Forward Advance
A BRIEF IDEA OF THE GAME
Each player has 12 markers, numbered 1 to 6 (there are 2 of each number).
One player uses red coloured markers, the other uses green.
Each player locates his markers in his coloured starting area in ANY NUMBER PATTERN he wishes.
Red always starts the game....each player in turn rolls THREE dice cubes to tell him the markers he may move....rolling a 2, 4, and 6....the player moves a 2, 4, and a 6 numbered marker one space.
If doubles or triples are rolled, the player has some choices. For example, a roll of 3, 3, and 5.....the player may move one 3....2 spaces, or each 3...one space each...as well as the 5.
The dice roll determines which pieces move...and how many spaces they move...each time.

THE BASIC OBJECTIVE
The first player able to move ONE OF EACH NUMBER across the board, and into
the starting area of his opponent, is the winner.
A high number can capture a lower number, and return it to any empty space in its starting area.....and this high number now sits in the vacated square. Equal numbers cannot capture one another....and may play close to each other without the fear of capture.
All markers can move forwards, backwards, left, or right...........the HIGHEST and the LOWEST numbers ( the 6 and the 1) can ALSO move diagonally.
It may be possible....if doubles or triples are rolled....for one player to capture and return to their home two or three of his opponent's pieces on a single turn.
A marker may jump over another marker, of either colour and of any number, only if doubles or triples are rolled.
A player may choose NOT to move certain markers on his dice roll turn if he wishes. He may roll 2, 3, and 4.....and decide to move only the 3. Or he may decide NOT to move any markers at all on that turn.
In the central portion of the playing surface are four coloured squares, two green and two red. These are SAFE ZONES....any markers sitting here are protected from capture. Any marker moving OUT of a SAFE ZONE SQUARE, becomes....for the moment...a SUPER MARKER........and can capture any opponent's piece, no matter how high or how low the number. A 1 can capture a 6 in such a situation.
One possible strategy to employ.............attempt to move one group of markers numbered 1 to 6 across the board to score, while your second group of markers numbered 1 to 6 lags behind to protect your home area, and stands by to replace any of your pieces that are captured.