Toccat example

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Toccat game (also token game ) is a board game with dice and queen stones.

Game flow

The toccato game is played on a square board with twenty-four fields or pillars of alternating colors (twelve on each side).

Usually one finds the Toccateglispielbrett with the ladies board united by this forms a kind of box that can be folded from each other by being connected in the middle of two Charnieren, so both parts thus constitute a whole. In this cavity or box now lie the checkers, the chess pieces and the dice, with the checkers on the upper side of the closed box, which are also used to play chess , and the inner side of the box or board contains the tokata fields. On the back of the board there is usually the mill game , which is also played with the queen's pieces.

This box-shaped board, with two separate and threadedly connected parts with its cavity, thus combines four games. In the Tokkate game, each of the two ends of the game receives fifteen stones, one the black, the other the white. The game also includes two dice and a token for each player.

The players with the dice draw for the first throw; most eyes decide to start with. Before the game begins, each of the two players places their fifteen stones in two piles on the first square on the right or left side of the board. Everyone has a cup to roll out of. The eyes or points of the dice that have fallen are counted, and according to the number of eyes the stones are placed on the fields. You never count from the field on which the two piles of stones stand, or from one field that has become occupied, but always from the next.

The purpose of the game is to keep moving the fifteen stones from square to square until they have reached the last square on the opponent's side and then come out. Each stone must therefore count twenty-three spaces before it comes out. Once this has happened, whoever gets his stones through first has won the march and sets two points for it. If this is not the end of the game, the tokens stop and the next game decides. What is marked by the march over the game is added to the following game, and the player who won the march starts the game.

Name of the doublets

When throwing it should be noted that the unequal numbers, as six cinque, quatuor daus (4 and 2) are called simple, but two identical numbers, as the two sixes, the two threes, etc. are called doubles . Each doublet has its own special name. The two ones are called Bezet or Ambesas; the two twos Double Deux, the two threes - Ternes, the two fours - Carnes, the two fives - Quines and the two sixes - Suns.

strategy

After the eyes on both dice that have fallen, the fields are counted and filled with two stones, which can be done in two ways: Either you can occupy two fields after the eyes of the two dice or add or combine the points of the two dice and one Occupy the field with a stone.

One throws z. B. 4 and 5, one can occupy the fourth field with one stone and the fifth field with the other, or one connects the two and uses one stone to set the ninth field of the second board of the one on which the stone stood. The latter, however, does not take place at the beginning of the game when throwing suns (two sixes) or sess cinque. In this case you have to remove two stones, because the rules of the game do not allow you to put a stone alone in your pig or in the pig of your opponent. The player is also free to remove new stones with each new throw, or to continue to place those that have already been removed.

At first it is advisable, as indicated by the thrown eyes on the dice, to place two stones from the applied pile on the fields that determine the number on the dice, which is called removal, which gives you the advantage of volumes right at the beginning to be able to do, that is, to place two stones on a square. You start to tie on the first board and then go to the second board. The last corner field in the second board is called the Hucke or the resting corner.

The march, the walk, or the occupation of the fields is easy to learn when one notices that the same number always moves from a white field to a white one, and the unequal number from a white to a black one, and vice versa, from the black to a black one a white field goes.

The token can be a silver or copper coin. You decide whether the game should end after you have marked six or eight times. The marking happens when I hit a bare stone from the opponent's throw, that is, when I hit a single stone from the opponent. You then mark one on the board, that is, I put a marker at the top of the first field on the board. If I hit a stone of the opponent for the second time, I move the marker to the top of the second field, and always so much further forward than I hit a single stone of the opponent. If I got through the two boards with my token and marked twelve without my opponent hitting me or hitting my bare with his stones, and he didn't mark anything, then I have quadruples or mud, or four lines won; if my opponent hit me once or twice, I mark a triple or three lines, if he hit me three to six times, a double or two lines is marked, but if he hit me seven times, which is called above the board, will be just simple or marked a line. The marking is done with chalk on the board.

If a player has marked twelve, it depends on him as the winner whether he wants to continue the game or start a new game; in the first case he can mark again those points that he had more than he needed to identify, which is called having a remainder; otherwise the game is started as usual. If you hit the opponent's stone with a doublet, you move the marker two further; If you hit the opponent's bare stone in the second field as well, then four points are awarded, and if there is a look-up at the same time, that is, if there is also a stone six fields behind my gang, which has hit by the double throw, then there are six Points created.

