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STEEPLE CHASE
©2004-2010 Stephen Tallevi.
All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner.
Contact: dicegames@nzp.ca


Number of Players: 2 - 4
Equipment: Two dice. In addition, each player receives a number of counters (such as poker chips) based on the following:
  • 2 Players = 6 counters/player
  • 3 Players = 5 counters/player
  • 4 Players = 4 counters/player
Players must distinguish between each other's counters, so each player must be assigned a unique colour.

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The Object: To be the first to have all one's counters cross the finish line.

The Play: Youngest player goes first. Play proceeds clockwise. During a player's turn, the player can perform one of the following actions:
  1. Add counters to the playing board.
  2. Move counters already on the playing board.
  3. A combination of (1) and (2)

Example Play:

(1) Adding counters to the game board: Counters are placed on the rows corresponding to the values of the dice rolled. For example, in a 2-player game, Player A begins the game by rolling a "2" and a "5". He then proceeds to place one of his counters in Row 2 and the other in Row 5 (Figure 1a). A player can place his counter on any of the four cells within a row (A-D), providing they are empty. Following Player's A turn, Player B tosses the dice and roles a "5" and "6". Player B places her counters in cells B-5 and D-6 (Figure 1b)


Figure 1


(2) Moving counters towards the finish line: A player may move his counter forward by 1 row if he rolls a number corresponding to the row number occupied by one of his counters. This is illustrated in Figure 2. It is Player's A second turn, who rolls a "4" and a "2". As one of his counters is already in Row 2, he decides to move this counter forward 1 row, to position C-1. (Note: Player A did not have to move his counter forward - he had the option of placing a second counter in Row 2 within one of the empty cells - positions A-2, B-2 or D-1). Player A places his second counter in Row 4 (B-4), completing his turn.


Figure 2


The following rules apply when moving a counter forward:
  1. A player may move only 1 counter forward for each die matching the corresponding row number. So, if a player tosses a "1" and a "3", and the player has two counters in Row 3, only one counter may move forward.
  2. A player may move the same counter more than once during a turn. For example, if a player tosses a "6" and a "5", and the player has a counter in Row 6, he may move this counter forward. The counter is now in Row 5, so he can use his second die (the "5") to move this counter forward again, to Row 4.
  3. A player may not move forward a counter if his or his opponent's counter occupies the cell directly above. (For example, in Figure 2, Player B could not move his counter forward if he rolled a "5", as cell B-4 is occupied with Player's A counter. Player B would be forced to play one of his counters in position C-5 or D-5 instead.)
If a player is unable to place or move at least one of his counters during his turn, he must forfeit his turn.


Rolling A Seven: If a player rolls a "7" any time after his first turn, he has the option to move any one of his counters sideways within the row, either one cell to the right or left (providing the cells are empty). Moving a counter sideways completes the player's turn. In Figure 3 for example, Player B rolls a "7" and decides to move her counter in position B-5 to the right one cell, to position C-5. This complete Player B's turn, and play proceeds to Player A.


Figure 3


If a player rolls a "7" and decides not to move one of his counters sideways, he is then free to play each of the dice individually, as per a regular turn.


Rolling a Double: Rolling a double offers a player the following options:
  1. To both place and move the same counter on the same turn. For example, if a player rolled two "5"s, he can use the first "5" to place his counter in Row 5 (Figure 4a). He can then play his second "5" by moving the same counter forward to the next row (Figure 4b).


    Figure 4


  2. To move forward any one of the player's counters, regardless of which row the counter is on. For example, the player rolls two "4s". The player has a counter on Row 6 and decides to use the double to move his counter forward to Row 5. This completes the player's turn.


Crossing the Finish Line: If the player's counter is in Row 1, and the player rolls a "1", then the player is free to move his counter forward across the finish line. (Figure 4). The same holds true if a player rolls a double (as a double can be used to move any counter on any row forward).


Figure 4


Winning: The first player to move all his counters across the finish line wins.

©2004-2010 Stephen Tallevi.
All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner.
Contact: dicegames@nzp.ca
www.newdicegames.com