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Wormhole Dash Rules:
- Merge of Irving Finkel vs Tom Scott and original Irving Finkel Rules, based on The Royal Game of Ur with modifications-
- JFR Masters Route used-
1. A player may choose any piece they wish to move if the result of that move lands the piece either on a vacant space, or within a battle engagement with an opposing player’s piece. (This also applies to starting a piece on the board)
2. If a player rolls a number that lands their piece on a star, that player gets to roll again after moving their first piece and can choose to either move that same piece again or move a different piece.
3. An exact dice throw is required to get a piece off the board or to start a battle engagement with another player. (i.e. If your piece is 3 spaces away from being off the board, you must roll a 3 to move that piece. Likewise, if a player piece you want to attack is 3 spaces away, you must roll a 3 to engage in battle with them.)
4. Seven pieces will be used instead of 5, this a merger of the Tom Scott rules with the original rules.
5. You win the game when all 7 of your pieces make it off the board.
OR
6. Modification 1: Each piece has an assigned tier level associated with them. These tiers range from 1-3, there are 3 tier I pieces, 3 tier II pieces, and 1 tier III piece for each player. Tier 1 is called a “Sputnik”, tier 2 is called a “Galileo”, and tier 3 is called an “Orbiter”. If an “Orbiter” on either side is lost, that player that lost their “Orbiter” automatically loses the game.
7. Modification 2: A player is said to be engaged in battle when a piece lands on a space that is occupied by an opposing player’s piece. However, that player does not automatically capture that piece. Instead, you “engage in a battle”, where the 2 pieces will have a chance to win the fight. This is done by using the previously mentioned tier system. To engage in battle, each piece takes turns rolling a die. The tier of the piece determines the number of dice rolls that the player gets to roll. The highest of all dice rolls is used for the outcome of the battle, favoring the defending player in the event of a tie (the player that occupied the space first.) Use the 6-sided die for engagements.
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