Jumanji Board Game Instructions
While we can’t promise any giant bugs or evil hunters, this game guide should help you get started on playing your very own Jumanji game!
The Jumanji table game depends on the motion picture that was itself in view of a kids’ book. The look and feel of the game is intensely impacted by the stylish of the film, yet the genuine table game does not have the motion picture’s extraordinary components. Essentially move your pieces around the board and attempt to achieve the end and shout "Jumanji!" to win. This game is for 2-4 players.
Jumanji Board Game Instructions: Things You’ll Need
Jumanji Replica Game Board
Player pawns (Elephant, Rhino, Monkey, and Crocodile)
Red decoder plate
Spread the board out between all players and dole out a pawn to each. Ensure that the red decoder plate is immovably set in the focal point of the board. Every player ought to put their pawn toward the edge of the game board that matches their shading. Every player ought to additionally take one of the four salvage dice.
Lay the heap of experience cards face down on the right half of the board in the doled out space.
Choose which player goes first and have that individual roll the 10-sided development kick the bucket and advance their pawn the same number of spaces as managed by the roll.
Perform one of four actions as directed by the space on which you arrive. A clear space implies you should draw and experience card and put it under the decoder ring to peruse it. The card delineates a short message, one of the things portrayed on the salvage dice and a number. All players aside from the person who moved must now roll their salvage dice at the same time subsequent to turning over the clock. In the event that every single other player can coordinate the thing on the card to their salvage dice or roll an hourglass, then all players push ahead the quantity of spaces on the card. On the off chance that alternate players neglect to "protect" the roller by coordinating the thing or moving an hourglass, the player who at first moved the development bite the dust must move back the quantity of spaces recorded on the experience card and the card is set on one of the vacant spaces in the "doomsday matrix" situated on the left half of the board.
Move the rhino before another player on the off chance that you arrive on a rhino space. This player is not permitted to push ahead on their turn unless they roll a significantly number. An odd number means they stay set up and take after the instructions of the space by and by. On the off chance that the blocked player goes in reverse because of an experience card, the rhino moves with them and keeps on hindering their way ahead.
Hand the development kick the bucket to the player to your left side on the off chance that you arrive on a "5 or 8" space. This player must endeavor to roll a 5 or a 8. In the event that they succeed, the turn closes. On the off chance that they don’t, move your pawn back one space and the development kick the bucket proceeds to one side and the following player endeavors to roll a 5 or a 8. This proceeds until a 5 or 8 is rolled. The individual who arrived on the "5 or 8" space does not get the opportunity to roll.
Draw an experience card on the off chance that you arrive on a circle, or "wilderness," space. Place it in the center under the decoder ring. All players come in at endeavor to coordinate the thing inside of as far as possible set by the clock. On the off chance that they fall flat, the card is set on the doomsday lattice and another card is drawn. This proceeds until all players coordinate the card whereupon all players propel their pieces.
Complete the game by coming to the focal point of the game board. The primary player to do this wins. On the off chance that the doomsday matrix fills before any player achieves the inside, the game closes and must be begun once again.
So now that you have a good idea how to play the game, why not get started? Pick up a hand crafted, one of a kind replica and print these instructions in order to get started on the adventure of a lifetime!
Zathura (board game)
Zathura (board game) is a magical board game with a mind of its own and also known powers. It is a clockwork driven space themed mechanical board game where two players get to race each other from Earth to the black planet Zathura. When the game is played, it comes to life and takes the players (including the player's house) into outer space on a journey to reach the planet Zathura.
