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figure-rules

Rules

General definitions

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General rules for all kinds of games

Clock

Each player has a certain time to play his (her) move. If exceeded, some of his extra time is taken which is given for the whole game and is not recovered after the moves. When it is spent, the player loses the game. If it is a single game, he loses by 3 points.

Doubling cube

Players can agree whether to play using the doubling cube. The aim of the cube is to multiply the number of points earned by a game. When the cube is in the middle of the dashboard, each player can choose whether to give double before tossing the dice. If a player doubles, the opponent has the right to accept or reject and double giver has the right to withdraw it. When adopted double outcome of the game is multiplied by the reading of the doubling cube. Players can make counter (when the cube is in them and have not thrown the dice) until the cube display 64. The opponent refused doubling loses the game with the reading of the cube, if first double by one point. In game, the second and the next game when a player is on the move having not thrown the dice, may not use the doubling cube.

Beavers

If during negotiation of a single game or series is specified this option receiving the double have the right to double the duplication. In this case, the doubling cube quadruples and remains in the player accepted a doubling.

Raccoon

If the opponent gives back with a doubling cube, Racoon allows a new double, i.e. original value multiplied by 8.

Crawford’s rule

When one player has only one point left to win the series no double can be given. If the lead on the score does not win the game and the series is not over again can be given counter.

A series of games (Match)

Players / competitors may agree to play a series of games (match) up to 3, 5, 7 or 9 points. The winner is the one who first made the agreed points.

Rules of backgammon

Description

The game is played by two on a game board divided into four fields by 6 positions (points) marked with Bi-colored triangles. There are two dice doubling cube and 30 checkers (each player 15 in one color). The game board is between the players and everyone in front of him 12 points. Points may be numbered from 1 to 24 so that each player can start from 1 to 24.

Objectives

The player who has taken out all his checkers first wins the game.

Game start

The game begins with pre-ordered checkers on the board. The player that offers the game can sort checkers to rotate from left to right or from right to left. Each player tosses a dice to determine who will play first. The player with a higher value starts the game. Value of both dices is taken into account. If players throw dices with identical values ​​throwing is repeated. It applies only to the first game of series games or a single game. When a player wins in the series he starts the next game first.

Moving the checkers

Players toss the dice and move their checkers according to indications, the following rules apply:

  • The checkers move only forward, i.e. to the field of their pulling.
  • A checker can move on an empty point or occupied by a checker. There are no restrictions on the number of checkers of a point.
  • Players’s move is as per the values ​​thrown of the two dices moves separately or together. The player may choose to move only one checker, two checkers with the value of each dice or more checkers (if he has hit a pair)
  • When the values ​​of the dices are played by a single checker, it is necessary to have empty point on which to put the checker (which the moves are played with) after the first move. It is of no importance which of the two dices shall be played first.
  • If both dices have the same value, like 1-1 upto 6-6, which is called pair, the player moves the respective value four times as per the rules of p. 1 to p. 4.
  • It is mandatory when possible, the player to move the value of both dices
  • If only one of the dices can be played, the player is obliged to do so.
  • If only one value of the dices can be played, the player is obliged to move the one with a higher value.
  • If none of the values can be moved, the player transfers its move to its opponent.
  • When a player moves his checker on a block where there is an opponennt's checker, he "hits" it. The hit checker has to be re-entered into the game from 24th empty block. If a player has some of its checkers hit, he is obliged not to move his other checker having not re-entered all his hit checkers. A checker is put into the game as per the value of the dice into the empty block on the opponent’s field. If there is no empty block (there is more than one checker on each block) or the values of the dices do not permit a hit checker to be entered, the player’s turn is skipped.

Game end

  • After any of the players moves all his checkers in the flied for taking, he starts to take them out.
  • After a checker has been taken out, it cannot be re-entered again into the game.
  • If a player’s checker is hit, he loses his right to take it out until the very checker is not returned in the field for takeout.
  • The checker’s takeout from a block that has the value of the tossed dice. It is moved out of the board.
  • If the tossed dice is with a value greater than the biggest number of occupied block, the player is allowed to take a checker out of the block.
  • The one who first takes all his checkers out of the board, wins the game.
  • The game may bring to the winner 1, 2 or 3 points. When players take the checkers and one of them completes before the other, he earns 1 point. If the player took checkers before the opponent has removed at least one checker, the game brings him two points (Mars). If your opponent is not pulled any checkers and has at least one hit checker or checker in the field for takeout, the game winner gets three points (treble).
  • If the losing player has removed at least one checker, he loses the game by 1 point, no matter if he has hit or opponent field checkers.

Rules for tapa

Description

The game is played by two on a game board divided into four fields by 6 positions (blocks) marked with bi-colored triangles. There are two dices and each player is given 15 monochrome checkers. The game board is between the players and everyone in front of him 12 blocks. Blocks may be numbered from 1 to 24 so that each player can start from 1 to 24.

Objectives

The player who has taken out all his checkers first wins the game.

