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Chinese Chess

- General:

The general starts the game at the midpoint of the back edge, within the palace. The general may move and capture one point orthogonally and may not leave the palace, with the following exception.

The two generals may not face each other along the same file with no intervening pieces. If that happens, the ("flying general") move may be executed, in which the general to move may cross the board to capture the enemy general. In practice, this rule is only used to enforce checkmate.

- Advisor:

The advisors start on either side of the general. They move and capture one point diagonally and may not leave the palace, which confines them to five points on the board. The advisor is probably derived from the mantri in chaturanga, like the queen in Western chess.

- Elephant:

These pieces move and capture exactly two points diagonally and may not jump over intervening pieces

Elephants may not cross the river, and serve as defensive pieces. Because an elephant's movement is restricted to just seven board positions, it can be easily trapped or threatened. The two elephants are often used to defend each other.

- Horse:

A horse moves and captures one point orthogonally and then one point diagonally away from its former position. The horse does not jump as the knight does in Western chess, and can be blocked by a piece located one point horizontally or vertically adjacent to it. Blocking a horse is called "hobbling the horse's leg". The diagram on the left illustrates the horse's movement.

Since horses can be blocked, it is sometimes possible to trap the opponent's horse. It is possible for one player's horse to have an asymmetric attack advantage if an opponent's horse is blocked, as seen in the diagram on the right.

- Chariot:

The chariot moves and captures any distance orthogonally, but may not jump over intervening pieces. The chariots begin the game on the points at the corners of the board. The chariot is often considered to be the strongest piece in the game due to its freedom of movement and lack of restrictions.

- Cannon:

Each player has two cannons, which start on the row behind the soldiers, two points in front of the horses. Cannons move like chariots, any distance orthogonally without jumping, but can only capture by jumping a single piece, friend or foe, along the path of attack. Any number of unoccupied spaces, including none, may exist between the cannon, screen, and the piece to be captured. Cannons can be exchanged for horses immediately from their starting positions.

- Soldier:

Soldiers begin the game located on every other point one row back from the edge of the river. They move and capture by advancing one point. Once they have crossed the river, they may also move and capture one point horizontally. Soldiers cannot move backward, and therefore cannot retreat; after advancing to the last rank of the board, however, a soldier may still move sideways at the enemy's edge. The soldier is sometimes called the "pawn" by English-speaking players, due to the pieces' similarities.



A player rolls the dice and must use the top die pip values shown to move their pieces around the board in one of the following ways:

Only pieces not in the nest may move forward on the board.

Pieces may only leave the nest with a roll of a five on a single die or the sum of the dice. A double five can be used to move two pieces from the nest simultaneously.

In the case of a non-doubles roll, a player may move one or two pieces, either one piece by each of the numbers on the two dice or one piece by the total. If no move is possible, the turn is forfeited.

When moving a single piece the total of two dice the turn is taken in increments, allowing pieces to be captured along the way. For example, if a double two is rolled and an opponent's piece lies on a cream space two spaces in front of the piece you wish to move the full four, you would move the piece two, and then two again, allowing the opponent's piece to be captured.

All die rolls must be taken and may not be voluntarily forfeited by a player.

If either of two rolls must be forfeited, the player must forfeit the lower number.

All die moves must be taken before the application of any extra rewards for sending an opponent to their nest or moving a piece to its home position.

With a roll of doubles, the player makes four moves, one for each of the numbers on top of the two dice and one for each of the numbers on the bottoms. The player may distribute these four moves among one, two, three, or four pieces. Note that the sum of numbers on the opposite sides of a die is always seven, so with doubles, there are a total of fourteen spaces to move. This can only be done if all four pieces are out of the nest.

When the player rolls doubles, the player rolls again after moving.

When a piece ends its move on the same space as an opponent's piece, the opponent's piece is sent back to its nest.

A piece may not be placed on a safe space (generally colored light blue) if it is occupied by an opponent's piece. The exception is the safe space used when a piece leaves its nest — a single piece occupying such a safe space is sent back to its nest when an opponent's piece leaves the nest and occupies the space.

A blockade is formed when two pieces of a single player occupy the same space. No piece of any player may move through a blockade, including pieces of the blockade owner. Blockade pieces may not be moved forward together with the roll of a double. Another player may brake the blockade with the roll of a doble one. Another player's piece cannot land in a space occupied by a blockade, even to leave its nest. Local rules may limit the number of turns that a blockade can stay in place.

A piece is not required to enter the home row and can pass the row and start another circuit of the board voluntarily or as the result of requirement of the use of the total die roll.

A turn ends when the next player rolls the dice with the consent of the current player. Any rewards not taken are lost.