You can hit bare with the throw, at the opponent's discretion, e.g. B. I throw 3, 4; If I hit with a 3 or a 4, or even a 7, I mark a 1 for a single throw, and 2 for doubles, as has already been noted, you cannot go into the hog with a stone; you cannot take it other than with two stones, and this must be done either with a doublet or with two stones that fit. You can also take the wrong pick if the opponent doesn't have his pick yet, and you hit his back with the throw without having your own, then you take your own and count back two points. However, if you have your hitch without the opponent having his, and you hit the latter with your own throw, you mark two as often as this happens. Shoemaking or little Jan or little closing is called when you have six closed volumes on the first board on which the game begins, and you mark two for them, and this happens as long as you don't open it. The opponent's second board is big Jan, his first board is Rückjan. The person who has six closed volumes in the second board marks two for each throw, as long as he does not have to break open, which is called closing.

You may not place your piece individually in the opponent's second field as long as he has his strength, that is, as long as he can still make six closed volumes by placing his pieces. If I throw more than six and find someone bare in the opponent's field, then it is permissible to go through the open field, where one of my stones could have hit by the throw, insofar as no bare appears in the opponent's first field the combined throw. It is also advantageous, when you have closed your second field, to bring the stones of the first field as many as possible over into the third field, because then the throw of six and the double of this throw can no longer be given . In this case the force is maintained and held longer.

It is also allowed to go into the opponent's second square with two stones at the same time, which is very important because it prevents the opponent from closing. If a throw cannot be placed in whole or in part, the opponent marks two in the first case and one in the last.

Since you place the stones until you get into the opponent's field where he started, you take so many stones out of this field for the throw that you can no longer give. One throws z. B. six and has only five to give, one takes out a stone for the six; if both are not to be given, two are taken out.

The one who first took out all the stones has won the march and marks two for it, with which he can mark himself out if he has already marked ten, and if he stands on eleven, he has one again; It should be noted that as long as the opponent still has a ribbon or a single stone in the first field, I may not remove the stone that is hit by the throw. The opponent has z. For example, if your ribbon is still in the first place and you have a ribbon in the fifth place, if you throw six and five you can only take out the six, for the five the opponent places a point, but is his piece if not covered, a point is also marked; for every single stone is struck throughout the game, as often as it is hit, it may be in whatever field it wants. You have to take a pig as soon as an opportunity presents itself, because as long as you do not have it, you are very exposed to the risk of being hit, especially if the opponent has his pig and many stones in his second board or that great Jan, it may be volumes or mere. So it is good to keep a stone or two on the fifth or last of the little Jan, or the first board, as long as you can, so that when you throw six you can take that back.

Whoever picks up the pig first can beat that of the opponent, and really beats it if he has stones in the board of his great Jan and throws such eyes that one and the other of his stones straight into the opponent's pig meets. This throw is valid for simple two and for doubles four points. But you cannot hit the opponent's huck with one or two ones unless you have hit your huck with one or two stones. If you have not yet got your pig, and your opponent does not have his, you can take it by force, that is, if you throw six einque and counting them hits the opponent's pig, you take your own through the cinque -Quatuor, or also Tres-Aß, if you have thrown Quatuor-Daus and they get into the opponent's pig. But then you are not allowed to mark anything because you haven't had your own and cannot beat the opponent's before. It is also not allowed to take one's pig by force, except when one has no stones, whereby one could really and freely take them for oneself. Since you cannot take your huck any other way than putting two stones in it at the same time, you cannot do anything else than take them out again at the same time in order to bring them over to the opponent's board, and there to do the Rückjan; for every stone that you cannot place, you lose two points, which is easy to learn while playing.

You never learn the tocca game very well if you don't get into the habit of looking around once you've thrown whether you are hacking your opponent or his. Because skillful players see in an instant what they can beat. When one has reached some perfection in this, one no longer goes to school, that is, one no longer falls into punishment. In order to get to know the throws, which are for or against you, you have to know how many connections there are between the two dice, so that you partly avoid your disadvantage, partly your advantages, by letting your opponent hit your moved stones blindly, can use. There are thirty-six connections between the two cubes, twenty-one real and fifteen possible.

