Rules / Strategic Hints / Notation
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Be the first player to move all your pieces into Finish. Or trap your opponent's King piece in Chebache, to win the game.
The Path. A player's path zigzags horizontally across the board three times on its way from Start to Finish. Each path alternates between Squares (or Tivits) of the player's own color and Intersections where white and black Squares meet.
Intersection - All odd numbered spaces.
Squares - Even numbered spaces 4, 6, 12, and 14.
Tivits - Even numbered spaces with black angle marks 2, 8, 10, and 16.
Intersection - All odd numbered spaces.
Squares - Even numbered spaces 4, 6, 12 and 14.
Tivits - Even numbered spaces with white angle marks 2, 8, 10, and 16.
During each turn, 2 separate Phases determine how a player may move pieces:
Phase I: Rolling Dice and Moving Pieces. Phase II: Jumping.
Phase I. Rolling Dice and Moving Pieces.
A. Dice/Movement. Players take turns rolling dice, then moving pieces along their own path. The number on each die represents 1 move and determines the number of spaces a piece may travel. A piece only lands on the last space as the result of a move, passing over any other spaces and pieces along the way.
Rolling the dice gives several options for movement: either 2 pieces move separately (1 piece per die) or 1 piece moves twice (1 move per die). A roll of doubles means double the movement ( i.e., double 3's enables you to make 4 separate moves of 3 spaces each).
Note: You must complete all moves according to the dice. (For exceptions see Phase I-I).
B. Tivits. You may move pieces either forward or backward from Tivits, but may never move backward into Start. When a piece takes more than 1 move with a turn, that piece may make a move forward then a move backward, or backward then forward, as long as any backward move always begins from a Tivit.
C. No Return To Stay. No piece may return to stay on the same space from which it began that turn, but may return and land on that space, as long as it moves or jumps elsewhere before the end of the turn.
D. Stacking Limit. You may stack up to but not more than the equivalent of 4 pieces on any space along your path. If the equivalent of 4 pieces occupy a space, no additional pieces of that color may land there as the result of any move. A moving piece may pass over and land beyond a stack of 4 only if it does not land upon the stack as the result of a move along the way. Start and Finish have no stacking limit.
E. Stacking Order. When moving pieces to or from a stack, you must move pieces to or from the top of the stack, piece by piece, except when jumping (see Phase II).
F. Controlling Spaces. There are 2 ways of controlling spaces, depending upon the type of space:
G. Sending Pieces Back to Start: There are 2 ways to send an opponent's pieces back to Start, depending upon the type of space they occupy:
H. Moving into Finish. You need an exact roll to move a piece into Finish, unless all your pieces are within 5 spaces of Finish. Then, you may move your piece furthest from Finish into Finish using a die roll greater than the number of spaces needed for this move.
Once you move pieces into Finish they must remain there, out of play.
After moving 1 piece into Finish, from that moment on you must always move any pieces in your Start out of Start before moving or jumping any other pieces on the board (including any pieces sent back to your Start during the rest of the game). This gives your opponent a decisive advantage if they are able to control spaces which prevent you from moving pieces out of Start.
I. Completion. You must complete all moves according to the dice, unless:
If you cannot complete all the moves according to the dice or if you forfeit a backward move from the Tivit (space 16) or with the King, you may not Jump ( Phase II).
Phase II. Jumping
If (and only if) you succeed in completing all Phase I moves according to the dice, you have the option of jumping pieces from a Square (forward) or Tivit (forward or backward), over an Intersection you control, to the next Square or Tivit along your path or movement. You may not jump from Intersection to Intersection.
B. Jumping Stacks. You may choose to jump any number of pieces from any of your existing stacks of pieces occupying Squares or Tivits. They must jump together as a unit and maintain their stacking order. You may not drop off or pick up pieces along a sequence of jumps.
C. Jump Limitation. You may only jump pieces onto a Square or Tivit if the resulting stack (including pieces already on that space) complies with the 4-piece stacking limit. This applies to individual jumps as well as to every jump within a jump sequence, since each jump is considered a separate move (i.e., a jumping stack of 3 pieces may never land in a Square or Tivit containing 2 or mover pieces as the result of any jump).
D. Jumping from Tivits. You may jump either forward or backward from Tivits. You may only take 1 backward jump unless the jump is onto another Tivit (Jumping from Tivit space 10 to Tivit space 8 allows an additional backward jump to Square 6).
E. Forbidden Jumps. You are not allowed to jump pieces:
A Chebache is an angle formation created when you occupy 3 consecutive spaces along your own path, controlling 2 Intersections and occupying the Square or Tivit between them. Forming a Chebache enables you to control your opponent's Square or Tivit and prevents pieces from landing there. It also threatens all pieces already occupying that space. Your Chebache traps any threatened pieces remaining in Chebache at the end of your opponent's next turn, sending them back to Start.
|A capital letter labels the central Square or Tivit of each Chebache. The same letter in lowercase labels the controlled Square or Tivit directly from the Chebache.
|Either player may form a Chebache using the same Intersections, at different times. Red dashed lines from the "side" Chebaches (C, F) point to threatened Squares (c, f).
A. Possible Chebaches. Each player may create 8 different Chebaches (A-H). A Chebache controls the opponent's Square or Tivit directly across from its center position toward which its angle opens, either closest to (a, b, d, e, g, h) or across the board from (c, f) the Chebache.
