KOERIER
A
strategic Booard-Game for 2 Persons © Fred Horn 1982
by Fred Horn: In the early eighties of the last Century I came
in contact with the famous game-inventor from New York mister Sid Sackson and
we did exchange some ideas about games, but mostly I did, in those days by mail
and sometimes with a telephone-call, provide information on (to him) unknown
Dutch games out of my Colllection. I also send him some of my own invented games
I had worked on in the years before, to get his valuable opinion and commentary. This game was an adaption of the game “Blue
& Grey” out of his book ‘A Gamut of Games’ for the
‘Dambord’ 10 x 10 which I had developed for Hans van Maanen as a possible item
for his booklet “Geen Wolf en Zeven Geitjes”. But it was too complicated, because of the
drawing on the board, for issue in that book. From Sid I got a nice review.
The goal is to bring your ‘Koerier/Courier’ from his
start-corner to the opposite corner of the board along
the the squares with a blue line.
Board:
Game-
Pieces:
Each Player receives 10 Pieces in his colour RED
or YELLOW:
- 1 Courier
- 3 Guards
- 6 Horsemen
Setup:
-
The Courier is placed on the square in his
Corner of the corresponding colour.
-
The six Horsemen are placed on the squares in
the Outer-Court (of the Castle) with the corresponding colour.
- The three Guards are placed on the following squares inside the Castle.
- For RED: A9; B9; B10 and for Yellow: I9; J9; J10
Movement
of the Pieces:
-
The Courier moves one square along the squares
with a straight (no dots) blue line, always forward, in the direction of its
Castle.
-
The Guards move over empty squares along a
diagonal line two squares.
-
The Horsemen move over empty squares (jumping
is not allowed) one square orthogonal and thereafter one square diagonal in the
same move.
-
Only the Guards and the Courier are allowed to
go into and stay inside a Castle.
- YELLOW starts then Turns alternate.
Blocking:
-
If a Piece occupies a square with a blue line
it blocks the movement of the Courier.
- N.B. This means for the Couriers that they must take a different route through the middle.
-
If a Guard blocks the blue line in a Castle just
in front of the Courier, he has to wait a Turn and than captures the blocking
Guard.
Capture:
-
The Courier cannot capture or be captured,
only blocked.
-
Only inside the Castle a Courier is allowed to
capture a blocking Guard à see above.
-
All other Pieces capture or be captured by
‘replacement’.
-
When it is possible in a Turn to reach the
square occupied by an opponents’ Piece, this Piece may be captured (not obliged).
-
A Horseman can capture Horsemen and Guards
outside the Castle.
-
A Guard can only capture Guards also inside
the Castle.
Win:
-
The first Player reaching his opposite Corner,
wins.
-
If RED manages to go to his Corner in the
direct following Turn, it is a draw.
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