Seats with the same symbol are partners. One to three players share a larger board with open sides, so every track is the full length. With more than one person playing, the screen covers each hand until its owner taps in.
One to eight players race their pegs around the track, in teams, head to head, every player for themselves, or solo against the clock. With teams, partners sit apart so every player sits between opponents. Each player has five pegs that start in the colored start circle, come out onto the track at their come-out hole, travel clockwise all the way round, and turn into their five-hole home at their in-spot. The first team to fill every home wins. Solo, the goal is to get all five home in as few turns as possible (jokers are removed, since there is nothing to bump); your best count is kept for each rule set.
On your turn you play one card and move with it. You must play a card that moves a peg if you have one, even when the move hurts; jokers are the exception and are never forced. If nothing can move, discard a card.
A peg may never land on or pass its own color. It may pass other colors freely. Landing exactly on an opponent sends that peg back to its start. Landing on a partner sends the partner's peg forward to its own in-spot, ready to go home; that is illegal if the partner already has a peg on its in-spot. If the in-spot holds someone else, that peg is bumped in turn, so chain reactions are possible.
Every move uses the card's full count. A peg may turn into home only while moving forward, so you cannot back in, and pegs in home never move backward. A peg that has just come out is eight holes past the corner: an 8 takes it back to the corner, three short of its in-spot, and from there a 4 to 8 takes it straight home. Pack home pegs deep, since a peg stuck halfway blocks the ones behind it.
Draw a card at the start of your turn (six in hand), then play one. You move only your own pegs. Once all five are home, you move the pegs of the next partner clockwise who still has pegs out.
Hold five cards: play, move, then draw. You may move any peg of your team on every turn, either part of a 7 or 9 split may use any two team pegs, and nines split forward and backward. A joker must bring a team peg out of start if any remain there; only when every start is empty may it move a peg already on the track. Four decks are used.
Pick a card, then a highlighted peg, then a highlighted hole; each hole is tagged with its count (+3 ahead, −6 back). To split a 7 or 9, choose a hole short of the full count and the board then asks for the second peg and its remainder. You can start a split with either peg. The moves list beside the board lets you choose by name instead. Keys: 1–6 pick a card, H hint, D discard, U undo, Esc clear.