The Horse Race
Four colours race four horses each around the board and up into the middle. First player to get every horse up their own staircase wins. That is the whole game — but the two rules that decide it are that landing on somebody sends them back to the start, and that the staircase needs exact rolls.
Horses start penned in. Only a 1 or a 6 puts one on your entry square — until you roll one, you cannot move at all.
Land exactly on an opponent and it goes back to its stable — losing every square it had walked. This is why a horse near home is the most dangerous place to be.
The last six steps need an exact roll, and you may not jump a horse already on the stairs. From step 2 here, a 1 or a 2 works; step 6 is shut off behind your own horse.
A 6 lets you roll again — but three 6s in a row and the turn is forfeited, so a hot streak is not a licence to run the board.
You never have to click through a decision that isn't one: if the roll leaves you no legal move, or exactly one, it plays itself.
Cá ngựa looks like pure luck and isn't. The die decides what you may do; you decide which horse does it, and that is where games are won:
Four horses each is the traditional game and it is long — every kick sends somebody back to the beginning. Three is the default here and plays in about half the time; two is quicker still, but with so few horses you rarely get a choice on a roll, so it comes down mostly to the die. If you want the game to reward playing well, play with more horses.
Empty seats are played by the computer, which is what makes this work on your own — cá ngựa wants four. It weighs each of its options by ground gained, what a kick would cost the victim, and how exposed the move leaves it. Beginner walks horses into danger and often misses a kick; Casual plays sensibly; Club counts the squares behind every horse before it commits.
Host a room and share the 4-digit PIN, or tap the ET room. Seats go out in the order people arrive, and the computer plays any seat nobody has taken — so two friends can start straight away without waiting for four. The host rolls for the table, so nobody is rolling their own luck, and if somebody drops out the computer takes their horses over rather than the game stalling.