THE
RULES OF UCKERS
The following is a well-tried
set of rules of the game which are known as the basic rules. The
aim
of the game is to move clockwise around the board once until a player
reaches the square below the coloured ones, leading to the coloured
triangle at the top. The piling up of counters creates challenges
for opponents to overcome. The players then move up these squares
to reach their ‘Home’ and the team who gets all their 8 pieces home
first are the winners.
Rule 1
The game is played with a Ludo board
and pieces with two dice instead of one.
Rule 2
There are four players with diagonally
opposite players partnering each other to form two teams.
Rule 3: Start
All four players in turn throw both
dice and the highest scorer has first throw.
Rule 4: To get out of base
One six is required to get 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 5. A double six can
put 2 pieces out.
Rule 5: Movement
a) Pieces move in a clockwise
direction, the number of squares equivalent to the value of the dice.
The object
is to get all one’s own and partner’s pieces around to their own
centre home before the opponents do likewise.
b) If a player has only
one piece on the board he must move it the full value of both dice;
intermediate
squares cannot be used to knock off opponent’s pieces. Rule 5d however,
may allow this.
c) If a player has two pieces on the
board he may use the value of one dice for each, or the value of
both dice to one.
d) If a player’s movements
are blocked by a barrier (Rule 8a)) or because a piece is near home
(Rule 10
b)), he is to take the highest value of one dice if possible, or
if not possible to move with either dice, he does not move. He can,
however, have extra throws in accordance with Rule 6.
Rule 6: Extra throws
A player receives one extra throw
for a six, except in Rule 8c) when removing a barrier, and only one
extra is allowed for a double six.
Rule 7: Knocking off an
opponent’s
piece
When a player’s piece lands on the
same square as an opponent’s piece, the opponent’s piece is returned
to base, and has to start again.
Rule 8: Barriers (Blobs)
a) When a player has two
or more pieces on the same square, they form a barrier which blocks
an opponent’s
movements but not his partner’s.
b) To remove a barrier
an opponent has to land a piece on the square immediately behind
it, throw one
six and say ‘Challenge’, throw a second and third six to remove a
double barrier, a fourth six to remove a triple barrier and a fifth
to remove a quadruple barrier. The challenging piece occupies that
square formerly occupied by the barrier, and the barrier pieces are
returned to their base in accordance with Rule 7 (See Rule 9).
c) Having challenged a
barrier, the value of any dice subsequently thrown cannot be used
to advance another
piece, and having successfully challenged a barrier the player’s
turn is ended no matter how many sixes have been thrown. When a six
is used to indicate a challenge the second dice, even if a six, cannot
be used in any way. If the second or subsequent throw is a double
six, both sixes count towards the removal of a barrier.
d) A player cannot move into position
and challenge in the same throw.
e) To knock-off a barrier on the door-step
with a piece in base requires one extra six in addition to those
in b). The first six counts as the challenge and Rule 9c) applies.
f) If a player cannot move another
piece he must break his barrier.
Rule 9: Mixed barrier
If a player’s piece lands on the same
square as one or more of his partner’s pieces, the result is what
is known as a “Mixed Barrier”. This loses any value as a block and
all pieces are to be knocked-off in the same way as a single piece
(Rule 7). A player cannot challenge from a mixed barrier behind an
opponent’s barrier.
Rule 10: Getting home
a) A piece in the home
coloured lane cannot be reached by an opponent’s piece and is safe.
b) A player must throw the exact score
to get a piece home, except that with his last piece he may get the
exact score with one dice only (see Rule 5d)).
Rule 11: Throwing for
one’s partner
Having got all his pieces
home a player waits for his next turn and tries to throw a six. Having
thrown a
six, a player again waits to his next turn when he can throw to help
his partner’s pieces.
Rule 12: Winning team
The winning team is the pair who get
all their eight pieces home first.
Good luck!!