Everything the game enforces on the board, and every preference you can change around it โ in one place.
Roll and enter. Two dice are rolled each turn. Tokens wait in reserve until you roll exactly a 1 โ a "Dhaayam" โ which brings one onto the board.
Move around the ring. A token advances along the outer ring by the number rolled โ red travels clockwise, green counter-clockwise, meeting in the shared middle stretch.
Cut to capture. Land exactly on an opposing token to send it back to reserve. Cutting always earns another turn. Diamond-marked safe houses can never be cut.
Keep rolling on 1, 5, 6, 12. Any of those totals grants an extra roll immediately after.
Bring every token Home. A token needs an exact roll to land on Home โ overshooting wastes the move. First to bring all tokens Home wins.
One token's full route, start to finish, in order:
New Game Setup's eight switches. Pick Classic to lock them to Dhayam's traditional combination, or Custom to edit each one yourself โ Custom starts from the defaults below. Rows shaded gold are where the two presets disagree.
| Rule | What it means | Classic | Custom default |
|---|---|---|---|
| Must cut before home path | A token can't cross into its home path until you've cut at least one opponent this game โ until then it keeps circling the ring. | ON | ON |
| Must cut if available | If any of your tokens has a legal cutting move this turn, you're required to play it. | OFF | OFF |
| Cut grants extra rolldiffers | Landing on and cutting an opponent's token immediately earns you another roll. | OFF | ON |
| Coin can move after cuttingdiffers | While resolving a bank of saved rolls, a token that just cut can be chosen again for a further move with what's left in the bank. | OFF | ON |
| Coin can stack on common path | Whether two of your own tokens can share a non-safe tile on the shared ring at once. | ON | ON |
| Move after each rolldiffers | ON: every roll moves a token right away. OFF: extra-turn rolls are banked while you keep rolling, then resolved together once the sequence ends. | OFF (banked) |
ON |
| Jump & Godiffers | Only matters while rolls are banked. Lets a stuck token combine two or more banked values into one longer move once every single-value option has failed. | ON | OFF |
| Roll 1 then 5 releases two coinsdiffers | A 1 followed immediately by a 5 releases a second reserve token instead of moving a token already on the board. | ON | OFF |
Not switches โ these apply the same way under both Classic and Custom.
A token can only leave reserve on a roll of exactly 1.
Any of those totals grants another roll straight after.
A token on a diamond-marked tile can never be cut.
A token must land exactly on Home โ an overshoot wastes that roll.
Set in New Game Setup, independent of the Classic/Custom rule-set choice.
Purely cosmetic โ retiles the board and pieces, no effect on any rule. Chosen in New Game Setup, or changed live mid-game from the pause menu.
Everything in the Settings screen, grouped the way it's grouped there.