Find your pawn: bigger chips that still fit six to a square
The board pawns were 15 pixels across and easy to lose. They are now half again as large — and they stack along each square instead of spilling out of it.

In plain words
The coloured dots that move around the board were 15 pixels across. On a phone, with five other players on the same board, finding your own took real effort — and knowing where you are is the single most basic thing a board game asks of its display.
They are now 23 pixels, about half again as large, with the white ring, the active-player halo and the hop animation all scaled to match. Nothing else about the board changed: the same colours, the same squares, the same layout.

For the technically curious
The size change was a single component: diameter, ring width and the halo are all derived from one token, and the hop arc was raised to match. The compiled stylesheet confirms the old value is gone rather than merely overridden.
The layout fix was the interesting half. The pawns had been laid out as a horizontal flex row, which is fine for one pawn and wrong for four: on the narrow top and bottom squares — and on the corner, which can hold all six — they simply spilled over the edge, and the flex flow doubled the offset that was meant to fan them.
// Board.tsx — absolute-centred, offset along the cell's LONG axis
const offset = (i - (count - 1) / 2) * STACK_STEP;
const style = vertical
? { transform: `translate(-50%, calc(-50% + ${offset}px))` } // top/bottom + corners
: { transform: `translate(calc(-50% + ${offset}px), -50%)` }; // left/right columnsVerifying it needed a browser rather than a test: the layout was rendered at the real cell dimensions for every count from two to six and for each cell orientation, and checked for clipping. That is also how the original overflow was found — it is invisible in any unit test, because nothing about it is wrong until it is painted.
