Ur - The Runners Game

     

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Black’s route from the start is “1234567FE8ef” and from the river “ABCD1234567FE8ef”.
White’s route from the start is “1234567fe8EF” and from the river “abcd1234567fe8EF”.
Both players begin the game with seven playing pieces each, one player taking the dark pieces, the other player taking the light colours. All pieces begin play off the board at the start position.
3 binary dice are used to give the values 0 - 3 (3 blanks = 0). All dice are thrown at once, and the number of marked corners pointing up determines the points scored in that throw.


Each player places an agreed amount into a pool (the larger the better).
21 tallies (counters) are placed beside the pool before the set of games begins.

Players take turns to throw three binary lots and move one of their pieces. Draw lots or throw the dice to decide who plays first.


Beginning play:
To start the game a player must first throw 3 blanks and this will allow the player to enter a piece at the gate (square 1) and take another throw. From this point on that player can enter new pieces at any time according to the number thrown. New pieces enter through the gate between the two rosettes. The number thrown indicates the numbered square to land on (square 1 being the gate).
A player who has yet to throw 3 blanks must continue to wait until 3 blanks are thrown on that players turn, or a penalty is given, before starting to play pieces.

Moving pieces:
Pieces must always move forward along the route. A player must always move a piece if it is possible to do so but if it is not possible, the turn is lost.
No two pieces can occupy the same square. When landing on any square occupied by an enemy piece the piece is hit off and thrown into the river.
Any piece can enter the board or move forward by the number of marked sides pointing upwards (1, 2 or 3).
Pieces re-entering from the river use the throws 1 – 3 to restart on squares “A or a”-“C or c” respectively.

Bonus:
Landing on any rosette allows the player to move any piece 1, 2, 3 or 5 spaces.
Penalties:
A player continues to throw dice and playing until one of the following penalties occurs. (In each case the players turn ends even if the opponent has started)
Throwing 3 blanks (0); if the opponent has yet to begin play, then the opponent is allowed a second throw if failing to throw a 0 on the first try after the penalty.
No legal move; if the opponent has not started play then the opponent takes 3 blanks.
Jumping over a rosette; the opponent gets a free choice to move any piece 1, 2, 3 or 5 spaces or to take 3 blanks if not started playing.

Eyes protect players from danger, from these squares a player can jump over a rosette in safety, as if the rosette did not exist.


Getting pieces home:
To exit a piece a player must first land exactly on the “f” or “F” rosette on the opponents side of the board. The reward for landing on the rosette can be used to take the piece off immediately or the piece can move home later with a throw of one.

Winning:
The game ends when one side has managed to exit all pieces belonging to that player.

The winner scores for each opponent piece in play: one point for each piece on the board, two points for each piece in the river and three points for each piece yet to start.

The winner takes tallies from the pool according to the points won. If there are insufficient tallies then the opponent pays tallies previously won into the pool to make up the number. If the opponent runs out and the number won is still not reached then the winner continues to take tallies until the number is reached or all tallies are gone.
Once one player possesses all 21 tallies then that player scoops all stakes in the pool and the set is over.

Note that it is possible for one player to win the whole set on the first game if the looser still has all pieces at the start (3 X 7 = 21)! Alternatively the set can easily swing back and forth and remain unsettled for many games.