Zohn Ahl - Professor Finkel's Rules
(Mostly)
(Rules as taken from https://a4games.company)
1. The game is played by two players. Each player has four
counters to keep score, and a piece that is used to move around the board.

2. The board is usually a circle of forty spaces. This board is a square
formation with 28 spaces. This is due to the size of A4 paper limiting space. The spaces at the north and south are called "the creek”, or ‘the torrent’ in R C Bell’s Boards and Table Games from many Civilisations.
It represents a torrent river running from top to bottom. The east and west are called the "dry branches”, or dry gully representing a dry river bed.

3. In stead of the usual throwing sticks, this game determines the score with a spinner die.

4. The two pieces start at the "south" creek. They move around the board in laps, one team's piece moving clockwise, the other anti-clockwise.

5. Alternating between the teams, each player will throw the casting sticks to see how far her team's piece will move. The scores are:

(i) for a spinner outcome of one, the piece will move one space, and if
it is the blue colored one, another throw is granted;

(ii) for a spinner outcome of two, the piece will move two spaces;

(iii) for a spinner outcome of three, the piece will move three spaces, and if
it is the blue colored one, another throw is granted;

(iv) for a spinner outcome of six, the piece moves six spaces and
another throw is granted;

(v) for a spinner outcome of ten, the piece moves ten spaces and
another throw is granted;

6. If a piece lands in the north torrent space, it must return down the torrent
river to the south to the start and begin its lap again, and its team must pay a counter to the opponents.

7. If a piece lands in either of the dry gullies, then the team loses a throw.

8. If a piece lands on the opponent's piece, the opponent is captured and sent back to the start, and the opponent pays the capturer's team one counter.

9. The first piece to land on, or pass, the start, wins the lap and receives a
counter from the opponents. The next lap is then deemed to have begun and the game continues.

10. If one team holds all the counters, they win the game. If the game is
stopped for any other reason like lack of time, then the winners are the team with the most counters.

About the movement of the pieces

Since Zohn Ahl comes with only one piece per player, there is absolutely no skill or tactics involved. It all comes down to shere luck or perhaps some mind over matter, if one succeeds in influencing the outcome of the spinner-die with one's mind, if that is at all possible. Who knows, but because of the simplicity of the game, the only thing one needs to do, is spin the spinner.

Zohn Ahl moves the pieces automatically according to the score of the spinner-die. In this respect it behaves in much the same way as a pinball machine, with the only difference that one cannot move the board and possibly 'tilt' the game.

Is this a fun game?

As in all games it goes that it is more fun to compete. 
Because of the nature of this simple game, it is perhaps more suitable for young children. A player can be on a winning streak by spinning additional throws in succesion, this way it trains the opponent to learn to wait for one's turn and also learn how to handle losing a game. Losing a game, is all in the game and it teaches young children that it is only a temporary setback and just try again.