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News Games Download Contact us ## BrädeBoard Set-upGameplay How to Win Special Rules |
## Rules for Bräde (Swedish Boardgame)The following rules are described as they are implemented in The Board. There exist several differences and variants of this game and we have implemented the most common and interesting of them.## Board Set-upTo play Bräde (Swedish Boardgame) you need a board, playing checkers and dice. The board is
rectangular
and along the long sides are a total of 24 points (or arrows),
twelve
on each side, lined up. The board is divided into four
quarters
by the bar in the middle which are numbered counter-clockwise.
Each
quarter consists of six points. The point in the top right corner from
a player’s point of view is called that player’s home (or
house).
The player’s first quarter, where his home exists, is called the
player’s
home board, the second quarter is called the player’s outer board. The
third quarter is called the opponent’s home board and the fourth, and
last,
is the opponent’s outer board. The point in the top left corner, the
last
point in the player’s outer board, is called the head.
[BILD PÅ BRÄDET, med förklaringar] There are thirty checkers, fifteen for each player. One player gets the dark checkers and the other the light ones. The game uses two six-sided dice
(or one
pair of dice for each player) that are thrown together. If both dice
comes
up with the same number of eyes the throw is called a At the beginning of the game each
player
stacks all of his checkers on his home point. The game begins with the
players rolling one die each to decide who goes first. Any ties are
re-rolled.
The player with the lowest die score begins the game by rolling both
dice.
## The Gameplay
A player may never forfeit a die score if he in any way can take for it. This means that if the second die can only be taken for by making a particular move and no other with the first, that particular move must be the one made. If a player only can take for either of the scores but not for both he must take for the higher. If a player rolls a double each die score is taken for twice. The player must then make four moves, moving one, two, three or four checkers while in all other respects adhering to the same rules as for a normal move. If a player can not take for all the dice he must take for as many of them as he can. The player must also maximise the score on the dice he takes for. Movement is made counter-clockwise, from right to left along the upper side of the board and from left to right along the lower side. A checker enters the lower side when it passes or leaves the head. There is no obligation to land on the head before entering the lower side of the board. Since the opponent has his home in the other player’s lower left corner, the two players sort of chase each other round the board. [BILD PÅ HUR MAN GÅR?] A single checker on a point is called a blot. Two or more checkers of the same colour stacked on the same point is called a prime. The first point you may start building primes on is on your head and then continuing in the whole opponent’s home- and outer boards. The opponent may not land on the primes. However, primes only stop the opponent from landing on a point; jumping over them, with a sufficiently large die score, is permitted. Even though the checkers on a player’s home point initially form a prime and continues to do so as long as more than one checker remains there, you may not stack any more checkers there until it has become completely empty. Thus, once the second-to-last checker has left the home there can never again be a prime by that player there, since in his home- or outer board he or she may only build a prime on the head. If a player lands one of his checkers on one of the opponent’s blots he hits the checker already there. A hit checker is taken off the board and placed on the bar. The owner of the hit checker then may not move any of his other checkers until all his checkers on the bar has been re-entered onto the board. To re-enter checkers is called to bring in checkers. Checkers are brought in by taking for a throw as normal but as if starting to move from just outside the home. On a die score of one, the checker is re-entered on the home point, on a score of two on the second point, and so on. The point on which the checker is to be brought in must not be occupied by one of the opponent’s primes, since these block movement on that point. It must also not be occupied by one of the player’s own blots, since in the first two quarters one may not stack more than one checker on any point other than the head. Specifically, this means that a player can not bring in checkers on the home as long as he still has other checkers on it. It is possible, and common, to be unable to take for several throws in a row because one or several of your checkers are stuck on the bar. If a checker is brought in from the bar onto a point that is occupied by a blot of the opponent, that checker is hit and sent to the bar as usual. There is an exception to the rule that primes block re-entry: if a player has checkers on the bar and no free points in his home board, any opposing primes there may be hit in order to bring the checkers in. Example: White has three checkers on the bar, three on the home and a blot on the sixth point. Black has primes on the second, third and fourth points, each consisting of two checkers. White rolls 5-2. One checker is brought in on point 5 and since there is now no free points left the next checker hits the prime on point 2, sending two black checkers to the bar. If white instead had rolled 4-2, no checkers could have been brought in since the primes block movement and cannot be hit as long as there are free points available. Much of the game’s strategy
concerns the
building of primes to block the opponent and hinder his movement. A
prime
may not be longer than five points, blocking five consecutive points,
and
may not be longer than five even during a move. There exists one
exception
to this: if a player has borne off (see ## How to WinThere are a few different ways to win the game; either bybearing off all checkers, by building a
nice
prime structure in the opponent’s outer board, or by making
the other player jan.
As stated above, if at all
possible, both
dice [4xBILD PÅ VAD MAN KAN BYGGA]
The player who lost the last game
gets
to go first in the next.
## Special RulesApart from the above rules which are considered the basic classic rules, there are some variations to the game. The following add-on rules has been included in our game.
If a player’s first roll in the game
is double
six (6-6) he may choose to move |