Game rules in the «Hypergammon»
Each player has 3 checkers of one colour (black or white) and two game dice.
The objective of the game – to move all own checkers on a game field, collect them in the home board and bear off all of them earlier than the opponent does.
The right of the first move is played in the following way: each player throws one die. A player who rolled more points will be the first to start to move. Points for the first move are summed from the points which have rolled on dice when defining who will be the first to move.
For example, one player rolled 2 points, the second player rolled 5 points. The second player will be the first to make a move and the move will be 2:5.
Initial setting of checkers
In the beginning of game 3 checkers are set on the 24th, 23rd and 22nd positions. And the opponent’s checkers are set on positions 1st, 2nd, 3rd positions accordingly.
The movement of checkers goes on towards each other – white goes from 24th to the first point and black – from the first to 24th point (if to look from the side of white).
When a player rolls dice then according to the rolled points he is obliged to move his checkers being guided by the following rules:
- The quantity of points on which a player can move checkers is defined by the rolled dice – checkers should be moved on the quantity of points which has rolled on dice.
- When moving checkers it is possible to place checkers on free points or hit single checkers of the opponent.
- If there are two or more opponents’ checkers on a point then the point is considered to be occupied and it is not possible to place a checker on that point.
- One or two checkers can be moved.
- If one checker is moved - it is necessary that intermediate points (at least one) were free.
- If an identical quantity of points rolled on dice then such a roll is called «double». In this case the quantity of points on which a player can move checkers is doubled as though the player has rolled dice two times. In this case the player has the right to move up to 4 checkers within one move.
Passing or partial move
- A player can not refuse to move checkers if he has a possibility to make a move.
- If there is a possibility to choose only one move at the current position then a player needs to make a move using the highest quantity of points.
- If there are alternative moves one of which uses one die and another – two dice, a player is obliged to make a move using two dice.
- If a player has no possibility to move checkers according to the rolled dice then he passes the move.
Checkers hitting and landing back on the board
- If an opponent’s checker is landed alone on the point then it is possible to place your own checker there. In this case the opponent’s checker is considered to be hit and landed in the middle of a game field – on the «bar». It is possible to hit any quantity of checkers within one move.
- Before the move of other checkers the player is obliged to get back all hit checkers on the board - they are landed in the opponent's home board on the allowable position according to the rolled dice. At the same time it is possible to hit the opponents’ checkers.
Checkers bearing off from the board
- A player has the right to bear off checkers from the board only in a case if his all checkers are in the home board;
- If during the checkers bearing off the opponent hits a checker then the player has no right to bear off checkers until he gets back the hit checker (or checkers) to the home board;
- Checkers are born off according to the rolled dice;
- The player is obliged to bear off the most distant checkers at first;
- If the quantity of the rolled points is more than it is required for the checkers bearing off from the most distant position then the player has the right to move checkers in the house board without bearing them off the board.
Last change: 13.09.2010.
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