Žanstrekt, the Game of Beginning and Ending
Materials: 1d6 (0-5, a standard d6 may be used with a 6 representing 0), 9x3 board with appropriate markings, 12 pieces (6 of either color)
Goal: move all 6 of your pieces around the board and exit them before the other player.
Setup:
Sit across a small table from your opponent, with the board widthwise between you aligned so that your own Žan (entrance/exit) space is located in the bottom right cell. (For vertical play, it will instead be place lengthwise with your Žan space in the bottom left cell).
Place all six of your pieces in a pile to your left.
Basic Rules:
Roll the die. On a 0, do nothing, on a 1-5, move one piece that many spaces counter clockwise or add a piece to your Entrance/Exit square.
To exit a piece, you must roll exactly the number to land back on the Ž square (after going around the board) plus one. If a throw would give you too much movement to exit a piece, that piece cannot move. When a piece is exited, place it in a pile to your right.
Removed pieces return to your starting pool and must re-enter the board as normal.
To remove your opponent's piece, you must land on or jump over it with one of your pieces. You can remove any number of pieces this way with a single movement.
You must enter, move, or exit a piece on your turn if able.
You may not divide up movement between multiple pieces.
You may not jump over or land on one of your own pieces. If you come across one of your own pieces, you lose any remaining movement.
Special Squares
Žan (entrance/exit) where pieces enter and exit the board.
Oþent (bridge) You must land on this space with the natural value of a throw to gain its effect (ie, you cannot park a piece one space beyond it and “funnel” the rest of your pieces through the bridge by cutting their movement short). Your next throw with movement must be to cross the bridge (landing on your own is a short cut, landing on your opponent's sends you back). Note: if one of your pieces is already on the bridge when you land on an entrance, the new piece behaves as if it had landed on a standard square.
Fetneš (castle) if your opponent lands on the square directly above or below (next to when using a vertical board arrangement) while you occupy your castle square, you may move to capture their piece (even if this means going backwards) instead of throwing the die next turn. Landing in your castle also halts that piece's movement.
Geþreln (fate) if you land on your own fate square you must throw again, though you do not have to move the same piece. If you land on your opponent's fate square, your piece is immediately removed.