USS SAND LANCE (SSN 660) SUBMARINE UKKERS
RULE 1: THE CAPTAIN is always right!
NOTE: Rule 1 will probably be usurped by a senior operational commander if not waived by the Captain.
RULE 2: SETUP
There shall be four players, forming two teams of two. Teams sit at opposite corners of the board. Two dice are used and are rolled in turn by each player, rotating counter-clockwise. Unless teams have been determined, the two highest rollers on the first round form one team, the highest roller taking the red pieces.
NOTE: In rolling for teams, the general dice rule, "one tie; all ties" applies, unless the tie does not affect the team alignment. A special application of RULE 1 allows the Captain the choice of dice.
RULE 3: PLAY, general
Play starts with all four pieces of each player in its home "safe harbor". Plays starts with the red player having the red pieces. A SIX on either or both entitles a player to move one piece out to start around the board and to another roll of the dice. When more than one piece is on the board, the move may be split between two pieces, but only as shown on the dice. All moves must be made, if possible, and in such a way as to maximum the forward motion of all piece of the player's color.
NOTE: A double, which entitles a player to "up tit" does not entitle him to another roll of the dice. It is considered appropriate to go to harbor stations to enhance the probability of rolling a SIX. It is not necessary to move the six spaces to be entitled to take another roll; however, the requirement to make the maximize forward motion prevails.
RULE 4: TITS
A tit may not be passed by an opponent. A tit may be killed only by an opposing tit with a roll of the proper double. An impregger may not be killed. A mix tit is no tit at all, even under Special Circumstances. A kill may be executed by contriving to land on a space occupied by an opponent. Killed pieces are returned to safe harbor. No player may kill from a mixed tit. A killer may kill a tit with a roll of the proper double, as if it were a tit. Under no circumstances is a player allowed or required to kill his partner.
RULE 5: KILLS
A kill may be executed by contriving to land on a space occupied by an opponent. Killed pieces are returned to safe harbor. No player may kill from a mixed tit. A killer may kill a tit with a roll of the proper double, as if it were a tit. Under no circumstances is a player allowed or required to kill his partner.
RULE 6:
A player may elect to continue the board, rather than moving up its color spaces to the center of the board. This option may be used a total of only twice by each team. The "Go-round" sticks are used to track the execution of this option (and to keep the XO honest).
RULE 7: PARTNERS
A player whose pieces are all in the center of the board may assist his partner by rolling the dice in his turn and moving his partners pieces. A player must qualify for this important role by first rolling a SIX. This roll must be at least one turn after the last piece reaches the center of the board and the first move of the partner's pieces may not occur until the next turn after the SIX is rolled.
RULE 8: SPECIAL RULES
The use of VOO-DOO, black magic, special incantations, or any other acts not obscene or disruptive, for the express purpose of causing the dice to roll a pre-determined number of numbers, is allowed. The Captain, of course, will determine if a behavior is inappropriate.
RULE 9:
As this is a gentlemen's game, cheating is expressly forbidden.
NOTE: A simple, inadvertent violation of the rules is not considered cheating, unless the violator is caught.