The game's origin is unknown as it was probably being either cursed or possessed by a strange force, incorporating the space dangers inside of it. Danny Budwing found the board game under the basement stairs after he was banished to the basement by his older brother Walter Budwing after he threw the baseball at his face after he turned off Danny's video game and not letting him watch SpongeBob on TV and turning on SportsCenter after he spilled his drink on their Dad's car drawing and pulling the antenna off of Walter's walkie-talkie after Walter hit him for not giving it back to him. Danny took a liking to the game and decided to play it, he took the game upstairs and brought the board game out of its box, then starts playing it. As soon as Danny was Player 1, a card got drawn out of the game which read: "METEOR SHOWER Take evasive action" which suddenly affects reality and a storm of meteors and comets came crashing into the living room of the house which destroyed the table and the TV, but Danny and Walter managed to survive by taking cover in the fireplace. They soon find out that the game has sent them into outer space where the game had supplied the house with water, gas and electricity and is holding an envelope of oxygen and gravity around it.
Danny and Walter prepare to keep on playing the game in order to get back home to Earth avoiding the dangers from the cards which the game has thrown on them like a defective robot, a sun with a strong gravity field, hostile lizard like aliens called Zorgons and their ship attacking the house and the players. They receive help from a stranded astronaut who helps them to keep the Zorgons away by turning off the house's lights and the heating to keep the Zorgons away from their heat signature. Danny illegally moved his piece forward which Walter moves it back, the game thinks that Walter cheated and punishes him by sucking him out into space but the Astronaut saves him. Walter takes his turn as he gets a golden card which allows the player to make a wish from a passing shooting star, he wanted to make Danny go away but the Astronaut warns him that if he does, he cannot finish the game as he will be stuck in it, the same way the Astronaut was as he was a player before and he made his wish to make his brother disappear which caused the game to trap him in its world.
When a player has won the game and has got to the planet Zathura, the planet ball spins, rises up and opens up, bringing a black hole which sucks the characters from the game and the game's pieces will reset back to the starting line, which the game takes the players and the house back to Earth. The game has fixed the house and placed the players in the same spot of where the game had begun. It is confirmed that Danny and Walter had put the game in the basement where no one can find it and play it.
Rules of How to Play the Game Edit
The rules of how to play the game was to turn the key on the board clockwise, which then pops the red button that marks "GO", the player then pushes the button which then spins the dial number (1-10) of how many spaces the rocket pieces need to move. As soon as the dial stops spinning, the rocket pieces will move of how many spaces the dial says and then the card pops out of the game. The player takes the card out and whatever the card says, effects reality which means the characters, ships and planets will come out of the game who attack the players.
There are other cards who allow the player to move to go back a few spaces. There are yellow cards that when a player has cheated, the game will punish the player to be sucked out into space via an automatic ejection. There are other cards that will help the players to reprogram malfunctioning robots and golden cards which allows the player to make any wish of what the player wants via a passing shooting star.
These are the cards that have been seen in the film thus far.
METEOR SHOWER Take evasive action - Meteors and comets start coming down into a room where the players have to avoid getting hit by the meteors.
YOU ARE PROMOTED TO STARSHIP CAPTAIN Move ahead 2 spaces - a normal card which allows the player to move two spaces forward.
SHIPMATE ENTERS CRYONIC SLEEP CHAMBER for 5 turns - a non player will get frozen in an icy cryonic sleep and will remain in that state for the next 5 turns.
YOUR ROBOT IS DEFECTIVE - A malfunctioning robot will attack the player as it will think that the player is an alien life form.
YOU PASS TOO CLOSE TO TSOURIS-3 Enter gravity field - The house will get too close to Tsouris-3 (also known as the sun) and its strong gravity field will pull house furniture and the players straight to the wall or the door. Some of the house's tiles were sucked into the giant star.
YOU ARE PROMOTED TO FLEET ADMIRAL Move ahead 4 spaces - A normal card where the player is allowed to move four spaces further.
YOU ARE VISITED BY ZORGONS - The players and the house will get attacked by heatseeking lizardlike aliens called Zorgons who attack the house with their firing power.
REPROGRAM - A card that will allow the player to reprogram a malfunctioning robot. Causing the robot to shut down and turn back on and be on your side and attack the Zorgons.
RESCUE STRANDED ASTRONAUT - An astronaut named Walter that has been stranded in space for 15 years after wishing his brother Danny was never born will help the players to get rid of the Zorgons and give them advice about the dangers of the game's world.
