Each player has 11 colored squares, one per column, and they stay on the board between turns. The game has only three neutral markers in total (not per player); the active player uses them during their turn and removes them at its end.
Yes. Roll all four dice, split them into two pairs however you wish, and add each pair to get two column numbers. The split is entirely your choice, and a pairing may be picked precisely because it avoids placing a new marker.
Yes. Once you have chosen a pairing, you must place a marker (or advance one) whenever that pairing allows it. But you pick the pairing, so you may choose a split that does not force a new placement.
Yes. If both pairs can be used you must use both, but if only one can place or advance a marker you play that one and the other is lost. Playing just one is enough to avoid blowing it.
Yes. A pair matching a column where you have a marker moves it up one space. Only when a pair can't be used that way, and you still have a marker left, must a new marker be placed.
On the bottom space if you have no colored square in that column, otherwise directly above your own colored square. It may share a space with an opponent's colored square.
Only when both pairs give the same number. Each die is used once, so a roll yields two numbers; 6-6-6-6 gives two steps on the 12 column, while 6-6-6-5 gives 12 and 11. A pair of 7s places the third marker two spaces up in the 7 column.
Yes. After any roll that let you place or advance a marker, you may stop whenever you like, even with unused markers. You stop by replacing each marker with one of your colored squares.
Yes. Colored squares from earlier turns stay on the board when you blow it; only the markers placed this turn are removed. You lose a column's progress only if an opponent wins that column.
You blow it: remove all markers placed this turn, keep your colored squares, and your turn ends. This also happens if every column you could use is already won, or all three markers are placed and none can move up.
Not necessarily. A pair on a won column is simply dropped, and if the other pair can place or advance a marker you continue. You bust only when neither number can be used.
No. A marker on the top space cannot move higher, so a pair for that column does nothing. If it is your only possible move you bust and lose everything from this turn, including that column.
No. You move it one space and forfeit the rest; nothing falls off. A single legal move is a valid move, so you don't bust. The old "climbers fall" wording only covered turns where no marker could move at all.
Only when you stop. Reaching the top just puts the marker there; you win the column when you end your turn voluntarily and replace the markers with colored squares. If you bust first, you win nothing.
Three, the first player to win any three columns wins. For two or three players the rulebook suggests playing to four or five columns for a longer game.
Your colored square there is removed immediately and returns to your supply for use elsewhere. Nobody, including the winner, may place a marker in a won column afterwards.