Snēlab's law: nothing is taken that is not repaid in equal measure.
Snēlab keeps a single law: nothing is taken that is not repaid in equal measure. Your gold pieces race across the floor for the Bench — but every capture must be paid for out of your own pieces, to the exact number. Spend carefully. The House always collects.
Move. Most pieces step one square forward, then slide sideways for the rest of the turn: a 1 doesn't slide, a 2 slides one square left or right, and a 3 slides exactly two. The lone 4 in the middle moves two squares forward, then exactly two sideways. Pieces never move backward and never jump, so the squares it passes through must be empty. Only the last square can hold an enemy to capture.
Symbols. Each piece draws its move: a ring marks the piece, and a line runs through the squares it passes. 1 square is forward only, 2 is forward then one sideways, 3 is forward then two sideways, and the 4 is two forward then two sideways. The sideways part can go left or right, and the drawings point toward the opponent. Select a piece to see its moves: a green dot marks an open square, a red ring marks a capture you can afford, and a "can't pay" badge marks one you can't. After a move, the square it left keeps a dashed ghost of the piece, and the square it reached glows with a solid ring.
Capture. Move onto an enemy piece to capture it, but you must pay: remove other pieces of your own whose numbers add up to exactly the captured piece's number. The capturing piece itself can't be part of the payment.
Win. Land any piece on the Bench (the far row), or leave your opponent with no legal move.