CAUGHT CHEATING Automatic ejection - A yellow card that will punish the player by sucking him or her into the vacuum of space if the player tries to move his, her or their opponent's rocket piece back the way it was before and causing the number panel to spin non-stop.
LOSE MAP OF GALAXY Go back 2 spaces - A card which makes the player's piece go back two spaces due to losing the galaxy's map.
SHOOTING STAR Make a wish as it passes - A bonus gold card which allows the player to make a wish of whatever he or she really wants.
FLUNK SPACE ACADEMY Go back 1 space - A card which makes the player's piece go back only one space.
HIT TIME WARP Go back 3 spaces Repeat last turn - A card which makes the player's piece go back three spaces to repeat the last turn effect (which allows Walter to gain the Shooting Star card again).
WOULD YOU LIKE TO SWING ON A STAR? Move ahead 9 spaces - A card which allows the player to move extra nine spaces to reach the ending: Zathura.
GAME OVER Thank you for playing - The last card of which the game thanks the players for playing and the black hole appears and the game sends the players back home to Earth.
In the book, the game has a normal looking board game design with dice and tokens
Like Jumanji, the Zathura board game's origin is unclear of how it was created
The rules of chess (also known as the laws of chess) are rules governing the play of the game of chess. While the exact origins of chess are unclear, modern rules first took form during the Middle Ages. The rules continued to be slightly modified until the early 19th century, when they reached essentially their current form. The rules also varied somewhat from place to place. Today, the standard rules are set by FIDE (Fédération Internationale des Échecs), the international governing body for chess. Slight modifications are made by some national organizations for their own purposes. There are variations of the rules for fast chess, correspondence chess, online chess, and Chess960.
Chess is a two-player board game utilizing a chessboard and sixteen pieces of six types for each player. Each type of piece moves in a distinct way. The goal of the game is to checkmate (threaten with inescapable capture) the opponent's king. Games do not necessarily end with checkmate; players often resign if they believe they will lose. A game can also end in a draw in several ways.
Besides the basic moves of the pieces, rules also govern the equipment used, time control, conduct and ethics of players, accommodations for physically challenged players, and recording of moves using chess notation. Procedures for resolving irregularities that can occur during a game are provided as well.
How to start
White always goes first. Therefore, opponents should determine a fair way to decide who will be white, prior to the start of the game. The most common way to pick who plays white first is for one player to grab a white pawn and a black pawn and jumble them up, their opponent then picks a hand randomly. If players plan to play more than one game, they must alternate colors at the start of each new game. This allows both players to have equal opportunity to take the first move.
Moving your pieces:
Each piece moves differently. Most pieces cannot move through each other, but can be moved to take the place of an opponent’s piece, thereby capturing it. The exception to this rule is the Knight, which can ostensibly move "through" other pieces. Usually, pieces are moved strategically with the goal of either capturing an opponent’s piece, defending a piece of their own, or maintaining control of important squares on the board. However, there are numerous other reasons you may or may not move particular pieces. For example, you may be attempting to queen a pawn or get control of the center (of the board). Strategically speaking, controlling the center is advantageous because many tactical battles occur there.
On its first move, a pawn can move two spaces, after that it can only move one square at a time. Pawns can only move forward unless they are in a position to capture. Pawns can only capture pieces that are one square diagonally in front of them. They cannot move or capture backwards. If there is a piece directly in front of them, they are unable to move. If a pawn reached the other side of the board it can be exchanged for any other type of piece. This is called a promotion. The pawn is the only piece that can be promoted and it is usually exchanged for a queen since the queen is very powerful.
The rook can move any number of squares horizontally or vertically across the board, but cannot move diagonally. They cannot jump other pieces but they can capture any of their opponent’s pieces that they run into. Rooks can be powerful players when working together and can do much to protect one another.
The knight moves in the shape of an "L" moving two squares in one direction and then one more square at a 90° angle. Knights cannot move on the diagonal. Knights can jump over any piece that stands in its way, and captures any piece that it lands on.
