0% found this document useful (0 votes)
204 views2 pages

Uckers

The document provides the rules for playing a variation of the board game Ludo called "Uckers". Uckers is played with 4 players divided into 2 teams using a standard Ludo board and pieces. The objective is for each team to move all of their pieces around the board and into their home space before the opposing team. Key rules include how pieces can move, knocking off opponents' pieces, forming barriers to block movement, and getting pieces home to win the game.

Uploaded by

Juggler69uk
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
204 views2 pages

Uckers

The document provides the rules for playing a variation of the board game Ludo called "Uckers". Uckers is played with 4 players divided into 2 teams using a standard Ludo board and pieces. The objective is for each team to move all of their pieces around the board and into their home space before the opposing team. Key rules include how pieces can move, knocking off opponents' pieces, forming barriers to block movement, and getting pieces home to win the game.

Uploaded by

Juggler69uk
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 2

UCKERS

The Ludo board used is shown above. The 4 sets of coloured counters are placed on their own colour circles within their coloured squares. When the pla er has thrown his ! to "et out he starts on the sin"le coloured square and "oes cloc#wise round the board$ once$ until he reaches the square below the coloured ones leadin" to the coloured trian"le at the top. %e then &oves up these squares to reach his '%o&e'. (etailed instructions are shown below.
)*S+C RULES , The "a&e is pla ed with a Ludo board and pieces -4 red$ 4 blue$ 4 "reen and 4 ellow.$ with two dice instead of one. / There are four pla ers with dia"onall opposite pla ers partnerin" each other to for& two tea&s. The Start 0 *ll four pla ers in turn throw both dice and the hi"hest scorer has first throw. *t this ti&e all pieces are in their respective houses. To 1et 2ut of )ase 4 2ne si3 is required to "et a piece out on the doorstep. The score on the other dice can be used to advance this or another piece in accordance with Rule 4. * double si3 can be used to "et two pieces out. 5ove&ent 4 -a. 6ieces &ove in a cloc#wise direction$ the nu&ber of squares equivalent to the value on the dice. The ob7ect is to "et all one's own and partners pieces round to their own centre ho&e before the opponents do li#ewise. -b. +f a pla er has onl one piece on the board he &ust &ove it the full value of both dice 8 inter&ediate squares cannot be used to #noc# off his opponent's pieces. Rule 4-d. $ however$ &a allow this. -c. +f a pla er has two pieces on the board he &a use the value of one dice for each$ or the value of both dice to one piece. -d. +f a pla er's &ove&ents are bloc#ed b a barrier 8 #nown as a )lob$ -Rule 9-a... 2r because a piece is near ho&e -Rule ,:-b..$ he is to ta#e the hi"hest value of one dice if possible$ or if not possible to &ove with either dice$ he does not &ove. %e can$ however$ have e3tra throws in accordance with Rule !. E3tra Throws ! * pla er receives one e3tra throw for a si3$ e3cept as in Rule 9-c. when re&ovin" a )lob -barrier.$ and onl one e3tra throw is allowed for a double si3. Knoc#in" 2ff an 2pponents 6iece ; When a pla er's piece lands on the sa&e square occupied b an opponents piece$ the opponents piece is returned to it's base and has to start a"ain.

)arriers$ -or )lobs. 9 -a. When a pla er has two or &ore pieces on the sa&e square$ the for& a barrier which bloc#s an opponents &ove&ents but not his partner's. -b. To re&ove a barrier an opponent has to land on the square i&&ediatel behind it$ throw one si3 and sa <Challen"e<$ throw a second and third si3 to re&ove a double barrier -/ pieces.$ a fourth si3 to re&ove a triple barrier -0 pieces. and a fifth to re&ove a quadruple barrier -all 4 pieces.. The challen"in" piece occupies that square for&erl occupied b the barrier$ the barrier pieces are returned to their base in accordance with Rule ;. -See Rule =.. -c. %avin" challen"ed a barrier$ the value of an dice subsequentl thrown cannot be used to advance an other piece$ and havin" successfull challen"ed a barrier the pla ers turn is ended no &atter how &an si3es have been thrown. When a si3 is used to indicate a challen"e the second dice$ even if it is a si3$ cannot be used in an wa . +f the second or subsequent throw is a double si3$ both si3es count towards the re&oval of the barrier. -d. * pla er cannot &ove into position and challen"e in the sa&e throw. -e. To #noc#8off a barrier on the door8step with a piece in base requires one e3tra si3 in addition to those in -b.. The first si3 counts as the challen"e and Rule 9-c. applies. -f. +f a pla er cannot &ove another piece he &ust brea# his barrier. 5i3ed )arrier = +f a pla er's piece lands on the sa&e square as one or &ore of his partner's pieces$ the result is what is #nown as a <5i3ed )arrier -)lob.<. This loses an value as a bloc# and all pieces can be #noc#ed8off in the sa&e wa as a sin"le piece$ -Rule ;.. * pla er cannot challen"e fro& a &i3ed barrier behind an opponent's barrier. 1ettin" %o&e ,: -a. * piece in the ho&e coloured lane cannot be reached b an opponent's piece and is safe. -b. * pla er &ust throw the e3act score to "et a piece ho&e$ e3cept that with his last piece he &a "et the e3act score with one dice onl -See Rule 4-d... Throwin" for 2ne's 6artner ,, %avin" "ot all his pieces ho&e a pla er waits for his turn and tries to throw a si3. %avin" thrown a si3$ a pla er a"ain waits his turn when he can throw to help his partner's pieces. Winnin" Tea& ,/ The winnin" tea& is the pair who "et all their ei"ht pieces ho&e first. >>>>>>>>>>>>>>>>>>> ?ote There are several variations to these rules. %owever$ these are enou"h to be "oin" on with for those of ou who want to tr it$ or have pla ed in the past and for"otten. +t can be pla ed b two people b adaptin" a little and each pla in" two <%ands< at once. 1ood luc# and en7o it$ it is far fro& the ta&e "a&e of Ludo. >>>>>>>>>>>>>>>>>>>>

You might also like