B. Courses of Action. If you form a Chebache, an warning will appear above the dice area at the start of the opponent's turn. The blinking "CHEBACHE" warning means that piece(s) are threatened and in jeopardy of being trapped (sent back to Start if they remain in Chebache at the end of your opponent's next turn). Once your piece(s) are in Chebache, you have several options:
C. Restricted Movement. You may not land in a space controlled by a Chebache without first breaking the Chebache. However, you may pass over the Chebache if the die roll allows.
The King is a special piece with the power and stance of 2 pieces for the purposes of attacking and stacking. However, it moves as 1 pieces with the added ability to move either forward or backward from any location on the board (except not back into Start or out of Finish). All jumping rules apply to a King (Phase II), except that Kings may also jump backward from any Square or Tivit (except not out of Finish).
This notation system was originally designed for play via email. It is now used to notate games for Chebache Online and will also be a standard notation for recording Chebache games for tournaments.
Here are several symbols used to describe aspects of a player's turn in the order in which they are notated for each turn, if relevant :
2B: = Second turn is for Black pieces
3W: = Third turn is for White pieces ...(the turn number increases by 1 and alternates from W: to B: for each consecutive turn throughout the game
[ ] = Roll of dice. Examples: [5 2] = a roll of a 5 and a 2. [3 3] = A roll of Double 3's
S = Start
F = Finish
1-17 = Spaces along a players path of movement from Start to Finish.
1,2,3,4 and/or K = number of pieces and/or King(s) moved, stacked, attacked or sacrificed
/ = Forward move Example: 2/7 = Move 1 piece forward form space 2 to space 7.
Note: Notation for Chebache Online will show each move seperately.
Notation for Chebache Online will show each
Examples: 3(2/5), 12/15 = Moving 3 pieces forward from space 2 to space 5 ...and
4(10\9) = Moving 4 pieces backward from space 10 to space 9.
2(3X7) = 2 pieces attack opponent's piece(s) on space 7 from space 3.
K(4/10) = King moving forward from space 4 to space 10.
K(10\4) = King moving backward from space 10 to space 4.
Example: 2X5, K(11X5) This makes it clear that the King would attack second (or move 2nd) and end up on the top of the stack
X@... = Opponent's piece(s) attacked at opponent's space .....
Example: X4@17...so, ... [3 3]; 2(2X5), 2(8X5); X4@17...
The attackers space is 5 and the opponents number for the same space is 17.
Note: Attacking, trapped and sacrificed pieces are always sent back to Start, so,
there's no need to notate the Start square as S unless a movement is from Start.
- = Pieces sent back to Start when sacrificed after attacking a King stacked with
1 or 2 other pieces.
*When pieces are sacrificed while attacking an opponent's stack including a King,
the pieces and space referred to are the attackers.
Example: White's turn: [3 3]; 2(2X5), 2(8X5); X2K@17; K(B->W@5); -2@5
= White rolls double 3's; 2 pieces attack space 5 from space 2 and 2 more
attack space 5 from space 8. The Black King is captured and 2 of the
attacking pieces on the attackers space 5 are sacrificed and sent back to
Start due to the stacking limit of 4 pieces per space. (King = 2 pieces)
The attacked pieces are listed just after the movement
^ = Jumping/Jumped either forward and backward.
Example: 4^6 = 1 piece jumping from sapce 4 to space 6.
( ) = Also used here for listing jumps involving more than 1 piece or the King.
Examples: 2(6^8) = Jumping 2 pieces from space 6 space 8.
* 3(2^8) = Jumping 3 pieces from space 2 to space 4 to space 6 to space 8.
* K(9X5) = King attacking opponent's piece(s) on 5 from space 9.
When notating a stack Jump using a stack or a portion of a stack that includes a King,
the stacking order is shown by listing the King with the number of normal pieces
involved in the Jump. The piece(s) listed from left to right = from bottom to top.
Examples: 1K = King on top of 1 piece
2K = King on top of 2 pieces.
K1 = King beneath 1 piece
K2 = King beneath 2 pieces
1K1 = King between 2 pieces
1K1(2^10) = A stack with a King between 2 normal pieces Jumps from space 2 to 4 to 6 to 8 to 10.
- = Also used to notate pieces trapped in Chebache and sent back to Start.
*When the pieces are trapped in Chebache the space listed refers to the space of the
trapped piece's own color, which is/are sent back to Start. The trapped pieces are
notated near the end, before listing existing Chebaches. (Below)
Example: -2@12 = 2 pieces trapped in Chebache on space 12 and sent
< > = In Chebache! (White and Black spaces that are in Chebache are listed between these "Tivit-like" marks).
Example: <W2,8; B4> = Chebaches on (controlling) White's spaces 2 and 8
Sacrificed pieces that were involved in a King capture are listed after the King flips
K(W->B) and before the Jump(s)..
Pieces trapped in Chebache are shown after the Jump at the end of the turn before listing existing Chebaches, which is the last section. An example of a completed turn that would cover all these situations would look lie this:
Examples: W: 2@S = White has 2 pieces at Start...a complete list of both players' piece positioning might look like this:
B: 1@S, 3@4, 2@5, 1K@7, 2@8, 2@14, 1@
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Copyright ©1997-2014 by Pardee Games. All rights reserved. U.S. Patents 5,791,650; 6,062,562; D384,376, Chebache® is a registered trademark of Pardee Games.