Description
Parchis is board game derivative to "Parchisi" and similar to "Ludo".
Definitions
Start Space – Are the colored spaces on the corners, out of the other rows of spaces.
Exit –Are the colored Spaces next to the Start Spaces.
Shelters – Are the white Spaces with gray circles.
Final Strech – Are the colored cases that are heading to the center of the board till the final Space.
Barrier – Two same color pawns at the same Space make a barrier.
Capture – The word capture is used when a pawn occupies the position of an opponents pawn, in thiss case the latest one returns to it´s initial Space
At the biggining of the game all of the pawns are at it´s color Start Space. One pawn of each player will be removed automatically till the Exit. From this moment on each player, at their respective turn, must roll the dice and mandatoraly move their pawnss advancing according to the results.
The Players will only be able to remove the pawn from the Start Space till the Exit once they roll a 5 with the dice.
If this is not possible beacause there are already two of their pawns at the Exit or does not have any more pawns to withdraw from the Start Space, must then move 5 spaces with another piece.
Only when the points obtained with the dice does not allow any move the player won´t do anything. In the other cases the player is obliged to make any move possible with one of it´s pawns.
When players get a 6 on the dice they must:
The player that gets an 6 can play the dice again. If they get a 6 again can repeat. If rolled a 6 for the third time, the last of it´s pawns that had been moved returns to the start space.
Only in case that this pawn has achieved the colored spaces of the final strech they won´t go back and will remain in it´s position.
None of the pawns can move trhough a barrier.
If a player has 2 of it´s pawns forming a barrier and gets a 6 with the dice they will be obliged to open the barrier. The only exception to this rule will occur when a pawn of the barrier advances and this one can´t, as it´s in another barrier in the middle of the path or fall into a space occupied by two other pawns.
If a pawn falls in one of the white spaces, numbered and occupied by another pawn of another color this last will be captured and must return to it´s start space. The player that captured can advance 20 spaces with any of it´s pawns.
At the start spaces and the shelters, it´s not possible to capture and can be two pawns of different colors.
At the exit spaces can´t be more than 2 pawns and if a player has to leave with one of it´s pawns from it´s start space and meet other color pawns the last that has arrived and advances 20 spaces, with any of it´s pawns.
A pawn can only achieve the final case with an exact number obtained by the dice (or beacuse was counted 10 or 20). If the number is not exact can´t move.
The player that arrives with one pawn at it´s final space will advance 10 spaces with one of it´s pawns.
The player that gets 4 of it´s pawns at the final space wins, ending the game.
Scoring
The player that first gets their 4 pawns at the final space wins, getting first place.
The other places are computed by the distance of each player pawns to the final space. The player that has the lower sum of distance gets 2nd place, the player with the second lower sum gets 3rd, and this way on.
On a table of 4 players, the players that get first and second will win points for the weekly ranking. The player that get third and fourth will lose points in the weekly ranking.
At the six players table, the three first players will win points, and the last three will lose points.
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