Byzantine Kingamon, A Stonehenge Abstract Strategy Game by Rich Hutnik
Byzantine Kingamon is another attempt on my part to adapt Backgammon to Stonehenge. The name was shortened from “Byzantine Kinggammon” (or preferably “Kinggammon on the Round”) in order to have it fit the format of the rules, so the title of the game is only one one line, allowing for more room for rules. The name Byzantine is chosen because the outer track of Stonehenge is the same width as a Byzantine chessboard.
Number of players: 2
Object of the game: The object of the game is to be the first player to bear off all their pieces including their king, or capture an opponent's king.
Equipment: The Stonehenge board (the word “Stonehenge” is the bar. The 30 space bear off area)
10 red disks, 10 white disks
1 red figure, 1 white figure (kings)
6 red bars, 6 white bars
2 six sided dice (not included)
1 backgammon doubling cube (optional)
All four spaces in a column with a number count as one space in this game.
Place the 3 white bars between the 30 and the 1 forming a single line between the numbers. Please 3 white bars between 6 and 7 spaces, in a similar manner as the last three bars.
Place 3 red bars between the 29 and the 30 in a single line, and place three red bars between 23 and 24 in a single line. These bars a placed the same manner as the white bars.
These bars enclose home areas for each player.
Place two white disks on spaces 2, 3, 4, 5, 6.
Place two red disks on spaces 28, 27, 26, 25, 24.
The kings start on the bar, and come in the game as if they have been disks captured during game.
Playing the Game
- Randomly determine who goes first.
- White player advances their pieces onto spaces in ascending order, moving from their own home area to opponent's home area (from 1 to 30). Red player advances their spaces in descending order, moving from their own home area to opponent's home area (from 29 to 1 then to 30).
- Players roll dice. And advance their pieces. If a player rolls doubles, he gets to roll again. A dice roll may be used to move one or both of his pieces. A piece in this case refers to either his figure or one of his disks. If a player can't make a move, he must pass his turn. Each die roll is treated separately, to determine a legal move, even if both are used to move one piece.
- A die roll can only be applied to a piece that meets one of these conditions:
a. The piece is able to advance and land on an empty space.
b. The piece can advance and land on a space containing one or more of his pieces.
c. The piece can advance and land on a space containing only one of his opponent's pieces (a piece can't land on a space containing more than one of his opponent's pieces). If a player does this, he captures his opponent's piece to be put on the bar. If a player moves one of their pieces onto a space that contains only their opponent's king, the player captures their opponent's king and wins the game.
d. A piece that is on the bar, into one of his home spaces provided that space is empty, contains only one of his opponent's pieces (resulting in a capture, and a possible win if the piece is an enemy figure), or contains one or more of his pieces. The number on the die corresponds to which space the piece on the bar can land on. For white, 1-6 on the die corresponds to the space a white piece can be placed on. One equals the one space, 2 equals the 2 space, and so on, up to six. For red, one on the die equals the 29 space, 2 equals 28 space, 3 equals 27 space, 4 equals 26 space, 5 equals 25 space, 6 equals 24 space.
e. A piece in an opponent's home area may be beared off on an exact roll. Red piece on the 1 space needs a 1 on a die to be beared off, 2 on the 2 space, 3 on the 3 space, 4 on the 4 space, 5 on the 5 space and 6 on the six space. White pieces need a 1 on the 29 space, 2 on the 28 space, 3 on the 27 space, 4 on the 26 space, 5 on the 25 space, and 6 on the 24 space.
f. One exception to the above rules is that the black 12 and 18 spaces are consider neutral spaces. Each of these spaces may only contain one or more of a player's pieces at a time.
Quick play: First player to get their figure beared off wins, rather than all their pieces. As part of this rule, another variant can be that disks captured are removed from play and not put on the bar. Another version of the capture variant can be that if the figure is captured, it is put on the bar (not eliminated).
Backgammon bearing off: Before players can start to bear off all their pieces only after they get all their pieces in their opponent's home area. Do not play capturing and remove disks from play quick variant with this variant. In this variant, to bear off a piece a player can use a die roll larger than what they need to bear a piece off. For example, if a piece on on the 3 space, it could use a 3, 4, 5 or 6, to be beared off.
Backgammon bar: If any player has a piece on the bar, they must first get that piece back on the board, before they can advance any of their pieces. An exception to this would be the king piece at the start of the game. The king piece may remain on the bar until a player decides to enter it onto the board.
12 and 18 spaces safe: More than one player may occupy the 12 and 18 space at the same time. No piece may be captured on either of these spaces.
Acey-Ducey: If a player rolls a 1 on one die, and a 2 on the other, they get to roll again, as if it were doubles.
Doubling cube: Played the same as in standard backgammon.
Ending the Game
The first player to bear off all their pieces, or capture their opponent's king, wins the game.
Rich Hutnik is a regular on Board Game Geek, creating too many Geeklists, and has designed multiple games for Stonehenge. Byzantine Kingamon is an attempt by him to adapt Backgammon to Stonehenge. Rich would like to thank all those at Dexcon 10 who helped playtest this game.
This rule set is for use with
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