


Game Modes
Players take turns rolling the dice π² and moving forward.
Rolling a 6οΈβ£ gives an extra turn π.
Checkpoints are safe zones π‘οΈ β players cannot be taken out on them.

ChaseΒ πββοΈπ―
The board has 4 checkpoints π. Players agree on a start and a target checkpoint.
Blue π΅ starts at the start checkpoint and must reach the target.
Red π΄ chases Blue from behind.
π‘οΈ Red cannot catch Blue on a checkpoint.
Red π΄ wins by catching Blue; Blue π΅ wins by reaching the target safely. π₯

K. L. A. S. H.Β βοΈπ²Β
The board has 4 checkpoints π. Players choose any checkpoint to start from.
Both players chase each otherβthere is no runner or chaser.
A player is taken out when the opponent is stomped on the same point.
The first player to take out the opponent wins π₯π.

CTFΒ π©π²
The board has 4 checkpoints π that act as flags.
A checkpoint is captured when a player lands on it.
The first player to capture all checkpoints wins ππ©.
