A / 10 — bring a piece out to Start (lands upside‑down as a roadblock), or move 1 / 10 forward. Coming out kills whatever sits on your Start, including your own piece.
4 — move backward 4. Played on your own roadblock it just flips it right‑side‑up in place.
5 — forward 5, or played on any roadblock it shoves that piece forward 5 and flips it up (not a capture).
7 — split across your pieces; all 7 must be used. Each leg can capture. Roadblocks are immune.
J — swap any two pieces on the track. Roadblocks are immune.
Q — forward 12. Everything else moves its face value.
Roadblocks — nothing passes one in either direction, including your own pieces. Landing exactly on one captures it.
Goal — exact count after a full lap. Slots fill in any order and you may hop a filled one. A dashed white ring marks a piece that has lapped and is goal‑eligible.
Takeover — once all four of your pieces are home, your cards move your teammate’s.
Play Tak‑T with your friends
Four players, two teams. Whoever goes first makes the room and shares the code.