VOKMeldGame rules
A concise guide to starting the game, taking turns, and mandatory actions.
01
Determining the first player
At the beginning, all players roll the die to determine who starts. The first turn belongs to the player with the highest result. If several players share the highest result, they roll again among themselves. These rolls only determine the order and are not moves on the board. Once the first player is determined, the game shows who starts.
02
Bringing a piece onto the board
To bring a piece out of home, you must roll a six. When bringing a piece out is available, the game shows it on the starting space. On a mobile device, you can choose which piece to bring out.
03
Taking a turn
After the roll, select an available piece. The first press only previews the move, so you can choose another available piece if needed. To make the move, confirm the selected piece with a second press.
04
Special jump on the inner corners
When a piece is on one of the four inner corners and a one is rolled, it can make a special jump to the next inner corner. If there is no capture and this jump is needed to avoid passing your own home, the special jump is mandatory.
05
Mandatory actions
A capture is always mandatory: when a capture is available after the roll, you must choose it regardless of other possible moves. If there is no capture, the special jump from an inner corner on a one is mandatory in the situation described above.
06
Capture
When a piece ends its move on a space occupied by an opponent's piece, it captures that piece. The opponent's piece returns home. An available capture cannot be skipped.
07
Home and victory
After completing a full circuit, pieces enter home. The first player to bring all four of their pieces home wins.
08
Saving the game
The game is saved automatically after a completed move. The next time you open it, you can continue the saved game or start a new one.