There is no official parquet regulation and in the different regions there are different variants, which will be set out below. All players start with their counters in the respective jails. The first turn is chosen by means of the dice: the player who takes the greatest number is the one who starts the game. You then have three chances to get your chips out of jail and drag them to the exit box. The dice are rolled with the presses or pairs, i.e. when both dice have the same value. For example, 1-1 and 3-3 are presadas or pairs, which in other games such as the Parcheesi are called doubles. Pairs 1-1 or 6-6 take all the counters out of jail; the remaining ones, like 3-3, take only two. There is a variation to this rule, which must be agreed upon at the beginning of the game: If the player gets 1-1 or 6-6 on the dice, he can take out of jail, if he wants, two checkers and in this case he will have the option to move one of the checkers the value of a die, i.e. move 1 or move 6.
Parquet board at the beginning of the game, with 6 players with their chips in jail.
If you can remove any checkers you have to throw them again, move and pass the turn. To move the tiles, simply drag them to their destination position by counting the squares to be moved. If you are at the exit and you take 5-2, for example, you can advance one counter to the safe box or you can move 5 with one and 2 with the other. Then it's your turn. The only way to get an extra turn is to draw pairs. If 3 pairs are drawn, the player has the right to take one checker out of the game, the one the player chooses, which is generally the most backward.
The turn is passed to the player by the right, unlike the parcheesi, which does it by the left. After you have been released from prison, the game continues in the manner described above. The mechanics of the game continue in this way until a player brings all his checkers to the final square. By now, he'll have won the game.
A player can send an opponent to jail. To do this, you must move one tile to the other tile's square. Immediately, send the alien file to the jail. However, if the tile is in a safe or exit box, nothing special happens. There is another way of sending to jail that is used as a strategy: when a player has one or more chips in jail and there are opponent's chips in the player's exit box, if the player takes the chips out of jail, he automatically sends them to the corresponding jail. It is a useful strategy when there is more than 1 checker at the player's exit; the player may sacrifice a checker in the hope that the opponents' checkers will not be able to flee before he leaves. In some cases the pateperro is used, which is obtained when the dice mark 2-1 to be able to eat backwards.
The idea is to advance all of the player's checkers from the starting square to the end, before the opponents do. In order to achieve this objective, the player must start by taking all his chips out of jail and then have them all make a complete tour of the board, counterclockwise, i.e., to the right, preventing his chips from being returned to jail by his opponents, until arriving at arrival squares that are exclusive to each player and are located just before the corresponding starting squares. The arrival squares lead to the center of the board which is the final square to which a player must bring all his checkers to win a game. The player may not have any counters in the four squares following the locking of the end squares (called arrival) until before his own departure. There is a variation in which the player can choose to turn or is simply forced to do so if he can eat on those squares. See Variations section below
The board 50 x 50 centimeters and 5.3 cm high
Dice x 2
File x 6
File x 1
Color steps x 6
Base color x 6
Curved step x6
Curved step dr. x 6
Straight step x 12
Pot x 1
The file of the cards is mounted by 6 units to have 2 surplus in case of loss to have the reposition of the same color. There is also the individual file for printing as required.
None of the parts require support
Wall thickness: 1.2 mm upper
Printing speed: 70 mm/s
Layer height: 0.25 mm or less
Plate adhesion: not required
Page translated by automatic translation. See the original version.
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