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Fevga rules

Fevga is the third game of the Greek tavli trio, played in Turkey as moultezim. Both players run the same way round the board from diagonally opposite corners, nothing is ever hit — one checker holds a point by itself — and the opening is a lone sprint: your first checker must get clear before any other may move.

The starting position.

The starting position

All fifteen checkers start on your own corner point; the two starting corners lie diagonally opposite. Both sides travel the same way round the board, and your home quarter — where you bear off — is the last quarter of your own path.

The first roll

Each player rolls one die; the higher one starts and plays exactly those two numbers. A tie is rolled again — so the first turn of a game is never a double.

Rolling and moving

Two dice, exact numbers, always forward; a double is played four times. You must play every number you legally can, and the higher one if only one of the two fits. There is no hitting and no bar — what is blocked is simply blocked.

One checker holds a point

A single checker owns its point outright: the opponent may neither land on it nor touch it as the intermediate step of a combined move. Every lone checker is a closed door — a game about doors rather than contact.

The head rule

Until your first checker has reached the opponent's starting quarter — the six points beginning at their corner — it is the only checker you may move; the other fourteen wait. Sources disagree on whether reaching that quarter is enough or the corner itself must be passed; nard.gg plays the Greek reading: reaching it is enough.

Forbidden blockades

Six points in a row are generally allowed — but not the three walls that would end the game instead of shaping it: all six points of your own starting quarter, the six points directly in front of the opponent's starting corner, or any six-point wall that leaves the opponent without a single playable roll.

Bearing off

Once all fifteen have reached your home quarter, you bear off: each number takes a checker from the point it names, and a number higher than your highest occupied point bears off from that one. Bearing off is never compulsory.

Scoring

One point for the win — two if the loser has borne off nothing. There is no triple game and no doubling cube.

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