Ur is a game of luck, but good choices add up over a game. These ideas are the same ones the King-level computer weighs on every move. Square numbers count along your route from 1 to 14; press Route to see them on the board.
Hold the centre rose
Square 8 is the strongest square on the board. Landing there gives you another roll, it can't be captured, and while you sit on it your opponent can't land there either. That blocks one of their best squares and makes their counters harder to move safely. Getting a counter onto it early and keeping it there is often worth more than racing ahead.
Set up rose landings
- The roses are on squares 4, 8 and 14. Each landing is a free extra turn.
- 2 is the most likely roll (6 in 16), so a counter two squares before a rose has the best chance of reaching it next turn.
- Entering a new counter with a 4 lands it straight on your first rose, square 4, and earns another roll.
Get through the danger zone quickly
Squares 5 to 12 (except the centre rose) are shared, and any opposing counter up to four squares behind can capture you there. How likely that is depends on the gap:
Two squares ahead of an enemy is the worst place to stop; four ahead is fairly safe. Squares 1 to 4 and 13 to 14 are your own and always safe, so a counter waiting on square 4 threatens anything that enters the middle row ahead of it.
Capture the counters that have come furthest
A capture sends a counter back to the start, so knocking off one on square 12 costs your opponent twelve squares of progress, while one on square 5 costs only five. When you have a choice, hit the most advanced counter. The same goes in reverse: protect your own far-travelled counters first.
Keep your options open
- Having two or three counters on the board means most rolls give you a useful move, so you pass fewer turns.
- Too many counters in the middle row at once leaves more of them open to capture. Spread the risk.
- Your own counters block each other, so avoid lining them up where a common roll would need to land on one.
Plan your exits
A counter needs the exact roll to leave. From square 13 that is a 2, the most likely roll; from square 14 it is a 1. Square 14 is also a rose, so landing on it earns an extra roll, but a counter parked there can be slow to get home. Don't let several counters queue at the end waiting for the same number.