Uckers (Ludo)

Uckers (Ludo)

UCKERS

Stores Needed are:
1 x Pussers Broom handle, supplied by your friendly Jack Dusty.
¼ Ply Board 24” x 24”, stolen from the Chippies Workshop.
Nato Green Paint
Ships Grey Paint
Red Paint
Yellow Paint
Blue Paint
All paint from Paint Store after appropriate bribe.
Two Dice, removed from the Monopoly set borrowed from the Wardroom.
Old Pussers Table Saw, stolen from somewhere.

Instructions:
Take saw and broom handle and cut 16 pieces approx. ¾ inch thick.
Colour:
4 Red
4 Blue
4 Yellow

4 Green

Paint Ply as shown in picture.

uckers

Object of Game:
Either Two or Four PIayers
Get all your pieces home before your opponent
The game of Uckers is played mainly on HM Ships    

Two Player Game Rules
1. Players must choose colours, either Red & Blue or Yellow & Green (opposite colours).
2. All the pieces start in their respective corners.
3. The Players then take in turn to throw both the dice. The player with the highest score goes first.
4. Who ever won Rule 3 then throws first.   
5. Each Player then takes in in turn to throw the dice. A Six is needed to get one of your pieces out. If a Six is thrown a Piece is moved out and  moves the amount of squares on the second dice. (ie a 6 and 4 is thrown then the six moves the piece to the ‘doorstep’ and then moves four spaces) You move clockwise around the board.
6. Play continues in turn. If a Player throws Two Sixes then he can either get   one piece out and move it six or get two pieces out of the same or one of each colour. A player does not have to take a piece out if he has thrown a six. If he already has a piece or pieces out it can be moved the amount shown on both dice ( ie. 6&4 move 10 on one piece or 6 on one and 4 on the other) If a player throws a six he gets to throw again.
7. If a Player lands on the same square as his opponent then his opponents piece goes  back to his corner.
8. If a Player lands on the same square as one of his own pieces but another colour it is known as a  MIXI-BLOB and his opponent can go over a  MIXI-BLOB  or indeed land on that square and send both his opponents pieces  back ‘Home’. If your opponent has two or more of the same colour (not mixed) then the path is blocked and may not be jumped over.
9. If you are blocked behind your opponent you have the choice to challenge the block at your next go by throwing the appropriate SIXES needed. Ie if your opponent has a pile of two you must throw two sixes in a row. If a pile of three then it is four & five for four. Note, you must challenge the block before throwing the dice.
10. A Player must move if he can. If he still has pieces in his comer and coming out would mean that he would form a MIXI-BLOB then the move must be made.
11. You can have all pieces out at the same time, but you must move a piece out if you throw a six and your only move available is by doing this.
12.  If a player cannot move the total amount thrown on the two dice, then he must move the piece the full value of the highest die.
13. After you have thrown the dice you must move the number thrown. You can split the move by moving two pieces ie. If you throw a five and four you can move one piece four and the other piece five. You cannot split the move. A total of nine was thrown, you cannot move ie six and three.
14. On the home run you must throw the exact number with two dice to get ‘HOME’

Four players may play as individuals, same rules except there would be no MIXI-BLOBS. Or you may play as partners, when the MIXI-Blob rule would be back in play.

Please take heed when playing this game with sailors. If beaten they tend to lift the board up to search for the so called concealed instructions on the underneath of the asaid board.
Never leave the game unattended as he will surely move a couple of your or his pieces, only to declare the ship rolled if you discover this ploy.
The ‘Airy Fairies’ (Fleet Air Arm) tend to use different rules, with such phrases as ‘Suckbacks’ or is that ‘SuckJacks’!!!!!

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