Game start

The game starts with 2 checkers positioned in advance in the opponent’s field. Fields are always opposite (from one side of the board). The player that opens the game can arrange checkers to be moved right-left or left-right. Each player tosses a dice in order to determine who will start first. The first move is given to the one with a bigger value. If the value of the dices is equal, the toss is repeated. This rule applies only to the first game of a series of games or a single game. When one of the players wins in the series, he starts the next game.

Moving the checkers

The players toss dices and move checkers as per the following rules:

  • The checkers move only forward, i.e. to the field of their pulling.
  • When there is a pair achieved at the toss, more than one checker can be moved.
  • It is allowed the value of each dice to be played separately or with one checker the value of both dices.
  • Block is called occupied if there are two checkers positioned on it. Having been occupied by one player, the other cannot place his checkers on it.
  • A single checker on a block is called bare.
  • When there is a bare checker the opponent can place on it some of its checkers or one checker.
  • A checker on which there is (are) checkers by the opponent, is called stopped and cannot be moved until all checkers upon it are not removed.
  • If during the game the two side-end checkers are stopped, the game restarts in order not to finish by deuce for both players.

Game end

  • After any of the players moves all his checkers in the flied for taking, he starts to take them out.
  • After a checker has been taken out, it cannot be re-entered again into the game.
  • The game can end by a score of 1 in case both players have taken out checkers, 2 when the one player has not collected his checkers and the other has taken them out, and 3 when one player has taken all his checkers out and the other still has a checker in his opponents takeout field.
  • If a player has a stopped checker in his field (for takeout), he cannot takeout his checkers

Rule for gulbara

Description

The game is played by two on a game board divided into four fields by 6 positions (blocks) marked with bi-colored triangles. There are two dices and each player is given 15 monochrome checkers. The game board is between the players and everyone in front of him 12 blocks. Blocks may be numbered from 1 to 24 so that each player can start from 1 to 24.

Objectives

The player who has taken out all his checkers first wins the game.

Game start

The game starts with 2 checkers positioned in advance (or all as all checkers come from that block) on the primary block in the opponent’s field. Fields are always diagonally (diagonal of the board). The player that opens the game can arrange checkers to be moved right-left or left-right. Each player tosses a dice in order to determine who will start first. The first move is given to the one with a bigger value. If the value of the dices is equal. The toss is repeated. This rule applies only to the first game of a series of games or a single game. When one of the players wins in the series, he starts the next game.

Moving the checkers

The players toss dices and move checkers as per the following rules:

  • The checkers move only forward, i.e. to the field of their pulling.
  • When there is a pair achieved at the toss, more than one checker can be moved.
  • It is allowed the value of each dice to be played separately or with one checker the value of both dices.
  • Block is called occupied if there is one checker positioned on it. Having been occupied by one player, the other cannot place his checker on it, or steps on it.
  • Checkers can be stepped over in order to be placed on an empty block.
  • When player starting a pair who cast him and inability to play it he played out the opponent. To start is considered a pair of which have been played at least four readings of the dice (Example: 4-4 if they played at least 4-tion and it is not possible to continue opponent played out 5 s and 6 s). Pair not started is not being played by the opponent. If a player finish pairs of opponent reserves the right to move after pairs played.

Game end

  • After any of the players moves all his checkers in the flied for taking, he starts to take them out.
  • After a checker has been taken out, it cannot be re-entered again into the game.
  • The game can end by a score of 1 in case both players have taken out checkers, 2 when the one player has not collected his checkers and the other has taken them out, and 3 when one player has taken all his checkers out and the other still has a checker in his starting field (the first six blocks after the block from which the game starts) or the takeout field of the opponent.

Rules for chelebi

  • The rules are identical to those of the backgammon with the exception that pairs always are played progressively.
  • The rule for the first long turn, which is a tapa and gyulbara is not applicable here.
  • The rule for play out by the opponent of progressive pairs, as in gyulbara is not applicable here.

Rules for indiika

  • The game is played by two contestants in opposite halves of the board. Either left or right side can be chosen. Everyone plays in his own part. Checkers are 15 and are outside the game field. No checkers are put on the positions. They are form 1 to 6.
  • The player who has taken out all his checkers first wins the game.
  • Each player tosses a dice in order to determine who will start first. The first move is given to the one with a bigger value. If the value of the dices is equal. The toss is repeated. This rule applies only to the first game of a series of games or a single game. When one of the players wins in the series, he starts the next game.
  • Checkers are put on each position, but no more than two on a single position. If the dice value is for position that is already occupied by two checkers, no action is taken.
  • When there is a pair only two checkers are put on the position. If these two checkers (or one of them) fill the 6 blocks with 2 checkers, then the other moves from the pair can be used for insertion of the other checkers.
  • After placing the 12 remaining checkers 3 can be placed according to the readings of the dices. For them there is no limit including for a pair.
  • A contestant who has put his checkers began take them out them again according to the dices. In case of pair up to 4 checkers can be taken out if they are on a single position. If the dice shows the position that no checker nothing is taken. Checkers do not move from their positions. The player who first takes out his checkers, wins the game. For every victory one point is given.
  • Rules negotiations are similar to the rules for backgammon.

Rules for antibackgammon

The rules are similar to those in backgammon with the exception that the player who manages first to take his checkers out – loses the game.

Carrying out tournaments

Taxes and commissions

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