"UCKERS"
The game of "UCKERS" is played on a Ludo board by four players. Each player
has four counters, and the players on diagonal corners play as partners
and are called a "team".
Two dice are used in "UCKERS" and the object of the game is to get your
team's 8 counters round from start to home before the opposing team.
Before starting the game each player has one shake of the dice. The player with the highest number uses the red counters and turns the board so that the red base is closest to him. He then shakes again to start the game. |
A six is required to move a counter from base to start (coloured square one). The counter is then moved around the board clockwise by the amount on the other dice. Having shaken a six a player must always shake again and the counter(s) must be moved between each shake. A player may have all four of his counters going round the board at the same time if he wishes.
"UCKING OFF"
When moving round the board, if you land on a square occupied by an opposing team's counter you "UCK IT OFF" (hence the name "UCKERS"), whereupon it is removed to its base and must start again.
"BLOBS"
A Blob is formed when 2 or more counters of the same colour rest on the same square. A Blob of 2 counters can be advanced around the board by shaking doubles (ie. double-3, double-5 etc). The opposing team's counters cannot overtake a Blob.
"CHALLENGES"
To get past a Blob, an opposing player must "challenge" it. To do this he must be on the square directly behind the Blob, whereupon he must shake a six and then make his intentions clear by saying "challenge" (in a loud, clear voice). The challenging player must then shake two more sixes to "UCK OFF" a Blob made of 2 counters, while a Blob of 3 counters requires 3 more sixes, and a 4-Blob 4 more sixes. Having "UCKED" the Blob off, you move your counter to that square and shake again. A "challenge" can be made during a run of sixes if required.
"MIXIE BLOBS"
A Mixie Blob is two or more counters of the same team on the same square. It has no power to challenge another Blob and can be Gumped or "UCKED OFF" by the opposing team.
"HOME"
Any counter approaching home (the coloured triangle) must arrive there by an exact throw equal to the number of spaces remaining. When a player has taken all his counters home he throws for a six at his next and subsequent turns, in order to assist his partner. His scores from the turns after he throws a six then count for his partner's counters.
If a dice does not lay flat on the table when shaken, this is known as a "COCKIE DICE" and the shake must be taken again.
A player should move his partner's counters around the board, as this speeds up the game and adds to the excitement. However UNDER NO CIRCUMSTANCES should a player move an opposing team's counter.
"UP BOARD" is a recognised sign of defeat.
The game should be played at a fast pace with bluster and gamesmanship being the order of the day.
"UCKERS" is of ancient naval origin, and is still played below decks on ships of Her Majesty's Royal Navy today. Regular "UCKERS" tournaments are also held ashore between teams from certain RNA (Royal Naval Association) branches.
The above rules were supplied by George Male and Madeleine Baker of Selsey RNA branch in West Sussex.
Naval Design © by PVH |
Lastly, if playing "UCKERS" interests you but the idea of being seen in
public with a LUDO board does not, don't despair - just use an alternative
board design!
Here for example are a couple I made earlier: the total number of spaces and coloured entries/exits are exactly the same as on a LUDO board (ie. 12 spaces between entries and a 5 space run-off to home), though your friends might never recognise the similarity... |
Open-Plan Design © by PVH |