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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 pieces home first are the winners. !ule " The game is played with a #udo board and pieces with two dice instead of one. !ule $ There are four players with diagonally opposite players partnering each other to form two teams. !ule %& 'tart (ll four players in turn throw both dice and the highest scorer has first throw. !ule )& To get out of base *ne si+ 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 !ule ,. ( double si+ can put $ pieces out. !ule ,& -ovement a. /ieces move in a clockwise direction, the number of squares equivalent to the value of the dice. The ob0ect is to get all ones own and partners pieces around to their own centre home before the opponents do likewise. b. 1f a player has only one piece on the board he must move it the full value of both dice2 intermediate squares cannot be used to knock off opponents pieces. !ule ,d however, may allow this. c. 1f 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. 1f a players movements are blocked by a barrier 3!ule a.. or because a piece is near home 3!ule "4 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 e+tra throws in accordance with !ule 5. !ule 5& 6+tra throws ( player receives one e+tra throw for a si+, e+cept in !ule c. when removing a barrier, and only one e+tra is allowed for a double si+. !ule 7& 8nocking off an opponents piece 9hen a players piece lands on the same square as an opponents piece, the opponents piece is returned to base, and has to start again. !ule & :arriers 3:lobs. a. 9hen a player has two or more pieces on the same square, they form a barrier which blocks an opponents movements but not his partners. b. To remove a barrier an opponent has to land a piece on the square immediately behind it, throw one si+ and say ;hallenge, throw a second and third si+ to remove a double barrier, a fourth si+ 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 !ule 7 3'ee !ule <.. 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 players turn is ended no matter how many si+es have been thrown. 9hen a si+ is used to indicate a challenge the second dice, even if a si+, cannot be used in any way. 1f the second or subsequent throw is a double si+, both si+es count towards the removal of a barrier. d. ( 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 e+tra si+ in addition to those in b.. The first si+ counts as the challenge and !ule <c. applies. f. 1f a player cannot move another piece he must break his barrier. !ule <& -i+ed barrier 1f a players piece lands on the same square as one or more of his partners pieces, the result is what is known as a =-i+ed :arrier>. This loses any value as a block and all pieces are to be knocked-off in the same way as a single piece 3!ule 7.. ( player cannot challenge from a mi+ed barrier behind an opponents barrier. !ule "4& ?etting home a. ( piece in the home coloured lane cannot be reached by an opponents piece and is safe. b. ( player must throw the e+act score to get a piece home, e+cept that with his last piece he may get the e+act score with one dice only 3see !ule ,d... !ule ""& Throwing for ones partner Having got all his pieces home a player waits for his ne+t turn and tries to throw a si+. Having thrown a si+, a player again waits to his ne+t turn when he can throw to help his partners pieces. !ule "$& 9inning team The winning team is the pair who get all their eight pieces home first. ?ood luck@@

This is a game that was developed in the !oyal Aavy by Her -a0estyBs sailors, to help pass the off watch hours. 1n days gone by, before the !um ration was brutally discontinued, matelots would play a game of Cckers and the losers at the ne+t DTot Time,D would be obliged to offer to the winner, his whole Tot, halfers, gulpers or 0ust simply sippers, depending what was agreed before the game began. 1n the time honoured tradition, the winner would very rarely accept the full tot but would take a token drink, as he would if offered halfers. ?ulpers and sippers were always accepted with relish. (fter $ % years, %"st Euly "<74 was the last day when rum was issued to :ritish sailors and no doubt that since then some other form of reward for winning at Cckers has taken itBs place. Cckers is played on an ordinary common or garden LUDO board, using the normal LUDO counters and a die and some of the normal LUDO rules with a few very interesting additions and alterations. Cckers is a game for either $ or two teams of two players. 9ith two players playing Cckers, each player takes two colours, these being in the opposite corners of the board. i.e. ?reen and !ed or :lue and Fellow. 9ith two teams playing, each team takes the opposite corners. The modern LUDO board is ever so slightly different from the traditional board and it only makes a slight difference to the game. The modern board no longer has a relatively safe square situated in the corner between the entry to home and the e+it from base. This square is now the e+it from base. 1tBs absence as a relatively safe haven should not make all that much difference to the tactics of the game but the traditionalists will, no doubt, view the change with mistrust and concern. There is only a slight difference between the $ player game and the ) player game. 1n the ) player game, although the two players form a team they play independently of each other in so far as throwing the die, moving the counters and tactics is concerned. 1n all other respects they are a team and are considered as one player. ;onfusedG ( team member throws the die for his own counters and decides which of his own counters to move but if he lands on a square occupied by one of his partnerBs counters, he does NOT send his partner back to his base but stays on that square and forms a MIXI-BLOB. 1n the $ player game, a player can choose which of his two colours he wishes to move AFTER throwing the die. 1f one of his counters lands on the square occupied by his other colour, it does not send that counter back home, but forms a MIXI- BLOB. 9hen a player throws a si+, he is allowed another throw. 1f that player throws another si+ he can throw again and so on. ( player must move one his counters or challenge, after throwing a si+ and BEFORE throwing again. ( multiple throw can only be used for one particular counter. 1f a player throws a si+ and moves a particular counter all subsequent throws in that sequence, must apply to that counter, unless he throws a si+ and decides to challenge. The challenge can apply to a different counter. Thus a player throws a si+ and moves a counter, he throws again and it is another si+, he can opt to challenge and forgo any further counter moves. 1f a player throws a si+ and challenges and his ne+t throw is not a si+, he cannot then opt to move a counter for that second throw2 the challenge has failed. 1f a player cannot move the full number shown by the die, he must move a counter which CAN move the full number. 1f no such counter is available the turn is lost, there are no bounce backs. The die is thrown by each player and the highest throw starts. 1f more than one player throws the same highest throw, they throw again. ( player must throw a si+ to leave base. ( player must throw the e+act score to get HOME. There are no bounce backs. ( player may not advise his partner how to play a move, but a player may ask his partner for advice on how to play a particular move. 1f he does ask his partner, he MUST abide by his partnerBs decision, regardless of the potential outcome. /artners must not consult each other on how a move shall be played.

