Roll a 1 or a 6 to start a ball. Anytime you roll a 6, extra turn. You can jump over or bump out an opponent's ball, returning it to base. You cannot jump over or land on your own ball.
Whenever a ball lands in an arrow hole by exact count, it can be moved clockwise around the arrow holes on your next turn. Move the number rolled, exiting on the path to your home area.
Roll a 1 while sitting in an arrow hole and move to the center hole. Roll a 1 to exit towards home. Enter your home line by exact count. You cannot jump your own balls. First one to have their home line full WINS.