The bishop can move any number of squares on the diagonal. Each bishop must stay on the same color square as its original starting position.
Considered to be the most powerful of all the pieces, the Queen has the abilities of both the rook and bishop. They can move any number of squares horizontally, vertically, or on the diagonal. The queen captures any opponent piece she lands on, but cannot move through pieces.
This is the most important piece of the game. It can move one square at a time in any direction but cannot move himself directly into check.
This is a very important rule that allows you to achieve two things, your king’s safety and the introduction of your rook into the game. A player, on their turn, can move the king two space over towards the corner and the rook to the right of the king. This move can only be down under the following conditions:
- It must be the very first move of the king.
- It must be the very first move of the Rook.
- There can be nothing in between the king and Rook.
- The king cannot be in check or pass through check
This is a special move for the pawn. When a pawn first moves it can move two space instead of one. If the pawn moves two spaces forward, and lands directly to the side of an opponent’s pawn, the opponent has the opportunity to make a special move with their pawn and capture the pawn that has just moved alongside it. To capture it the pawn moves to the square directly behind their opponents pawn. The opponent must make this move immediately otherwise this move becomes illegal and they lose the chance to capture in this way.
Check and Checkmate
The goal of the game is to checkmate your opponents king. Checkmate occurs when the king is in check and there is no way for him to get out of it. The king can get out of check in three ways:
Move the king out of the way. Remember the king can only move one space in any direction.
Block the king with another one of your pieces. This tactic works well to block an opponents queen, rook, or bishop, but not the knight as knights can jump over other pieces on the board.
Capture the piece threatening the king.
It is possible for a game to end in a draw. There are several reasons why this can occur, below are the top three examples.
It’s a stalemate, meaning, the king of the player whose turn it is to move is NOT in check yet the player has no other legal moves that he can make.
There aren’t enough pieces left on the board to accomplish a checkmate.
For example, just a king and a knight are unable to achieve checkmate, however a king and a rook can.
If players mutually agree to stop playing. You may offer a draw during a move by declaring, "I offer a draw." Your opponent may take as much time as they please to consider the offer. If they accept the offer, they will verbally agree and shake hands. However, if they make a move the offer is considered to be declined.
It is considered impolite to offer a draw during your opponent’s move. Distracting your opponent mid-play is frowned upon.
OBJECTIVE: The objective of checkers is to get as many pieces from your opponents as possible.
NUMBER OF PLAYERS: 2 players
MATERIALS: 8×8 game board and 24 discs (12 of 2 colors)
TYPE OF GAME: Strategy Board Game
AUDIENCE: Older kids and adults
Checkers (Draughts) is an ancient game. The earliest known variation of the checkers game was found in Ur, Iraq and carbon dated to around 3000 B.C.E. In Ancient Egypt, around 1400 B.C.E., Egyptians played the popular game named Alquerque, which used a 5×5 board. This game was so well loved in the ancient world it spread to the western world where it was played for thousands of years.
In France, around the year 1100, the idea of playing checkers on a chess board was born. In doing so, the number of pieces expanded to 12 per side of the board. After this modification, the game was called "Fierges" or "Ferses." After, it was quickly discovered making jumps mandatory increase the vigor of the game, this version was called "Jeu Force."
Below are the standard United States rules for Checkers.
Checkers is a two player game. Each player starts with 12 colored discs (of the same color). Typically Checker discs come in sets of black and red.
A Checker board has 64 squares of alternating colors, 32 light and 32 dark squares.
Players place their discs (pieces) on the dark squares on their side of the board.
Black has first play, after turns alternate.
Moves can only be made on black squares, so the pieces move diagonally. Pieces can only move in a forward direction, toward their opponent.
If you are moving your disc forward, and not capturing your opponent’s piece in the move, you may only move it forward one square.
In a capturing move, a piece leaps of the opponents piece in a diagonal line, landing on a dark square on the other side. While you can only capture one piece per jump you can make multiple jumps in a single turn, if the positioning of the pieces allows.
