Points are always paired with the one opposite, so every game is a race across the star rather than a scramble.
Three sentences of rules, and then one idea that takes a game or two and is the whole thing.
Get all ten of your marbles across to the point directly opposite. On your turn move one marble: either a single step to any touching empty hole, or a jump over a single touching marble โ anybody's โ landing on the empty hole directly beyond it, in a straight line. Jumps chain, and a chain may turn at every hop. Nothing is ever taken. First one home wins.
A jump needs something to jump over, so a marble on its own goes nowhere. The good move is almost never the longest jump available โ it is the step that puts a marble where the one behind it can use it. A well-built line lets marble after marble run the whole board in a single turn. That is the game, and everything else is detail.
The commonest way to lose is to keep moving your leaders because their moves look impressive, and to arrive with seven marbles home and three eight steps back. Those three take the rest of the game. Move your furthest-back marble unless there is a reason not to. The opponent here is built on exactly this rule โ the weakest one is the version that adds up distances and ignores it, and it loses every game.
You may jump over anybody's marble. A well-built enemy line running up the middle is a free ride in the other direction, and a good player will refuse to build one where you can use it. Watch which way a chain of marbles points before you add to it.
More than one chain often ends on the same hole, and they are not the same move โ one may leave a rung behind and another may not. Tap the destination once to see the shortest route and play it; tap the same hole again to cycle through the others, drawn as a dotted path. Nobody needs to know that to play, and it is one tap away if you want it.
A marble may not stop in a point that is neither where it started nor where it is going โ passing through and jumping over are fine. And after your twentieth move, if you still have marbles at home and any move would take one out, those are the only moves you have.
Both exist to kill the one strategy that ruins this game: parking in somebody's destination, or leaving a single marble at home forever so the player coming the other way can never finish. Neither costs anybody playing in good faith a single move, and both can be turned off.