Another board game from my youth.
The game is based on a Czech “Člověče nezlob se” (loosely translated as "Don't be mad, man!") which is very similar to how classic Ludo is being played.
You'll need to print:
- Game main base - by default, it is using 2 colors separated by layers only, so can be printed without AMS with layer stops. But feel free to experiment.
- Color inserts & pawns - each player color parts are printed separately - so AMS is not needed here. The visible face of the inserts is on the print plate, I have used the same carbon plate I have used for the outer side of the game board to give it an extra bit of aesthetics. These inserts need to be glued to the main board.
- dice - the cutout is for standard 12x12mm dice. You can use yours, or in case you do not have spare, you can print this one, it works great.
When gluing the color parts to the main board - use only a bit of the glue and do not put it directly on the board. Instead, use something like a toothpick to spread the glue.
Game rules
Game Components
- Board: A cross-shaped board with a circular path and four "homes" (starting and finishing areas) for each player.
- Pawns: Each player has four pawns of their chosen color.
- Dice: A six-sided die is used.
Objective
Move all four of your pawns from your starting area ("home") to your finishing area before your opponents.
Setup
- Each player selects a color and places their four pawns in their home area (the colored square on the board).
- Decide who goes first by rolling the die. The highest roller starts, and play proceeds clockwise.
Gameplay
- Starting a Pawn:
- To move a pawn out of your home and onto the board, you must roll a 6.
- If you roll a 6, place one pawn onto your starting square (the first square outside your home) and roll again.
- If you already have pawns in play, you may use the 6 to either move a pawn forward or bring another pawn out.
- Moving Pawns:
- On each turn, roll the die and move one of your pawns forward by the rolled number of spaces.
- You can only move pawns that are already on the board. If you cannot move, skip your turn.
- Landing on an Opponent:
- If your pawn lands on a space occupied by an opponent’s pawn, the opponent’s pawn is sent back to their home area.
- The opponent must roll a 6 to re-enter the board.
- Safe Zones:
- Some boards have marked safe zones where pawns cannot be sent back. These are usually the spaces immediately outside the home area of each player (the first few squares of each color).
- Rolling a 6:
- If you roll a 6, you get an extra turn. However, you must finish your current move before rolling again.
- Finishing Area:
- Once a pawn completes a full lap of the board, it moves into the finishing area (the 4 spaces in your color leading to the center).
- You need an exact roll to move into the finishing spaces.
- Blocked Path:
- If your pawn cannot move because another pawn is blocking the path, you must wait until the path is clear.
Winning
The first player to move all four of their pawns into the finishing area wins. The game can continue to determine 2nd, 3rd, and 4th places.
Optional Rules
- Team Play:
- Players can pair up, and teammates help each other move pawns to the finish.
- Speed Variant:
- Reduce the number of pawns to 2 or 3 for a quicker game.
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