One board. Two games.Start with the Classic. Flip to Parkiller.Real wood. Fair rolls.Three generations. One table.Look ahead. Watch your back. One board. Two games.Start with the Classic. Flip to Parkiller.Real wood. Fair rolls.Three generations. One table.Look ahead. Watch your back. One board. Two games.Start with the Classic. Flip to Parkiller.Real wood. Fair rolls.Three generations. One table.Look ahead. Watch your back. One board. Two games.Start with the Classic. Flip to Parkiller.Real wood. Fair rolls.Three generations. One table.Look ahead. Watch your back.
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How to Play

From the box to your first game in minutes.

One quick guide per mode, picture-led, made to be read with the game in front of you — on paper or on your phone.

Before you start

Four things to know.

Everything else builds on these. The whole game fits in one sentence: bring your four pawns to the centre before anyone else.

One board, two faces

Face 1 is Classic Mode. Flip the board over and Face 2 is Parkiller Mode.

Four pawns each

Pick a colour and take its four pawns. Classic Mode seats up to 4 players, Parkiller Mode up to 3.

Dice that tell you what to do

Two white dice with black dots move your pawns. The black die with white dots only joins in Parkiller Mode.

The goal

Be the first to bring all four pawns to the centre circle. Pawns travel counterclockwise.

The open box with the illustrated quick guide and a phone showing the online rules
01/ 07

Face 1 · Classic Mode

Classic Mode

The rules you grew up with: race, capture, block. Up to 4 players · about 60 minutes.

01

Choose who starts

Everyone rolls the two white dice. The highest total goes first; on a tie, roll again. Play then passes to the right.

02

Bring a pawn out with a 5

A pawn enters the track when a 5 shows on either die, or when the two dice add up to 5. If a 5 comes up you must bring a pawn out, unless two of your own pawns already stand on your start square.

03

Roll and move

Roll both dice and use each number on a different pawn, or add them together for one pawn. Once a pawn is placed, the move can't be taken back. No legal move? The roll is lost. Never more than two pieces on a square.

04

Capture

Land on a rival pawn and it goes back home. You earn a 20-square bonus, which you must use right away with a pawn already in play. You can't jump over a rival: if the number matches its square, you capture it or you don't advance.

05

Safe squares and barriers

Darker squares protect your pawns from capture (except on another player's start square). Two of your pawns on one square form a barrier that nobody can pass, not even you. Rolling a double forces you to open a barrier if the numbers allow it.

06

Doubles roll again

Roll a double and you throw again. Careful: on the third double in a row, the last pawn you moved goes home, unless it is already in the finish zone.

07

Arrive at the centre

After a full lap, your pawn turns into the finish lane. It needs the exact number to reach the centre, and each pawn that arrives earns a 10-square bonus. First to bring all four home wins.

A Parki piece beside a pawn on the golden track of the Parkiller face
01/ 04

Face 2 · Parkiller Mode

Parkiller Mode

More tension. The same rules, plus one hunter on the board. Up to 3 players · about 30 minutes.

01

Flip the board

Face 2 of the board is Parkiller Mode. It keeps the Classic rules: safe zones, barriers and the bonus system work in both modes.

02

Add the black die

Roll the black die once per turn, together with the two white dice. It is the die that moves the Parki.

03

Meet the Parki

The Parki starts from the centre of the board and runs the track in the opposite direction to everyone else, capturing whatever it finds on its way.

04

Dodge it, block it, take it out

You can dodge the Parki, block it or eliminate it. The golden stars on the board are safe zones: your pawns stay protected there.

Good to know

Small rules that settle big arguments.

Two per square, never more

No square can hold more than two pieces.

Collect bonuses right away

A bonus must be used immediately, with a pawn that is in play. Otherwise it is lost.

Two modes, one box

Change mode whenever you like: just flip the board between games.

Play your own game

Nobody may tell another player where to move or whom to capture.

Try it here

Roll the dice.

Two white dice for both modes. The black die only joins in Parkiller Mode.

Game instructions

Read the instructions online.

The box includes a printed rulebook and a QR code to the same instructions online, available in English and Spanish. Open them here, before or after you play.