Parchis of 6 seats, Ludo king

Parchis of 6 seats, Ludo king

cults3d

GAME MECHANICS There's no official parquet regulation, and different regions have their own variants, which are outlined below. All players start with their counters locked up in jail, where they belong. The first turn is determined by rolling a dice: whoever gets the highest number goes first. Players then get three chances to break free from jail and drag their chips to the exit box. Rolling the dice requires pairs or presses - that's when both dice show the same value. For example, 1-1 and 3-3 are pairs or presses, which other games call doubles. Pairs like 1-1 or 6-6 get all counters out of jail; the rest take only two. There's a twist: if players roll 1-1 or 6-6, they can choose to take two checkers and move one of them the value of a die - that means moving 1 or 6. The board at game start with six players stuck in jail, their chips locked up tight. If you're lucky enough to get some checkers out, you'll need to roll again, move, and pass your turn. To move tiles, simply drag them to their destination spot by counting the squares between. If you land on the exit and roll 5-2, for example, you can advance one checker to the safe box or move 5 with one and 2 with the other. The only way to get an extra turn is to draw pairs. If three pairs are drawn, the player gets to take a checker out of the game - usually the one that's farthest behind. Players pass their turns to the right, unlike Parcheesi, which does it on the left. Once you're free from jail, the game continues in the same way. The mechanics keep going until a player brings all their checkers to the final square - and they win the game. A player can send an opponent to jail by moving one tile onto another's square. Instantly, that opponent is sent packing to jail. However, if the tile lands on a safe or exit box, nothing special happens. There's also a strategy used: when a player has checkers in jail and opponents' checkers are in their exit box, taking out of jail automatically sends them to jail. This is useful when there are multiple checkers at your exit - you might sacrifice one checker hoping the opponents won't escape before you do. In some cases, players use the pateperro, which happens when the dice show 2-1 and allows you to eat backwards. The goal is to get all your checkers from start to finish before your opponents do. To achieve this, start by getting all your chips out of jail, then have them make a full tour of the board - counterclockwise, that means to the right. This keeps your checkers from being sent back to jail by your opponents. The arrival squares are exclusive to each player and are located just before their starting squares. These squares lead to the center of the board, which is the final square you need to bring all your checkers to win. Players can't have any checkers in the four squares after the end squares (called arrival) until they're before their own departure. There's a variation where players can choose to turn or are forced to do so if they can eat on those squares - see Variations below. TOTAL SIZE: The board is 50 x 50 centimeters and 5.3 cm high. ATTACHMENTS: * Dice x 2 * File x 6 * File x 1 * Color steps x 6 * Base color x 6 * Curved step x6 * Curved step dr. x 6 * Straight step x 12 * Pot x 1 The file of the cards is mounted in six units with two spares in case some are lost - this way, they can be repositioned with matching color. There's also an individual file for printing as needed.

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