Uckers
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. >>>>>>>>>>>>>>>>>>>>