The real ones are: The possible are:
1 - 1 2 - 1
1 - 2 3 - 1
1 - 3 4 - 1
1 - 4 5 - 1
1 - 5 6 - 1
1 - 6
2 - 2 3 - 2
2 - 3 4 - 2
2 - 4 5 - 2
2 - 5 6 - 2
2 - 6
3 - 3 4 - 3
3 - 4 5 - 3
3 - 5 6 - 3
3 - 6
4 - 4 5 - 4
4 - 5 6 - 4
4 - 6
5 - 5 6 - 5
5 - 6
6 - 6

From the following table you can overlook the different cases that take place in the throws. The upper Roman numerals indicate the numbers that can be thrown. Under each number you can find how many ways this is possible. E.g. the number III. can be thrown in two ways, either that the first die shows 1 and the other 2, or vice versa, that the first one shows 2 and the other 1.

II. III. IV. V. VI. VII. VIII. IX. X. XI. XII.
1.1. 1.2. 1.3. 1.4. 1.5. 1.6. 2.6. 3.6. 4.6. 5.6. 6.6.
2.1. 3.1. 4.1. 5.1. 6.1. 6.2. 6.3. 6.4. 6.5.
2.2. 2.3. 2.4. 2.5. 3.5. 4.5. 5.5.
3.2. 4.2. 5.2. 5.3. 5.4.
3.3. 3.4. 4.4.
4.3.

This shows:

  1. that 36 different throws are possible
  2. that the number 7 is likely to fall the most often; because it can be thrown in six different ways, and so the probability that 7 or some other number will fall is like 6 in 30, or like 1 in 5
  3. 2 and 12 have the lowest probability because each can only fall one way. So 7 will come six times more often than 2 or 12
  4. 3 and 11, 4 and 10, 5 and 9, 6 and 8 have the same probability
  5. The cases where 6 or 7 or 8 can come together make 16; hence the probability that one of these numbers will fall versus that of another will fall, like 16 to 20, or like 4 to 5.

Similar calculations can also be made where more than two dice are taken. Because the 7 has the most connections, it is also certain that it must fall the most, so it is advisable to tie the stone on which the number hits by counting from the opponent's back if only one to fear two throws, namely five dhows and dhows cinque, while hoping for the fall of four other dice, namely six aces, aces sixes, quatuor-tres and tres-quatuor. One does not have to think that these are just two kinds of throws, and Aß Six with six Aces, Quatuor-Tres and Tres-Quatuor are the same; for the die that now has the four can bring the three in the following roll, and the one who now has the three can have the four in the next. So if you throw the number straight away, it is not the dice that produce them. The doubles occur much less often than the simple throws, because they are only found once next to the dice, since the simple ones, on the other hand, appear two, three, four and five times, including the possible connections. This rule also proves that the seven is the middle number of the eyes of both dice, although they cannot produce more than twelve. Because the highest roll of a die is six, and the lowest of the other one, so in one throw you have seven that can fall, if you reverse this relationship with the dice, then seven can fall again, which makes fourteen. It follows that the middle number of the eyes of two dice is seven.

To see how many throws you have against yourself, you have to put ten in the number on which you have bare, which rule teaches that if you just stand on the five and put them together correctly, you have fifteen throws against yourself, like sixteen on the six, fourteen on the four, etc. Of the eleven eyes that can be thrown with two dice, five can be thrown with one alone and with both together; namely 6, 5, 4, 3 and 2; however, since 12, 11, 10, 9, 8 and 7 can only be made with two.

Main rules

The main rules of this game are:

