Create a room and send the link, or join with a code. Bots can fill empty seats, and anyone who walks away gets auto-played.
Or play on this device
Board
Players
Game settings
When a human player's timer runs out, the game rolls and moves for them. Bot speed can also be changed during a game.
Rules
Turns go clockwise around the board.
Room code
Board
Seats
If the timer runs out, that turn is auto-played. Miss two turns in a row and you're auto-played until you tap "I'm back". The game uses the host's rule settings.
How to play Red Arse
Race all 4 of your marbles from your BASE, once around the board, and into your HOME column. First player with 4 marbles home wins.
Your turn
Roll the die, then move one marble that many holes. Marbles travel clockwise.
Dotted arrows show every move you can make. Tap a marble, or tap a landing spot to move straight there.
You can jump over other players' marbles, but you can't jump over or land on your own. (Inside-corner hops are the exception: they can pass your own marbles sitting on inside corners in between.)
If no move is possible, your turn ends (a 6 still rolls again).
Who goes first: everyone rolls at the start and the highest roll goes first; tied players roll again.
Getting out
Roll a 1 or a 6 to put a marble from your base on your start hole (the colored ring next to your base).
Getting home
After a full lap, turn into your home column. You need the exact count and can't jump your own marbles there.
Locked in: a home marble is safe only once it and every slot above it are filled with your marbles, no gaps, starting from the top. Locked marbles can't move.
Home marbles that aren't locked in still move. On a 4 they can back out of home, and must if nothing else can move.
Aggravate (kill)
Land exactly on an opponent to send that marble back to their base.
Moving backward or into the center can kill too.
Raid a home: when a move reaches another player's home entry, you can turn into their home column with the rest of the roll (forward, or backward on a 4), but only to land exactly on one of their marbles that isn't locked in. Your marble then stays in their home until it backs out with a 4.
Roll again when you…
Roll a 6.
Get a kill.
End a move on an outside corner: the corner holes on the board's edge, on either side of any home column. Your own start hole counts when you back onto it with a 4, not when a marble comes out of base.
Claim it: you have 5 seconds to roll again. Nothing reminds you. Miss it and your turn passes (it shows in the feed and your stats).
Shortcuts
Inside corners (the stars): a marble that starts its turn on an inside corner can hop clockwise from corner to corner, one corner per pip, instead of moving along the track. The roll must be used exactly on corners (a 3 means exactly 3 corners), with no extra steps onto the track or into the center. Hops can pass over any marble on the corners in between, yours included, but can't land on your own. You can't go past your own color's inside corner (the one before your home).
Backward hop on a 4 (6-player board): a marble on an inside corner can instead hop exactly 4 inside corners counter-clockwise. Going backward it can pass your own home corner. Backing behind your start this way works like the back-past-start shortcut. (On the 4-player board 4 back is a full circle, so there's no backward hop.)
Center hole: a roll that passes over an inside corner with one step left can finish in the center. A 6 from your start hole goes straight in, and so does a 1 from an inside corner. Leave the center on a 1 or a 6, to any inside corner.
Backward 4
On a 4 you choose: forward, or 4 holes counter-clockwise. 4 is the only roll that can move backward.
If no forward move is possible on a 4, you must move backward.
Backward moves follow the track one hole at a time, except the backward inside-corner hop (see Shortcuts). They can't go straight into home, but they can drop into the center and kill.
Home marbles that aren't locked in can back out of home onto the track.
Backing up behind your own start hole parks that marble right outside your home.
Boards: the 6-player and 4-player hex boards play the same; the 4-player track is shorter (56 holes instead of 84). House rules can be switched off on the setup screen. Turn timer: human players have 30 seconds (change it or turn it off on the setup screen) to roll and to move, then the game plays for them. Bot speed (under the die) only changes how fast bots play. Chance to win (the pill next to each base on the board) comes from playing the rest of the game out 300 times with medium-strength bots after every move. Move review: whenever a human player has a real choice, each option is played out hundreds of times on the same dice and compared with the best one. A move that gives up under 3 points of chance to win is Good, 3 to 10 is a Misstep, and 10 or more is a Blunder. Close calls get extra playouts, and moves are graded on the cautious end of the estimate, so a move is only flagged when it clearly cost something. Accuracy is the share of Good moves. The end-of-game review lists every misstep and blunder with the better play and what you missed (a kill, a re-roll corner, the back-past-start shortcut, getting home, a marble left in danger…). See what's new for every change.
Winner
Game stats
Gold numbers lead their column. Acc, Blunders, Mistakes, Missed kills and Lost to moves come from the move review: whenever a human player has a real choice, every option is played out hundreds of times and compared with the best one. Bots aren't graded. All-time wins and games are kept by player name in this browser.