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Playtive HG06396 Gebrauchsanweisung Seite 7

10-in-1 holz-spielesammlung
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LIGHT:
2 counters on POINT 1
5 counters on POINT 12
3 counters on POINT 17
5 counters on POINT 19
Players roll using 2 normal dice and 1 doubling
cube.
Aim of the game:
Both players attempt to get their counters into their
own home board, i.e. the inner table of their colour,
as fast as possible. The winner is the first player
who has no counters left on the board.
Playing the game:
Each player rolls with one dice; the player who
rolls the highest number moves first. He makes
his first move using the two numbers that were
just rolled by himself and his opponent.
Subsequently both players take turns to roll
using two dice. Both of the rolled numbers are
played, each number separately. The player
uses the number by moving one of his counters
around the POINTS in the direction of his home
board by as many spaces as specified by the
dice value. In doing so, he may jump over his
own and his opponent's counters and land on
a free POINT. The POINT counts as occupied
if it is occupied by five of the player's or at
least two of the opponent's counters.
If a counter lands on a POINT that is occupied
by only one of the opponent's counters, then
the opponent's counter is removed from the
board and placed on the bar (the part of the
frame in the middle of the board). The player
of this counter must then try to bring this coun-
ter back into play before he can continue with
any other move. He must place the counter in
the opponent's home board according to the
numbers rolled on the dice. If he rolls e.g. a 1
and a 6, he places the counter on POINT 1 or
on POINT 6 if the chosen position is still unoc-
cupied.
Each player can play his two numbers one
after another using one or two counters. If he
rolls e.g. 2 + 4, the player can first place a
counter on 2 and then on 4, or vice versa.
However 2 and 4 may not be directly summed
up to 6, the player must always be able to land
in between! The roll may however also be
played using 2 different counters.
If a double is rolled (2+2, 3+3 etc.) the player
must use the roll twofold, i.e. play 4x. He is ob-
ligated to continue playing unless he has no
opportunity to move by one or both of the dice
values.
Moving backwards is not allowed.
If a player has moved all of his counters into
his home board, he can begin „bearing off".
He must now not use his dice values to move,
but instead to remove his pieces from the board.
If the player throws 1+3, he can „bear off" a
counter each from POINT 1 and 3 (remove it
from the board). If a double 3 is rolled, he can
bear off four counters from POINT 3, provided
that he has 4 counters placed there.
If he cannot use the dice values to bear off any
counters, the player must move from a back
position to a forward one. Exception: if the last
dark counter stands e.g. on POINT 4, dark can
bear off the counter with a 4, a 5, and a 6, i.e.
the dice value of POINTS that have already
been cleared can be used for the last POINT.
The winner is the first player to bear off all of
his counters. If his opponent was able to bear
off at least 1 counter, a single game is won. If
the opponent was not able to bear off any
counters, the win counts for double (a so-called
„Gammon").
If the opponent still has counters left within the
home board of the winning player or on the
bar, and the opponent has still not been able
to bear off any counters, then the winner scores
a triple game (a so-called „Backgammon").
Doubling:
During the game, each player can double his stake
by taking the doubling cube before his next roll
and placing it with the 2 facing upwards so that
the opponent can read it. The opponent has the
opportunity to accept or reject the doubling. If he
accepts, he can double again during the game
and turn the cube to 4. An attempted doubling is
GB/IE/NI
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