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Players take turns rolling two dice and moving their pawn around the board by the total of the roll. The board has all the same special spaces that Goose games throughout its history have included:
  • The Bridge on space 6 that advances the player to space 12.
  • A roadside Inn on space 19 where the traveler tarries for one turn.
  • The Well on space 31, where the visitor loses 2 turns.
  • The Maze of space 42, wherein the traveler loses the way and returns to space 30.
  • The Dungeon on space 52, where the prisoner remains until another arrives and the two trade places. An additional means of escape is to roll a 9 and go to one of the fields with dice,
  • Space 58, where a cooked goose appears in place of the traditional Grim Reaper, sends the player back to start.
Additional rules:

A lucky throw of 9 at the beginning of the spiral path advances a player to one of the fields with dice.

Landing on any of the pretty geese doubles a player's move.

An exact count on one or both dice is needed to reach the center goose, and if the number rolled is too great, the player has to take the surplus numbers in reverse.

Landing on another player's space sends that player to where the new arrival began the turn. Could be backward or forward. Lots of laughs!

You can get a lot more information and amazing historical notes on Peter Aleff's website about The Game of the Goose and the Phaistos Labyrinth.

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