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Basic Rules

1) Start

  1. Before a die is thrown all players must agree what will be 'bum' or 'cocky' dice throws. Usually when the dice displaces a counter or flies out of the playing area is 'bum'. A die not landing flat are 'cocky'. In these cases both dice should be thrown again. Three consecutive 'bum' or 'cocky' throws misses that turn.
  2. All players then throw both dice and the highest score wins and that player throws again to begin the game, having the choice of opposite colours, ie red & yellow or green & blue.
  3. A six MUST be thrown to release a counter onto the doorstep square and away around the board in a clockwise direction.

2) Getting Home

  1. Having taken a counter once around the board, a player must turn into the correct coloured Pipe for that counter and move their counter, exactly on to the coloured triangle (Home).
  2. Any counter reaching Home is removed from the board and out of play.
  3. An exact dice throw is needed to take the counter into Home (either on one die or the combination of both).
  4. If both dice show a higher value than required to get exactly onto Home (and another counter cannot be moved) then a player cannot move.
  5. Throwing a six (or double six), allows another throw to attempt to get Home.

3) Moving

  1. Each player throws both dice in turn and must move, using all dice, if he is able to do so (see rule 9 below).
  2. Each dice can either act on different counters or be added together an act on a single counter.

4) Six’s

  1. A throw of a six allows a player to
    1. move a counter out of base, or
    2. move a counter six places, or
    3. make a Challenge (see rule 8 below).
  2. Throwing a six allows the player another roll of both dice, but throwing a double six does NOT allow two extra rolls.
  3. Throwing a double six may also allow two counters to be released from Base.
  4. Once a six is used to start a Challenge, the Challenge process continues until it's completed.

5) Ucking-Off

  1. If a player lands on a single counter of their opponent, then the landed-on counter is Ucked-Off, ie returned to its Base and must start again.
  2. To be Ucked-off, a counter must be landed-on at the end of a counter's movement (for that dice roll) and not as part of an onward passage of a counter, e.g. 'Player A' throws 6 & 1 and 'Player B's' counter is 6 spaces in front of Player A's counter. 'Player A' cannot choose to move this counter 6, Uck-Off his opponent, then move this counter the remaining 1 square. If 'Player A' cannot move another counter, then he must move 7 squares and land 1 square in-front of 'Player B's' counter). Of course, if 'Player A' can move another counter, he may Uck-Off his opponent and use the 1 to move another counter (or may move this counter 1 and use the 6 elsewhere).

6) Blobs

  1. A Blob is formed when two or more counters of the SAME colour occupy the same square.
  2. A player's Blob blocks all their opponents' counters from passing that square.
  3. Any colour of the Blob-owning-player can pass through the Blob.
  4. A Blob of 2 counters can be advanced around the board by throwing doubles.
  5. Blobs which are advanced using double dice can pass or Uck-Off an opponents 2-counter Blob. A Blob of more than 2 counters cannot be passed or removed in this way.

7) Mixi-Blobs

  1. A Mixi-Blob is formed when two or more counters of a player, which are of DIFFERENT colours occupy the same square.
  2. A Mixi-Blob has no blocking powers.
  3. An opposing player can pass a Mixi-Blob, regardless of how many counters are Mixi-Blobbed.
  4. An opposing player can Uck-Off ALL the counters in a Mixi-Blob by landing on it with a single counter.
  5. Mixi-Blobs CANNOT Challenge an opponents Blob.

NB If all your counters are in a Mixi-Blob behind an opposing player’s Blob, there is no point in throwing the dice as you cannot do anything.

8) Challenging (how to remove a Blob)

  1. In order to remove an opponents Blob, a successful Challenge must be completed against the Blob.
  2. A player must have a counter on the square directly behind their opponent's Blob to issue a Challenge.
  3. A player must throw a six to begin a Challenge.
  4. A player does not need to declare a Challenge until he has thrown the dice.
  5. A player cannot move into position AND issue a Challenge in the same turn.
  6. Having thrown a six (or double six) and deciding to Challenge, the player announces (indicating which situation the player is referring to, as there maybe more than one option) "Once at".
  7. Only one six is required to start a Challenge and the second die is ignored, even if a six.
  8. Each subsequent six thrown increases the number of attacks against the blocking Blob, i.e. "Twice at", "Three at" etc.
  9. Double six's count as two attacks after the first throw.
  10. To succeed in the Challenge, a player must throw one more six than there are counters in the Blob. E.g. if 'Player A' has a Blob of 3 counters, then 'Player B' must throw 4 six's to Uck-Off the Blob.
  11. Once a Challenge is started, only the six's thrown count and at least one six must be thrown in each roll to continue the Challenge.
  12. Whether a player succeeds or fails in the Challenge - their turn is over at the end of the Challenge.
  13. If a Challenge is successful, all demolished Blob’s counters are sent back to their Home and the attacking counter is moved one pace forward to occupy the Blobs previous square. Only ONE counter is moved forward, irrespective of whether a Blob was making the Challenge.
  14. If a Challenge fails, the Challenging player’s counter(s) remains where it is and no other counter can be moved.
  15. To Challenge an opponents Blob on your Base doorstep square, an extra 6 must be thrown (to count as the release from base).

9. Must-Play Rule

  1. A player Must-Play and use all the dice thrown if possible. For example: A player has thown a 6 and 4. They can move a counter into Home with the six but not move another counter thereafter. Alternatively the six could be used to release a counter from Base (or begin a Challenge) thereby utilising the 4 thrown - then this second alternative must be used - as it uses all dice thrown.

Team Rules (Four Players)

This game follows the same essential rules as the two player game, but now the two opposite facing players are a team. All rules for the two player game exist plus these extra Team Rules:

  1. No single player of the team can overtly direct the play of the other.
  2. Each player throws the dice in turn, but cannot move his opponent’s counters whilst his are on the board. If a player’s counters are all safely in Home, he continues to throw, first to get a six to become active, and then on subsequent turns (or on that turn, if he throws a double six), will move his partners counters as if they were his own. Throwing a double six also allows the now active player to throw again.
  3. A partner may not proactively advise his team player how to play a move, but a player can ASK his partner for advice on how to play a particular move. If the player does ask for advice, he MUST abide by his partner's decision, regardless of the potential outcome. Partners must not consult each other on how a move shall be played.
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