After a piece is captured, it is removed from the board, and collected by the opponent.
If you have the ability to jump your opponents pieces, you must. However, in the even there are more than one capture possible from a single square, you may jump whichever piece is preferable.
Once a piece reaches the first row of their opponents side of the board (conversely, the row farthest from the player who controls the piece), that piece is kinged, or becomes a king, and is crowned with a piece that had been captured by the opponent. King’s stand twice as tall as a single piece.
Kings can only move diagonally as well, however they can move forward or backward as opposed to single pieces.
Kings can also jump both forward and backward (diagonally) in the same turn, a multi-direction multi-jump.
The game is won when the opponent is unable to make a move. This can happen one of two ways: the entirety of a player’s pieces were captured by the opponent, or a player’s pieces are all blocked from moving.
Suicide checkers, or as it it sometimes called Anti-checkers, is played reverse of regular checkers. The winner of checkers in this variation is the player whose pieces are all captured first or is unable to move legally.
International draughts is slightly different than US checkers. Draughts is played on a 10×10 board with 20 pieces per player as opposed to an 8×8 board with 12 pieces per player. This game also observes a rule known as "Flying Kings." Flying Kings can move across multiply squares as long as they are unoccupied. In the event there is more than one path to capture your opponents pieces, one must use the path that results in collecting the most checkers. If during a move, you land in the king row but are still able to jump backwards, you must jump backward and the checker is not kinged. In order to be kinged the piece must land exactly in that row.
Canadian checkers uses a 12×12 board and 30 checkers per player. The same rules as international draughts apply.
Brazilian checkers uses an 8×8 board and uses rules similar to international draught rules.
Italian checkers uses an 8×8 board. The central difference between Italian and US/UK checkers is that regular checkers are not allowed to jump kings.
The World Checkers/Draughts Championship is an English drought tournament (also known as American Checkers or Straight Checkers) organized by the World Checkers/Draughts Federation. The tournament allows players to compete to be the World Champion. The first men’s championship was held in the 1840’s, and the first women’s championship was held in 1993.
The Mancala 'board' is made up of two rows of six holes, or pits, each. If you don't have a Mancala board handy, an empty egg carton can work. Next, four pieces -- marbles or stones -- are placed in each of the 12 holes. The color of the pieces is irrelevant.
Each player has a 'store' to the right side of the Mancala board. (Cereal bowls work well for this purpose if you're using an egg carton.)
The game begins with one player picking up all of the pieces in any one of the holes on his side.
Moving counter-clockwise, the player deposits one of the stones in each hole until the stones run out.
1. If you run into your own store, deposit one piece in it. If you run into your opponent's store, skip it.
2. If the last piece you drop is in your own store, you get a free turn.
3. If the last piece you drop is in an empty hole on your side, you capture that piece and any pieces in the hole directly opposite.
4. Always place all captured pieces in your store.
Winning the game
The game ends when all six spaces on one side of the Mancala board are empty.
The player who still has pieces on his side of the board when the game ends captures all of those pieces.
Count all the pieces in each store. The winner is the player with the most pieces.
Planning ahead is essential to victory in board games like Mancala. Try to plan two or three moves into the future.
OBJECTIVE: The objective of the game is to be the first to move all of your checker pieces to the other side of the board and bare them off.
NUMBER OF PLAYERS: 2 players
MATERIALS: Backgammon Board, Checkers, Dice, Cups
TYPE OF GAME: Strategy Board Game
AUDIENCE: Ages 6 - Adults
The Backgammon game usually comes in an easily transportable case resembling a small suitcase. The lining of the suitcase serves as the game board and the inside contents include 30 checker pieces, 2 sets of dice, and 2 shakers.
There are 24 triangles on the board known as points. The checkers are color coded, 15 of one color and 15 of another. Each player will set their board according to the diagram below. Two pieces will go on the 24th point, five on the 13th point, three on the 8th point, and five on the 6th point. This is the starting setup of the game, and players will strive to move all their pieces to their home board then successfully bare all their pieces off the board. A strong strategy is to try and hit as many of your opponents unprotected playing piece, known as "blots", along the way.
