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Abak Evolution Backgammon
Abak Evolution Backgammon
by (Web published) (2016)
Player Count
2

Player Ages
12+

Playing Time
10 minutes to 25 minutes
Categories
  • Abstract Strategy
  • Dice
  • Designers
  • Samy Garib
  • Mechanisms
  • Roll / Spin and Move
  • Dice Rolling
  • Artists
  • Samy Garib
  • Family
  • Gammon
  • Player Count: Two Player Only Games
  • Rating: 10/10 from 3 users

    Description

    Abak Evolution is a variant of the traditional Backgammon game that includes different classes of checkers in the game, with special features each. These features are the ability to go backward, trapping a checker instead of hitting it, limited movement (an analogy of wounded soldiers), and extra strength (or an analogy for it).


    General Rules

    All of the backgammon rules are present in Abak Evolution, with 3 general additions:

    • A point or column can only stack five checkers (this is known as the Egyptian rule on standard backgammon, but is not often used in the classic version).
    • The checkers in a column must be moved in order from top to bottom.

    Classes:

    There are 6 classes of checkers:

    • General: It can move backward.
    • Druid: It immobilizes an opponent, instead of hit it.
    • Guards (x2): It can block the column being alone in it.
    • Regular (x9): No difference with backgammon.
    • Wounded:
      • Odd: It can only move if the die number is 1,3,5. Odd numbers.
      • Even: It can only move if the die number is 2,4,6. Even numbers.

    Each of these classes has its own set of rules, and all rules must be fulfilled to make a legal move.

    Description of Classes:

    General:

    The General is a checker that can go backward. Some limitations are applied:
    • During a turn, when it goes backward, it can no move again, neither backward nor forward.
    • During a turn, when it goes forward, it can not move backward on the next movement.
    • It can only move forward if there are other checkers of his team outside its home.
    • When playing from the bar, the next movement can be backward.

    Druid:

    The druid Traps a checker, instead of hitting it. The druid is placed over that checker, not allowing it to move until is off.
    • This feature is present only in the middle camp. At any home, it hit the checker, behaving like a regular checker.
    • It can be hit by any other class.
    • While the druid is trapping an enemy checker, it can stack more checkers over it. If it is alone over the checker, it can be hit by any checker, or trapped by the enemy druid.

    Guard:

    Guards behave like two checkers together. Being alone in a column is a blocked position for a regular checker. The special rules on guards are the following:
    • A checker can't hit a single guard unless that checker is another guard.
    • The druid can trap a guard when it is alone.
    • Two no-guard checkers can hit a guard that is alone if both hit on the guard position in consecutive movements during the turn (a movement known as Jane in the Middle East).
    • Each team has 2 guards.

    Wounded:

    The checker in the wounded class has limited movements. There is the Even Wounded and The Odd Wounded.

    Even Wounded: Moves only if the number of the dice is even (2,4,6).
    • When playing from the bar, or bearing off, it can move any number.
    Odd Wounded: Moves only if the number of the dice is odd (1,3,5).
    • When playing from the bar, or bearing off, it can move any number.

    Soldiers:

    • Regular checkers that behave like backgammon checkers.
    • Each team has 9.

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