General
The board has 11 columns numbered 2 through 12, each with a different height.
The game board has columns numbered 2 through 12. The columns form a mountain shape, so shorter columns (2 and 12) are at the edges and the tallest column (7) is in the center. Each column has a number of spaces corresponding to its likelihood of being rolled, with column 7 being the tallest and columns 2 and 12 being the shortest.
Turn structure
On each roll, split the four dice into two pairs any way you choose and sum each pair to get two column numbers.
On each roll of your turn, you roll all four dice. You then split the four dice into two pairs in any arrangement you wish. Each pair is summed to produce a column number. There are three possible ways to pair four dice: (die1+die2)&(die3+die4), (die1+die3)&(die2+die4), or (die1+die4)&(die2+die3). You choose whichever pairing is most advantageous. For example, a roll of 1-5-4-6 can produce pairs: 6&10, 5&11, or 7&9.
Restriction
Each player has exactly 3 neutral markers available per turn to place across columns.
During your turn, you have exactly 3 neutral markers (shared, non-colored pieces) to place onto the board. Over the course of your turn you may spread these across up to 3 different columns. Once all 3 markers are placed in columns, each additional roll must move at least one of those existing 3 markers upward — you cannot open a new (4th) column. If a roll cannot move any of the 3 active markers, you have blown it.
Movement
When first entering a column on your turn, place the marker at the bottom space (or just above your existing colored square).
When you choose a column number that does not yet have one of your neutral markers in it this turn: (a) If the column has none of your colored squares already on it, place the marker onto the bottom space of that column. (b) If the column already has one of your colored squares on it (from a previous turn), place the marker onto the space directly above that colored square. This means prior progress is preserved and the marker starts from where you left off.
Movement
If a rolled number matches a column already containing your marker this turn, move that marker up one space.
If one of the numbers in your chosen pair corresponds to a column that already has your neutral marker in it (placed earlier this turn), move that marker up one space in that column. You do not place a new marker; you simply advance the existing one.
Restriction
If you can place or move a marker on your roll, you must — placement is not optional.
On any roll, if there exists at least one valid pairing of the dice that allows you to place or advance a marker, you must make a valid placement. You cannot voluntarily choose a pairing that results in no placement if another pairing would have allowed one. For example, if you have markers in columns 3 and 6 and roll 2-4-5-5: if you move the marker in column 6, you must also place the third marker in column 10. You cannot simply ignore a valid placement.
Special
If both numbers in your chosen pair are the same, advance the marker in that column two spaces.
If you split the dice such that both sums are identical (e.g., a roll of 2-5-3-4 split as 7&7), and you already have a marker in that column, move it up two spaces. If you do not yet have a marker in that column, place it and then move it up one additional space (net result: two spaces from starting position, or one space above your colored square if present).
Special
If your roll cannot allow you to place or advance any marker, you 'blow it' — remove all markers and end your turn.
You 'blow it' when your roll — under all possible dice pairings — cannot allow you to either place a new marker or advance an existing marker. This happens if: (1) all three markers are already placed and none of the possible pair sums match any of the three active column numbers, or (2) fewer than three markers are placed but none of the possible sums match an active column AND all other possible sums correspond to columns that are already won (closed). When you blow it, remove ALL neutral markers you placed during that turn from the board. Your colored squares that were already on the board before your turn are unaffected and remain in place.