(PDF link below. Right click to save to Desktop)
There are three types of printable Spinner Dice included with the pdf along with printable counters of two sizes. Just cut out and stick to card. Use the 1-4 spinner for the simplest game, this is the equivalent of using three dice in the binary form like with two sided sticks or tetrahedral dice. If the three sticks land with all their dark or marked sides up, this would represent the number four. 1 light un-marked side up would count as 1 pip of the dice, two light un-marked sides up equalled 2 pips and three light sides up equalled 3 pips. With tetrahedral dice, two of the four points would be marked and two left blank. Each dice will fall with one tip pointing up either marked or un-marked. A marked point countered as a pip of the dice.
I personally prefer to play with the binary dice system of four two sided sticks or four tetrahedral dice so that four blank sided sticks or four un-marked tetrahedral points equalled either a 5 or 0. I use the 0 to indicate a no-move go; this makes the game a little more interesting. In the ancient Egyptian game of Senet four two sided stick were used. Four darker or marked sides falling up equalled a 5. If one chooses to play the longer route, then maybe the 1-5 or 1-6 spinner dice can be used. I tend to play the game of Ur whereby you cannot have two of your own counters on one square; usually when following the simple route. Playing the longer routes then play with the ‘two on square’ rule.
The Royal Game of Ur is a typical two player race game. The aim is for you to be the one to bear off all your pieces first. You can have as many of your 7 pieces on the board at any one time. Both players roll the dice to see who throws the highest – the highest score goes first. An exact roll is needed to start a counter on the starting lane. Dice rolls: 1, move 1 square / 2, move 2 Squares / 3 move 3 squares / 4 move 4 squares / 5 = 0 and means you do not move at all. An exact number is needed to bear off a piece at the end. Landing on your opponent’s piece removes your opponent’s piece off the board to be restarted from the beginning. Landing on an un-occupied Rosette acts as a Safe Square and permits you another roll of the dice. Your opponent cannot land on this square if occupied by one of your pieces. All moves must be played if possible.