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Played on a Ludo board... Uckers grand masters are wiser than Garry Kasparov and more cunning and sly than a starving coyote.

An Army Air Corps crewroom isn't complete without at least one board. even the OC and SSM will generally leave you alone if you are blatantly skiving but enthralled in a "Suck Back" number:

  1. An opponent is allowed a maximum of two attempts to "Suck Back" before he must move on.
  2. If a "Suck Back" is achieved the challenger's piece moves on one square.
  3. A player whose piece is in the home coloured lane and who is under threat of a "Suck Back" by an opponent, can reciprocate by saying "Blow Back" when his turn comes. If he is successful his opponent's piece is returned to base.
  4. A maximum of two attempts can be made to "Blow Back" an opponent's piece.
  5. A player cannot move his own piece whilst "Sucking Back" or "Blowing Back".
  6. If either the player or his opponent has a "Blob" which is under challenge, it requires a double to remove it, e.g. "Suck Back Double" or "Blow Back Double".

It is important in playing this version that players must throw an exact number to get a piece home: Rule 10.2, subject, however, to Rule 5.4.

Submariners Rule

Blob Takes Blob

This only applies to double blobs nothing bigger. If a double blob i.e. two bits the same colour are parked between 1 and 6 places behind an opponent's double blob and a double is thrown which results in a direct hit you can take the blob, and leave your double blob on the square previously occupied by the opponent. This makes opponents more wary of parking in front because technically if you are one square behind with a double you can take a player off either by challenging and sixing him off or by throwing snake eyes. The advantage to blob takes blob rules is that if you do manage to take people off in this fashion you don't have to split your blob as you do with a challenge leaving you vulnerable, plus if you take a blob with a double six you don't have to end your turn as you haven't challenged you have moved.

A player can only challenge from the start of his turn, if he moves any piece from the start of his turn he forgoes any right to challenge, but multiple throws to move multiple pieces are allowed. So, if I have a single piece or a non mixi blob one square behind you at the start of my turn and I throw a six on my first throw of the turn I can state my challenge after which my turn is over whether successful or not. Or I can get fresh bits out or move another piece but I forgo any right to challenge on that turn.

If I do not have a piece in a challenging position or I opt to move another piece I lose the right to challenge, however if I have a piece in a challenging position at the start of my turn and another with only 4 squares running room and I throw a 6 and a 2 I am forced to make the challenge and ignore the 2 because you must always use the biggest number first where possible, I cannot move the restricted piece 2 squares then use the six for a free throw or challenge because a challenge constitutes a turn.

If however I am not in a position to challenge and I throw a 6 and a 2 and I have one piece 2 squares away and the other 6 or 2 behind it, I can blob up and still get my free go because I could throw a 1 and be forced to split the blob, or under submariners rules throw a double 2 and take the obstructing blob assuming it is only a double.

The Snake Eyes all out rule where a player gets all of his pieces out onto his doorstep if he throws a double one on his first turn of the game is pretty standard too, as is the Snake eyes all back in if he repeats the feat on his second turn he has to put all his bits back in again.

Up boarding is considered unsportsmanlike and carries the same penalties as being 8 pieced, whereby the winner humiliates the loser by making the loser write his name on the back of the board with the date and the who the victor was, then fining him the appropriate amount of beer (submarines - 1 crate etc., which of course the loser has to drink at a suitable time with the winner and any guests of the winner). This leads to some inexperienced players declaring exhibition matches before playing the more experienced players, as long it is declared before the start of the game it is ok, if the game has commenced with no agreements made, all games are in accordance with mess social rules.

Cocky Die rule where one or both of the dice land unevenly due to ship roll, or land off the board results in a full re-throw; you can't just throw the bad one again. If you get 3 cocky die calls on the same turn you forfeit your go.

Timber Shifting, i.e. cheating, is only illegal if caught and proven, i.e. trimming numbers off your throw, or adding on, moving bits when the opponent is not watching. Leaving the game for any reason without cover is deemed as an up board, unless all agree to abandon the game.

To ensure an enthralling match of mind over matter, the rules (approx 1 million variations) should never be discussed or agreed upon prior to game play.

An Uckers dual is especially entertaining when somebody "Up Tables". This shoddy "tactic" is usually used by the losing party, usually because he is either shit at Uckers, or is wankered and feeling a bit stormy. It is very simply done: just stare at the board uncomprehendingly for five or so minutes, then abruptly flip the table over, and exit while chuntering on about "table-talking wankers", "Ludo playing twats" and so on...