 6 to bring a marble out of home onto your 1st color dot on the outer ring.
A 6 can be used as any number from 1 to 6. Only using it as a 6 earns you another roll.
Anyone who falls well behind the leader, you or a computer, rolls more 5s and 6s until they catch up. It keeps games close.
From your 1st, 2nd or 3rd color dot, roll exactly a 6, 4 or 2 to jump to your shortcut dot (the dashed lines on the board). Then roll a 1 to drop onto the inner ring, 21 spaces from your mat.
A rolled 1 has to come up. A 6 is wild, so it doesn't: if coming up is the only thing your 6 can do, you're asked, and Stay passes your turn with the marble still safe on the dot.
If two of your marbles can reach the spot you tap, both lift up. Tap the one you want to move.
Miss the shortcut and you go all the way round the outer ring, then up your 3 color dots to your welcome mat. That doesn't let you in yet: you still owe one full lap of the inner ring.
One level for all the computers. Tuned so a player who knows the game wins about: Easy 4 games in 5 · Medium 3 in 5 · Hard 1 in 6 · Impossible 1 in 13. Adaptive learns your level over a few games and plays harder when you're ahead, easier when you're behind, aiming for you winning about 2 in 5. It remembers you on this device. Medium and up keep their marbles on the color dots to set up the shortcut. Hard and Impossible play the same way: their best move every time, looking a turn ahead at what you could hit back. Impossible also gets luckier dice: when a roll would knock one of your marbles home or win the game and it misses, it often gets another try. That's what makes it impossible. Apart from that, falling behind is the only thing that gets anyone better dice, you included.
Those odds are for 4 players, everyone for themselves. In 2v2 (plain teams or Fusion) you and your computer partner win about Easy 19 in 20 · Medium 9 in 10 · Hard 2 in 5 · Impossible 1 in 3. No level throws the game with silly moves: easier computers make small mistakes and go after your marbles less; Hard and Impossible hunt you. Computer partners play for the team.
The name other players see. It is never your Google name.
You'll get a lobby where people pick their seat and color. Any seat still empty when you start is played by the computer, so the board is always full.