Instruction Set

Instruction Set DIY Game Files Description Video How to Play Video




Argyle is a number line game that is one part backgammon, one part checkers, and one part tug of war. Here two players face off along a row of thirteen diamonds representing positive and negative points on either side of a zero position. Players work to move their pieces in such a way as to land on and capture those of their opponent. Victory comes when only one player’s piece(s) remain.

Movement is determined by two factors – a spin of the spinner and a roll of two of four dice (two white, and two green). The spinner decides which dice combination will be used (white dice represent negative numbers, and green dice represent positive numbers). Players roll the combination indicated by the two ends of the spinner, and then add the two resulting numbers together in order to move one of their pieces forward or backward on the number line.

Strategic choices involve which pieces should be moved, when they should be moved, and even what sort of equation should be used when one of the Wild card options come up on the spinner.


  • 1 Board
  • 1 Spinner
  • 4 Dice 2 white and 2 green
  • 10 stones (5 white and 5 green)


Players set up their five stones {fig. 2} in a line along either the positive (green) or negative (white) section of the number line board.



Players roll for first move and begin taking turns until one player is the last with stones on the board. Both players observe the same value (negative and positive orientation) in their movement.


Only two dice are rolled at a time. The spinner {fig. 3} determines which combination of dice a player may roll. This combination can be made up of any pairing of positive and/or negative dice, as well as pairings with wild card options. The latter offers players the opportunity to decide which combination is best for their strategy.


No matter which combination of dice is used, the two resulting numbers are added together to determine direction of movement for one stone along the number line.


Players move only one stone per turn.

Players work to land on their opponent’s pieces in order to capture them.

Players who land on a space occupied by more than one of an opponent‘s stones begin a sacrifice move. The invading stone takes one of the opponent’s stone as would normally happen, but then the opponent’s remaining stone(s) launch an automatic counter attack, and the invading stone is removed from the board.

Due to the limited space of the board, players cannot move beyond six spaces in either direction from the zero point. Rolls that would take a player farther than this point are set down on the ≥6 or ≤6 diamond.


It is essential that the end of a player’s turn be identified by the player clearly stating the turn is over in order for the next player to identify the start of their turn.

To this end, players must pay attention in order to identify an opponent’s mistaken move due to an error in count or equation. These are called out as “foul,” and the player in error must undo and forfeit their move with all stones put back to their original position previous to the mistaken move.


The game ends when all of a player’s pieces have been captured.

Argyle fig 01

fig. 1 /// Game Pieces

Argyle fig 02

fig. 2 /// Setup

Argyle fig 03

fig. 3 /// The Spinner