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Download the rulebook.
spelregels
krabcek.pdf (1,2 Mb)
KRABCEK – a short version
of the rules
The Krabcek board consists of 16 thick cardboard tiles which are shuffled
and relaid for every game. There are nearly nine million variations,
so every time you play, you have a different situation to contend with.
One such board is shown below. Ignore the brown areas; play takes place
on the orange pathways, moving pieces from box to box on the throw of
a dice. Play doesn’t stop at the edge of the board. Leave at g
on one side and you come back on at g on the other. Leave on the path
between c and d at the top, and you come back on at the same place at
the bottom. For example, if Black throws a 5 he can move the piece shown
to any of the points marked by the star.

GATES: At the beginning of the game, the board
is empty. Players bring on their pieces one at a time through the square
boxes, called gates, found where four tiles meet. There are eight of
these, always in the same place.
At the start of the game each player chooses four gates as follows;
Black chooses one gate, then White chooses two, then Black chooses two,
then White chooses two, and the last gate goes to Black. Markers are
placed on the gates accordingly, and players may only bring pieces on
through their own gates. In the game shown here, Black chose Gate 2,
then White chose Gates 5 and 7, then Black chose Gates 1 and 6, then
White chose Gates 4 and 8, and Gate 3, on a little four-box island,
was left for Black. Note that gates on the edge of the board each need
two markers. Gate 7 has a Skinnyboy on it, so the opposite marker is
turned over to show that it’s occupied.
PIECES AND MOVES: note that the boxes are of three different widths,
as are the pieces. Each player has one Bigboy, two Middlemen, and four
Skinnyboys, which he may only move through boxes that are big enough.
THERE ARE TWO WAYS TO WIN. The first player to land a Skinnyboy on a
Middleman on a Bigboy wins; a ‘Krabcek’ win. The smaller
piece must always land on the bigger piece, which may not be on a gate.
However, pieces may not jump over one another, nor may two pieces stand
on the same box. If a piece of either colour is on, say, a White gate,
White may not bring on pieces through that gate. As the board fills
up with pieces, it gets harder to move. If either player has no legal
move with the number he has thrown, he loses; a ‘Block’
win for his opponent.

Fly-5: If you throw a 5 you may fly a piece from a Black gate to a White
or vice versa.
Switch-6: Throw a 6 and you may swap two pieces round. They may not
be of the same type.
(Although gates are big enough for Bigboys, the boxes next to them never
are. So first you need a 1 to bring on your Bigboy, and later a 6 to
get it somewhere where a Middleman or Little Stack may land on top.)
Shown below is the situation at the end of a typical game. If White
throws 2, 3 or 4 he can make a Krabcek tower and win. With a 6 he must
spoil his good position, swapping his Big Stack with the Skinnyboy to
the top left. With 5 it’s worse; he has no legal move, and loses.
Copyright © Paul Clark 2004
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