Red + Blue play against Yellow + Green. In an online room, your seat decides your color and teammate. The first team to bring all eight marbles into its home lanes wins.
Invite your friends
Create a room and share its code or invite link. Four players can join from separate devices. The host starts the game; empty seats become AI players. Refreshing reconnects you in the same browser. After leaving, use Rejoin room on the start screen or enter the same room code. Your seat is saved, even if AI has taken over; you resume from the table’s current progress. Keep your browser cookies to retain access. If a player disconnects, wait for them or let the host replace them with AI after one minute.
Make your move
Select a card, then a highlighted marble. For 5, you may select another player’s unprotected track marble. For 7 or Reverse, choose a highlighted marble, then choose its move, split, or swap below your hand. Everyone gets four cards each round. A new round begins when all hands are empty.
Launch onto your colored S hole. Follow the numbers 1–18 to the next player’s S, and continue clockwise. On your return, branch into your diagonal home lane just before your starting corner with an exact move. You cannot jump over your own marbles, including in your home lane. When all your marbles are home, you control your teammate’s marbles.
Capture & protect
Landing on an opponent sends that marble back to its nest. Normal movement cannot pass or land on your own marbles. Landing on another player’s unprotected marble captures it, including a teammate’s. Home lanes cannot be entered by another player’s marbles. A marble on its own starting space is protected: nobody can capture it or pass it.
Home lanes are safe. A 4 cannot leave a home lane, but can move backward around the main track past your start. Protected base marbles cannot be passed, captured, moved by another player, or swapped. Skip captures every marble along its 13-step path, including your own, except protected base marbles; a blocked path cannot be played. On your turn, either play a legal card or discard one card that has no legal action. You may keep playable cards for later turns while discarding unplayable ones. You cannot discard a playable card; 0’s discard attack counts as a legal action. Empty hands are skipped.
104 cards: two of every listed card in each of four colors. Colors do not restrict play. No Wild or +4 cards. +2 moves 12 steps; it does not make anyone draw. Move into home with an exact count; do not jump over home marbles. Once all four of your marbles are home, help your teammate. The first team with all eight home wins.