How to start
To start both players will roll one die, the player that rolled the higher die goes first. Usually you will roll two dice but since each player rolled one die each, the player with the higher roll will move first based off the die that they rolled and the die the opponent rolled. From there players alternate turns accordingly.
Moving your pieces
You are always moving your pieces towards your home board. The checkers can move only to an open point, meaning that the point is NOT occupied by TWO or more of your opponents pieces. If the point has only ONE of your opponents pieces, you are encouraged to move your checker there in order to"hit" your opponent. More on this under the section titled "Hitting a piece".
After rolling your dice, you have two choices as to how you move your checkers. You can move one checker the equivalent of the first die and a second checker the equivalent of a second die, or you can move one checker the equivalent of both die added together, but you can only do the latter if the count of the first die moves the checker to an open point. You can stack as many of your personal checkers on any one point.
Doubles: If you roll doubles you get to move double the amount. For example. if you roll double 2’s you get to move a total of four 2’s in any format you’d like. So essentially instead of moving 2 pieces 2 space each you get to move 4 pieces 2 spaces each. You must move the full count of the roll, if possible. If you cannot move you lose your turn.
Hitting a piece:
If you can land on a point that has only ONE of your opponents pieces, known as a "blot", then you can hit your opponent and move their piece to the bar. The bar is the middle crease of the board, where it folds in half. You can hit more than one of your opponents pieces in a turn. Now the opponent with the piece on the bar cannot make any other move until their pieces are off of the bar. They must re-enter the board on their opponents home board. When re-entering the game from the bar, you can use your whole turn. Meaning, if you roll a 3-4 you can re-enter on the 3 or 4 point and then move your checker according to the remaining die, as you would on a normal turn. You can hit an opponents piece on the home board or the outer board.
All 15 piece must be on the home board before you can begin bearing off. To bear off you roll the dice and remove the associated checkers. For example if you roll a 6 & 5 you can remove one checker from the 6 point and one from the 5 point. Now, if you roll a die that is higher than where your checker is on the board, i.e. you roll a 6 but highest checker is on point 5, you can remove a checker from the highest point, so from the 5th point. The dice has to be higher than the highest point in order to do this. Meaning if the lowest point your checker is on is the 3rd point and you roll a 2 you cannot remove a checker from the 3, however you can move a checker on the home board just as you would on a normal move.
The player that successfully removes all of their checkers from the home board first wins the game! If you are able to remove all 15 of your checkers before your opponent as borne off any of theirs then it is considered a gammon and the win is worth two points as opposed to one. If you are able to bear off all 15 of your checkers before your opponent has the chance to bear any of theirs, and your opponent still has a checker on your home board then the win is considered a backgammon and is worth 3 points!
The Doubling Cube:
These days, most backgammon sets come with a doubling cube. This cube is mostly used in competitions and not an essential component of the game, however, it does add an element of excitement on any level. The cube is used to double the stakes of the game and is marked with the numbers 2,4,6,8,16,32 and 64. If you decided to play with the doubling cube, you will start the game off at one point. If at some point in the game one of the opponents feels they have an advantage to win, they can pull out the doubling cube and double the points of the game from one to two. The opposing player can either accept the challenge by picking up the cube and placing it on their side of the board, or they can concede the game right then and there and choose to lose one point instead of two.
If the opponent accepts the challenge the player that accepted now has the option to double the game once again if the tide turns in their favorite raising the stakes from two points to four. Now the opposing opponent can accept or concede and if they conceded they give up two points as opposed to one.
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.
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.
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.
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.
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.
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.
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.
The aim is to race all one's pieces into the star corner on the opposite side of the board before opponents do the same. The destination corner is called home. Each player has 10 pieces, except in games between two players when 15 are used. (On bigger star boards, 15 or 21 pieces are used.)
