than moving the value of the first die and then moving the value of the second die. If a player's piece lands on a square with an opponent's piece, then, as in Ludo, that piece is sent back to the opponent's base. If a piece lands on a square with a playing piece of the same colour then this is known as a blob and is basically a barrier. An opposing piece is not allowed to jump over them, but friendly pieces can. The two ways an opposing piece can get by a blob is to destroy it, or by using an adjacent friendly blob to jump over it. A player can destroy the barrier by landing on an opponent's blob with a blob of their own or to six the blob off. To do this they will need to have a playing piece adjacent to the blob and then on their turn throw X + 1 six where X = the number of playing pieces forming the blob. Note that if the blob is on its own colour doorstep, then an additional six (i.e. X + 2 sixes) must be thrown to remove the blob and exit the homebase. If one succeeds in knocking the blob off, then the single playing piece used to attack the blob is moved to the square that the blob was on and the pieces forming the blob are returned to the base. Play then continues to the next player. If a player's piece lands on a square with a playing piece that belongs to their partner or is their other colour, then this is called a mixi blob (or a mixed barrier). Unlike blobs, a mixi blob is equivalent to a single playing piece so the opponent can land on the square and send all the playing bits back to their relevant bases. The opponent can pass over a friendly mixi blob as it provides no barrier to movement; a blob may not be attacked by a piece from an adjacent opposing mixi blob. As in Ludo, one does need to roll the exact number of spaces left to get home, and if a player's pieces are in the tube (or pipe, though the Navy uses blunter terminology) then they cannot be attacked unless they are playing WAFU rules by invoking the "suckback" or "blowback" procedure. If playing with a partner and all