Rules of Colombian Parqués
Goal
Bring your 4 tokens from jail (your base) to home (the centre of the board), moving anticlockwise. The first player to get all 4 tokens home wins.
The board
- 68 squares around the track, 12 of them safe: the 4 start squares and 8 safe squares.
- Each colour has its own 7-square home row leading to the centre.
- On the default board: blue = water (tokens ride a boat), green = forest, yellow = earth, red = indoors.
Starting the game
- Each player rolls one die: the highest goes first (tie = roll again), then play goes around the table.
- To get out of jail you need a double (two matching dice). If all your tokens are in jail, you get 3 tries per turn.
- Double 1 or double 6: all your tokens come out. Other doubles: 2 tokens come out.
- Every double gives you another roll.
- 20 seconds per roll to throw the dice and move (the countdown shows during the last 10 seconds). After that, the game plays for you: it first brings your tokens out of jail, then captures opposing tokens if it can.
- Three doubles in a row: depending on the rule chosen by the host, the last token you moved goes straight home, or back to jail.
Moving
- You can move one token by the sum of both dice, or split the dice between two tokens (e.g. 5 and 2: one token moves 7, or one moves 5 and another 2).
- Capturing: if your token lands exactly on an opposing token outside a safe square, that token goes back to jail. When you leave jail, you also capture opposing tokens sitting on your start square (option).
- On safe squares and start squares, nobody can be captured and several colours can share the square.
- Huffing! If you could have captured and didn't, the other players can “huff” your token (it goes back to jail) until the next player rolls the dice.
Getting home
- You need the exact count to get home.
- Option: when you have only one token left and it is in its home row, you roll just one die.
More details: Wikipedia — Parqués. Graphics credits.