Everyone picks a side/color as usual. Any colors not being used are "ghost teams" and they start the game with all of their pieces in detention, which means the board begins with empty side(s) which are available to escape out of. On any turn, anyone playing has a 3rd option on their turn (instead of doing something with their own piece) to move a ghost team piece out of detention to block an opponent from escaping out the open side. It sounds odd, but it works well.
Up to you. Before the game starts you can put them in any order you want. As you keep playing, you'll start figuring out things that work and don't. For example if you put a low number in the middle spot it becomes very hard to escape, and if you put your 1 piece anywhere except the ends you almost certainly have to bluff to have any chance of getting it off the board.
You have to stop on that space. So if someone is 3 spots away from you then any piece 3-7 can legally knock them out and the opponent won't "know" if it's a 3, 4, 5, 6, or 7 that knocked them out. During testing we found this made the game better overall.
It was too much to explain in the video but it's actually a little better than a free turn. If you call for a hall pass successfully then you can move any of your pieces to any open spot in the hallway. This happens immediately. We found during testing that sometimes people were too afraid to call BS, so giving an extra incentive made the calls more frequent and the game a lot more fun.
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