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Game rules

1. Equipment

  • A game board with 64 boxes, 52 of them are simple, 12 are strongholds   Place forte oł l'on dépose 2 pions   ou   Place forte oł l'on dépose 3 pions
  • 32 white tokens and 32 black ones.
  • 2 bigger pieces called horsemen, 1 white, one black.
  • 64 dominoes in 4 different colours.
  • A domino dispenser or rack with 8 dominoes of the same colour in each one of the 8 columns at the opening of the game.
  • 2 elements to tilt the dispenser at an angle.

2. Organising the game

  • The 2 players sit side by side, facing the game board and the dispenser.
  • The dominoes are shuffled, then positioned on the rack according to their colour (face up: data visible).
  • Each player lays his 32 tokens in front of him on the side of the board.

3. Goals and principles

  • The horsemen are the only ones to move across the board.
    As they move, they leave tokens on the boxes where they have stopped.
    On the simple ones they leave a single token, and 2 or 3 on the stronghold according to the number given to each stronghold.
  • For each player the goal is to place as many tokens as possible on the board.
  • The domino picked by a player shows how to move the horsman (see"What's the use of dominoes?")
  • The tokens deposited on a stronghold bar that box to both horsemen. So, they can't be taken off the board, contrary to tokens left on simple boxes.

4. "What is the use of dominoes?"

  • Each domino corresponds to a move by one of horsemen.
    The horseman jumps over the tokens that may be in its way without taking them away from the board.
  • Exemples:
    • This domino   Domino correspondant à un saut du cavalier   enables the horseman to jump to the box located 2 columns to the right, and 3 lines below the spot where it now is.
    • This domino  Domino correspondant à un saut du cavalier   enables the horseman to jump to the box located 1 column to the left, and 4 lines aboves the spot where it now is.
    • This domino   Domino correspondant à un saut du cavalier   enables the horseman to jump 3 boxes to the right.

5. How to start the game

  • The players draw for their horsemen.
  • The white horseman takes its stand on the   Emplacement de départ du cavalier blanc   box, the black one on the   Emplacement de départ du cavalier noir box.
  • The player with the white horseman begins, then the players take turns.

6. To play

  • A set is played in 4 stages, exactly as follows:

        1.  The player selects and takes a domino from the bottom row of one of the rack columns ( there is a
            maximum of 8 possible choices - see Impossible choices below.
    ) and places it on the upper edge of the

        2.  He moves his horseman according to what he reads on the chosen domino.
             If the box where he should set the horseman is occupied by a single token, this token is taken away
             from the board and added to the other unused tokens. .

        3.  He leaves one token (or several, if the box is a stronghold) on the box where his horseman stood.

        4.  His adversary confirms the move by removing from the game the domino that has been used.                                                                                        

  • Forbidden choices  Certains domimos ne peuvent pas être choisis  
    Selecting a domino is forbidden in the following cases:
    • if it leads the horseman out of the board,
    • if it directs the horseman to the box occupied by the adversary's horseman,
    • if it directs the horseman to a stronghold already set width tokens.
    When a player cannot select any of the dominoes he misses his turn.
    If a player can only select dominoes leading him to simple boxes where he has set his tokens, he is obliged to play and so collects one of his own tokens.

7. End of the game

There are 3 ways to end a game:
  • one of the players has positioned his 32 tokens on the board. He is the winner.
  • There is no domino left on the rack.
  • The dominoes left at the bottom of the rack do not enable any of the two adversaries to play.
In the last 2 instances the player left with the smaller number of tokens is the winner.

8. Double Wyx (No room for chance!)

People who are fond of mere reflection and don't want to leave any room for chance in this game will play two consecutive games with the same basic positioning of the dominoes. The player starting with the black horseman in the first game will get the white one in the second game.
  • During the first game:
    • The first domino used in each column is set back at the top, face "down" - the data being invisible for the players.
    • The other dominoes are replaced in their columns one afte the other with data visible for the players.
  • Befor starting the second game:
    • It is forbidden to keep any written evidence of the first game.
    • If there are dominoes left from the first game, they will be replaced one after the other at the top of their respective columns. Then the 8 dominoes with hidden data that can now be found at the bottom of the columns are turned (face up) . The original positioning is thus re-created.
  • The winner is the player who is left with the smallest number of tokens to set : the result is reached by adding up the results of the 2 games.