1f a player has two or more counters of the same colour on the same square, it forms and is called a BLOB. Ao one may pass a BLOB e+cept a playerBs partner or a playerBs other colour. ( playerBs partner or other colour can land on a BLOB but that changes it to a MIXI-BLOB. (n opponent cannot land on a BLOB e+cept after a successful challenge. 1f a player lands on a square already occupied by the oppositionBs single counter, the opposition is sent back to base. 1f a player lands on a square already occupied by a counter, or counters of his other colour or his partner, the occupying counters are NOT sent back to base, but a MIXI-BLOB is formed. 1f a player lands on a square already occupied by his opponents MIXI-BLOB, all the MIXI-BLOB counters are sent back to base. 9hen a player has a BLOB on the board and the opponent lands on the square immediately behind, at the ne+t turn, the opponent can challenge the BLOB. ( challenge is made by throwing consecutively, a si+ to challenge, and one si+ for every counter forming the BLOB. 1f successful, the challengerBs counter occupies the square and the BLOB is sent back to base. (n opponents BLOB can challenge another BLOB but if successful only ONE counter moves forward. A MIXI-BLOB CANNOT CHALLENGE. 1f a player throws a si+ and decides to challenge he says, D*nce at you.D 1f his second throw is also a si+ he says, DTwice at youD and so on until, either the challenge fails 3and all the throws are lost. or the challenge succeeds and he says, D?et Bem off.D ( player does not need to declare a challenge until he has thrown the die. 6.g. ( player may have one counter behind a BLOB and other counters elsewhere on the board. 1f that player throws a si+ he can select whether to challenge or not and if not, he moves another counter. Tactics, skill and luck all play a part in UCKERS and the positioning of a BLOB is crucial if it is to increase a playerBs chances of winning. 1t is even more crucial not to get a MIXI-BLOB immediately behind a BLOB because a MIXI-BLOB can do nothing e+cept wait for the BLOB to move. 1f, as often happens to the less skilful or ine+perienced player, a player or team find that they have a MIXI-BLOB containing ALL their counters immediately behind a BLOB, they can do nothing more than sit back and watch. :ecause they cannot move or even challenge. The MIXI-BLOB team may forgo their turns at throwing the die, until such times as they can move. However, they can if they wish, continue to take their turn at throwing the die even though they cannot use the throw. 1t does keep the throwing hand IN and keeps the die HOT. 'ome people, however, consider it bad luck to throw and not be able to use that throw, as they could be using up si+es that they could have been throwing had they been able to move. (n additional rule which can be used, is to DsaveD si+es. That is, if a player throws a si+ he can save that si+ by noting it on a piece of paper, for use at a later time. 1f a player DsavesD a si+ the subsequent throws are lost, therefore only one si+ per turn can be saved. ( player can use any or all of his DsavedD si+es at any time providing that they are used BEFORE a throw takes place and only apply to one particular counter. ( player can use one or more of his saved si+es on a particular counter but the subsequent throw must also be used for that counter or lost or challenged with. ( DsavedD si+ CANNOT be used to challenge with, nor can it form part of the sequence of challenging si+es. *nce a player has thrown the die, he cannot then opt to use a saved si+. 'aved si+es cannot be carried from one game to the ne+t, unless the players agree to do so.

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