Parcheesi game

Parcheesi . Board game originated as a product of the Parchisi variation. It is the game through which the grandmother or the mother could share as equals with the grandchildren or children.

Summary

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  • 1 Origin
  • 2 Regulations and conventions
  • 3 Terminology
  • 4 Before starting the game
  • 5 basic rules
  • 6 out of 5
  • 7 On 1, 2, 3 and 4
  • 8 About 6
    • 1 Variants
  • 9 On bridges or barriers
    • 1 Variants
  • 10 About eating or capturing
  • 11 About the goal and the end of the game
    • 1 Variants
  • 12 Parcheesi in pairs
  • 13 Parcheesi with 2 dice
  • 14 Bets on Parcheesi
  • 15 Sources

Origin

Akbar the Great

Pachisi is a game originating from India in the 16th century . Parcheesi is a variation of this game, as are Parcheesi, Ludo or Parqués. The current cross-shaped panel is only a representation of the original that was none other than the garden of the emperor Akbar the Great .

The center of the board represents the throne on which the emperor stood in the center of the courtyard. For their part, the chips were the most beautiful Indian girls who moved from square to square and vied for the honor of playing for the emperor. Dice decided the fate of participants consisted of cowries, shells molluscs that had a point when falling to the hollow upward.

The name of Parcheesi comes from the word pacisi, which means twenty-five in Hindi since twenty-five was the maximum possible result that could be obtained by throwing the shells that doubled as dice.

Regulations and conventions

Parcheesi Board

There is no single rulebook for Parcheesi, although any rulebook may be considered a variant on the following set of rules: 2 to 4 players can be played on an ordinary Parcheesi board, although there are versions of Parcheesi for 6 or more players. Each player has 4 tiles of the same color (yellow, red, green and blue) and a six-sided die. Players usually use a goblet to roll the dice.

Terminology

Parcheesi requires terminology that allows players to understand each other. The typical terminology is as follows:

  • The colored square squares in the corners are called prisons or houses.
  • The rectangular, colored and numbered boxes next to each house are called exits.
  • Gray or otherwise colored rectangular boxes are called safe
  • The colored triangular squares in the center of the board are called goals.
  • Colored squares just before goals are often called corridors.
  • Two tiles of the same color in the same square form a barrier or bridge and the barrier is said to “open” when one of those tiles is moved.
  • Counting seven, ten or twenty means that a player must advance one of his pieces seven, ten or twenty squares respectively.
  • The words eat or capture are used when a tile occupies the position of an opposite tile and the latter moves home.

Before starting the game

Each player will choose a color: yellow , blue , red or green . Players will roll the dice and whoever gets the highest score will start the game.

Parcheesi dice

Basic rules

  • At the start of the game all the tiles are in the house of their color.
  • The game takes place in turns. Each player will roll the die only once each turn. Once his turn has been played, if he rolled a 6, the player will repeat the turn (see below). Otherwise, the player on the right will transfer the turn according to the color of the prisons.
  • Only when the score obtained with the dice does not allow to make any move the player will do nothing. In all other cases the player is obliged to do what he can do.
  • The tiles move counterclockwise from the exit of their color to the house of their color. The chips that are in the house and in the goal cannot be moved.
  • A token cannot be moved to a space where there are already 2 tokens. Only the house and the goal can contain 3 or 4 tiles. This rule prevails over others.

About 5

The player who rolls a 5 with the die must take a tile from his house to the starting space. If this is not possible because there are already two tiles at the start or because there are no more tiles to draw, you must move 5 squares with another tile. A very widespread variant allows, when drawing the first 5, to put 2 chips on the exit. It is also possible to start the game with a chip out.

On 1, 2, 3 and 4

The player who rolls a 1, a 2, a 3 or a 4 will advance one of his pieces one, two, three or four squares respectively.

About 6

  • The player who rolls a 6 will advance one of his chips six squares if he has chips in his house. In the event that you do not have chips at home, 7 will be counted (this is the most commonly followed rule, although it has some variant).
  • The player who rolls a 6 may repeat his turn. If you roll another 6 you can repeat. If he rolls a 6 on the third roll, the last token he moved will return home. Only in the event that this token has reached the colored squares before the goal will it not go home, but it will not be able to use the roll and it will end its turn.

Variants

  • In some areas, rolling a 6 and having all the chips away from home counts 12 instead of 7.
  • In some areas, you can choose to count 6 or 12 once you have no chips at home.

On bridges or barriers

  • No token can pass over a barrier. This rule prevails over the others.
  • If a player has a barrier and rolls a 6 with the die, he must open the barrier. The only exception to this rule will occur when the barrier token must advance and it cannot, either due to encountering a barrier in the middle of the path or falling into a space occupied by two other tokens.

Variants

  • A variant of the game allows you to make barriers with different colored tiles in the locks.
  • Another variant, less widespread, only allows bridges to be formed in the insurances.

About eating or capturing

  • If a tile falls on a white, numbered square occupied by a tile of another color, it will eat it. The food token will go to its original house (of the same color). The player who eats will count twenty.
  • At exits and in insurance, it is not possible to eat and there may be two different colored tokens.
  • At the exits there can be no more than two tokens and if a player, when removing one of his tokens from his house, finds tokens of other colors, he can eat the last one that arrived and count 20.

About the goal and the end of the game

  • A token enters the goal with an exact number of squares obtained with the die or because it is counted 10 or 20. If the number is not exact if it can move, it will have to move back the missing squares. In addition, the player who puts a chip in the house has 10 with one of his other chips
  • The player who manages to put his 4 pieces into the goal ends the game, stops rolling the dice and passes.
  • The player who first shoves his 4 chips into his goal wins. In second place and third place are the players who manage to put all their chips in second and third place respectively. The player who fails to put all the chips when the others have finished loses.

Variants

In some very little known variants, you must enter the last insurance that leads to the finish line with the exact score. Games with this variant lose dynamism.

Parcheesi in pairs

In parcheesi in pairs, the partners are located at opposite ends of the board, so one pair will use blue and green and the other will use red and yellow. There are no restrictions when eating companion tokens and counting 20. Although in some variants it is possible to bridge the companion tokens in spaces that are not safe. Another variant indicates that if when removing a chip from home, there are two chips at the start, the player will always eat the chip from the opposing team, even if it is not the last one to arrive. Depending on the modality, the pair that arrives with all their chips to the goal wins or when one of the 2 players in the pair arrives. In the first case, if a player already has all his chips at home, he can play with his partner’s.

Parcheesi with 2 dice

A widely used version of the game on the Internet is Parcheesi with 2 dice. This modality allows a much more strategic and fast game since the players can move in their turn 2 tokens with the value of each die. However, due to the complexity of the rules, it is very difficult to play on a real board. The rules of this modality are a reflection of those of the game with 1 die. For example: instead of rolling a 6 to repeat the turn, the same value must be rolled with the 2 dice (a double); to get a house token, it is enough that both dice add up to 5; etc.

Parcheesi bets

Version of the game with bets that can be played both individually and in pairs. It consists in that every time a player’s token is eaten she must pay a previously established amount. The same amount must also be paid for each token that has not been inserted in the goal to all the players who have inserted it. The winner will receive, apart from the prizes in meals and chips inserted, an amount from each of the other players, previously agreed. In case of drawing a third consecutive 6, in addition to the last chip moved back to jail or home, an amount of money will also be paid at the end of the game to the winning player.

 

by Abdullah Sam
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