Rewards of extra moves

The reward for sending an opponent's piece to the nest is a free move of twenty spaces that may not be split between pieces.

The reward for landing a piece in the home space is a free move of ten spaces that may not be split between pieces.

Winning the game

Moving all four pieces to the home position wins the game.

Pieces may only be moved to the home position with an exact application of the total roll, the value on a single die, or the complete application of a reward.

Buy Jumanji PC Board Game on Microsoft Store!

Jumanji is a 1995 American fantasy adventure film directed by Joe Johnston. It is loosely based on the 1981 children's book by Chris Van Allsburg and the first installment of the Jumanji franchise. The film was written by Van Allsburg, Greg Taylor, Jonathan Hensleigh, and Jim Strain and stars Robin Williams, Kirsten Dunst, David Alan Grier, Bonnie Hunt, Bradley Pierce, Jonathan Hyde, and Bebe Neuwirth.

The story centers on a supernatural board game that releases jungle-based hazards upon its players with every turn they take. As a boy in 1969, Alan Parrish became trapped inside the game itself while playing with his friend Sarah Whittle. Twenty-six years later, siblings Judy and Peter Shepherd find the game, begin playing and then unwittingly release the now-adult Alan. After tracking down Sarah, the quartet resolves to finish the game in order to reverse all of the destruction it has caused and return back to normal.


In 1869, near Brantford, New Hampshire, two boys bury a chest. A century later, Alan Parrish escapes a group of bullies and retreats to a shoe company owned by his father, Sam. He meets Carl Bentley, an employee, who reveals a new shoe prototype he made by himself. Alan misplaces the shoe and damages a machine, but Carl takes responsibility and loses his job. After being attacked by the bullies, who also steal his bicycle, Alan follows the sound of tribal drumbeats to a construction site. He finds the chest containing a board game called Jumanji and brings it home.

At home, after an argument with his father about attending a boarding school, Alan plans to run away. Sarah Whittle, his friend, arrives to return his bicycle, and Alan shows her Jumanji and invites her to play. With each roll of the dice, the game piece moves by itself and a cryptic message describing the roll's outcome appears in the crystal ball at the center of the board. Sarah reads the first message on the board and hears an eerie sound. Alan then unintentionally rolls the dice after being startled by the chiming clock; a message tells him to wait in a jungle until someone rolls a five or eight, and he is sucked into the game. Afterwards, a swarm of bats appears and chases Sarah out of the mansion.

Twenty-six years later, Judy and Peter Shepherd move into the vacant Parrish mansion with their aunt Nora, after their parents died in an accident on a ski trip in Canada the winter before. The next day, Judy and Peter find Jumanji in the attic and begin playing it. Their rolls summon big mosquitoes and a swarm of monkeys. The game rules state that everything will be restored when the game ends, so they continue playing. Peter's next roll, a five, releases a lion and an adult Alan. As Alan makes his way out, he meets Carl, who is now working as a police officer. Alan, Judy, and Peter go to the now-abandoned shoe factory where a homeless man tells Alan that Sam abandoned the business to search for Alan after his disappearance, until his 1991 death. Eventually, the factory closed which caused Brantford's economic decline.

Realizing that they need Sarah to finish the game, the three locate Sarah, now haunted by both Jumanji and Alan's disappearance, and persuade her to join them. Sarah's first move releases fast-growing carnivorous vines, and Alan's next move releases a big-game hunter named Van Pelt, whom Alan first met in the jungle. The next roll summons a herd of various animals, causing a stampede, and a pelican steals the game. Peter retrieves it, but Alan is arrested by Carl. Back in town, the stampede wreaks havoc, and Van Pelt steals the game. Peter, Sarah, and Judy track Van Pelt to a department store, where they set booby traps to subdue him and retrieve the game, while Alan, after revealing his identity to Carl, is set free. When the four return to the mansion, it is now completely overrun by jungle wildlife. They release one calamity after another until Van Pelt arrives. When Alan drops the dice he wins the game which causes everything that happened as a result of the game to be reversed.

Alan and Sarah return to 1969 as children but have memories of the events that took place. Alan reconciles with his father and Sam tells his son that he does not have to attend boarding school. Alan admits that he was responsible for the shoe that damaged the factory's machine. Alan and Sarah throw Jumanji into a river, then share a kiss.

In 1995, Alan and Sarah are married and expecting their first child. Alan's parents are still alive and successfully running the family business. He and Sarah see Judy and Peter and meet their parents Jim and Martha for the first time during a Christmas party. Alan offers Jim a job and convinces them to cancel their upcoming ski trip, averting their deaths.

On a beach, two young French-speaking girls hear drumbeats while walking, as Jumanji lies partially buried in the sand.

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