The whole goal of the game is to A) getting all five of your pieces into the kennel at the end in each spot, and B) prevent your opponent from winning. There are different spot that can help you reach that goal.
To move a game piece you have to roll two dice. The smaller roll is subtracted from the larger roll and that's how many spots you have to move.
To capture your opponent's game piece, you have to land directly on their space. When a game piece is captured, they have to go back to the very beginning outside of the first space.
In the third row of the game board, you have the option to either get your game piece into the kennel and put it in one of the slots, or sacrifice your piece going back to the beginning for a special power. After you land on the special power spot, your game piece is captured. These powers will be further explained. If you were to go with Option A, your pieces can go into any kennel slot at any time, including jumping over your own pieces.
You cannot land on a space where another game piece is located.
The arrows signify the direction in which the board follows.
Instead of using sticks or for some games, a single die, I decided to use two dice and make it so you have to subtract the smaller die value from the larger die value, and that's the amount of spots you move.
I updated the special game spots. The "House of Horus" is still as before, but the final five spaces seemed too confusing in the original so I updated them. Whenever you land on one, you become "captured" and have to go back to the beginning. But it's a sacrifice worth taking for what the spots do.
The main goal of the game slightly changed. Instead of rolling a specific number to get out, simply get outside the gameboard, etc., I made it similar to a game called "Sorry!" All of your game pieces have to be in a slot to win the game.