  1. That if you initially do seven-eyed throws, you go to the little cobbler.
  2. If one throws over seven eyes, tries to get hold of the pig.
  3. That one tries to make six closed volumes in the second field.
  4. That you prevent the opponent from closing, which only happens if you can put two stones in your field, or that you conserve your force as much as possible.
  5. That you never try to close your opponent's first square when playing through, or to sit down in such a way that if you make high throws, you can also place them.
  6. You have to set as few bare stones as possible so that you don't get hit and mainly don't expose yourself to hits from doubles.
  7. That one does not seek to be locked up, therefore one must always try to advance with one's stones.
  8. One must try to stay with a gang as long as possible in the first field where the game begins, which prevents the opponent from closing his field.
  9. When removing, the highest must always be given first.
  10. You have to refrain from sitting down with the stones that have already been removed, as long as you can, so that you can either close or take the peck.
  11. You don't have to try to make little Jan until you can make him through his litters in the beginning; Two or three throws with aces, houses and threes are the decisive factor, and if the opponent is waiting to do little Jan, you have to advance your game, give everything with one stone in a row, and put your stones in Spread out the board of the great Jan, so that one could take the pig the sooner and the other one could chop his and his bare stones.
  12. Above all, you have to make the seventh volume, which is the devil's hand, and if you have the choice among several, prefer those that follow one after the other.
  13. Do you have to diligently notice the throws that your opponent dislikes the most, just rely on such numbers, especially when he has only one throw for himself and two against it.
  14. When the opponent's great Jan has been made, and his game has moved closer together, one must remember which number he would not be able to bet without breaking, other than all six, six-einque, all five or five-quatuor, etc. You have to then remove the stones from the squares which these numbers meet, making him break open, and have his stones put on our little Jan's board.
  15. If the opponent's game is bad and he is only two points short, it is good that you cover yourself so that he does not hit; for if he hits he marks the game with one or two and goes off. In order to keep the great Jan all the longer, you have to move your stones as many as you can to the first space of your board so that you don't have a six to bet; because if you throw one, you hold on by not being able to give it, and the opponent marks only one point for every stone you do not place.
  16. Enfilade is when you really hate the dice and you can't close it. If this misfortune occurs and there is still a volume or two to make, then one must place stones on these empty spaces, thereby blocking the pass of the opponent, and when his game is well advanced he is compelled to quit after he has passed has marked the points that he has won for being suspended and for beating.
  17. If the opponent is already closing, and you haven't got your back, you have to take it if you should give up straight away.
  18. When you go to the Rückjan, you have to be careful that you go crazy if you want to close soon, and especially when the opponent only has two volumes left in the board of his big Jan, because otherwise you would be forced to lose one's stones if one throws an ace or two and cannot make or close the back ligaments.

Remarks

With regard to the laws of the toccate game, the following must be added as necessary:

  1. A stone that has been touched is a stone that has been played, or as good as it is set, or one says: I'm just arranging, I'm just adjusting, I don't want to take it.
  2. If you mark more or less than you should mark and forget to mark the points that you win with your dice, you will be sent to school because of both mistakes, that is, you mark the points that you have forgotten or mark too much Has.
  3. It is in your power to let your opponent go to school without marking them, or to force the opponent to mark the points he wins. But this must all happen before the thrown again; otherwise it doesn't count anymore. Also, the person who sent wrongly to school and marked the points is sent back to school for what he marked wrongly, and he is compelled to mark these points back again.
  4. The one who marks the closing, which he could have done but did not do because he touched a different stone than the one who was supposed to serve, is sent to school because of what he has marked and compelled, to set the stone he touched.
  5. You cannot pick up the dice until the person who threw them has seen and named them.
  6. Dice that jump on the ledges and those that do not stand straight if they stay in the board game do not count.
  7. If a die breaks, the piece that appears with the eyes is counted and the throw is good. But if the two cracked sides are down and the other two show their eyes each, the throw counts for nothing because you are playing with three dice.
  8. If you do the Rückjan, you can neither place one nor two stones in the opponent's Hucke, whether he no longer has them and cannot take them again. However, if it is empty, you can borrow the pass from there.
  9. If you have left the pig, you can take it again by force or rightly by throwing it properly. In the first case, the opponent no longer has to have his back.
  10. One is bound to give and place everything that can be placed on the Rückjans board; nor can one pick up and take out in the Rückjan until all the stones are in this board, unless it is done because of the locking.
  11. Whoever picks up and comes out first marks two points, if his last roll is an easy one, but if he has a double, he wins the set or the game.

literature

  • The art that the world allows to take with you in the various kinds of games etc. Nuremberg, 1769. Th. 1, p. 95 uf
  • New game almanac for 1798, by Caesar. Berlin
  • Latest general playbook, etc. Vienna, 1829. P. 108 uf
  • The latest game almanac for card, chess, board, billiard, bowling and ball players, etc., from WG von Abenstein. Berlin, 1830. p. 350 uf

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