In "hop across", the most popular variation, each player starts with their colored pieces on one of the six points or corners of the star and attempts to race them all home into the opposite corner. Players take turns moving a single piece, either by moving one step in any direction to an adjacent empty space, or by jumping in one or any number of available consecutive hops over other single pieces. A player may not combine hopping with a single-step move - a move consists of one or the other. There is no capturing in Chinese Checkers, so hopped pieces remain active and in play. Turns proceed clockwise around the board.
In the diagram, Green might move the topmost piece one space diagonally forward as shown. A hop consists of jumping over a single adjacent piece, either one's own or an opponent's, to the empty space directly beyond it in the same line of direction. Red might advance the indicated piece by a chain of three hops in a single move. It is not mandatory to make the most number of hops possible. (In some instances a player may choose to stop the jumping sequence part way in order to impede the opponent's progress, or to align pieces for planned future moves.)
Most domino games are blocking games, i.e. the objective is to empty one's hand whilst blocking the opponents. In the end, a score may be determined by counting the pips in the losing players' hands. In scoring games the scoring is different and happens mostly during gameplay, making it the principal objective.
The most basic domino variant is for two players and requires a double six set. The 28 tiles are shuffled face down and form the stock or boneyard. Each player draws seven tiles; the remainder is not used. One player begins by downing (playing the first tile) one of their tiles. This tile starts the line of play, a series of tiles in which adjacent tiles touch with matching, i.e. equal, values. The players alternately extend the line of play with one tile at one of its two ends. A player who cannot do this passes. The game ends when one player wins by playing their last tile, or when the game is blocked because neither player can play.
In the more interesting Draw game, players are additionally allowed to draw as many tiles as desired from the stock before playing a tile, and they are not allowed to pass before the stock is (nearly) empty. The score of a game is the number of pips in the losing player's hand plus the number of pips in the stock. Most rules prescribe that two tiles need to remain in the stock. The Draw game is often referred to as simply "dominoes".
Adaptations of both games can accommodate more than two players, who may play individually or in teams.
Line of play
played with multi-colored tiles. The doubles serve as spinners, allowing the line of play to branch.]]The line of play is the configuration of played tiles on the table. Typically it starts with a single tile, from which it grows in two opposite directions when the players add matching tiles. (In practice the players often play tiles at right angles when the line of play gets too close to the edge of the table.)
The rules for the line of play often differ from one variant to another. In many rules the doubles serve as spinners, i.e. they can be played on all four sides, causing the line of play to branch. Sometimes the first tile is required to be a double, and serves as the only spinner. In some games such as Chicken Foot, all sides of a spinner must be occupied before anybody is allowed to play elsewhere. Matador has unusual rules for matching. Bendomino uses curved tiles, so that one side of the line of play (or both) may be blocked for geometrical reasons.
In Mexican Train and other Trains games, the game starts with a spinner from which various trains branch off. Most trains are owned by a player, and in most situations players are only allowed to extend their own train.
In blocking games the scoring happens at the end of the game. After a player has emptied their hand, thereby winning the game for their team, the score consists of the total pip count of the losing teams' hands. In some rules the pip count of the remaining stock is added. If a game is blocked because no player can move, the winner can often be determined by counting the pips in all players' hands.
In scoring games each individual move potentially adds to the score. E.g. in Bergen, players score 2 points whenever they cause a configuration in which both open ends have the same value and 3 points if additionally one open end is formed by a double. In Muggins, players score by ensuring that the total pip count of the open ends is a multiple of a certain number. In variants of Muggins the line of play may branch due to spinners.
In many versions of the game, the player with the highest double leads with that double, for example "double six". If no one has it the next highest double is called - "double five?", then "double four?", etc. until the highest double in any of the players hands is played. If no player has an "opening" double, the next heaviest domino in the highest suit is called - "six - five?", "six - four?". In some variants the players take turns picking dominoes from the stock until an opening double is picked and played; in other variants the hand is reshuffled and each player picks seven dominoes. After the first hand, the winner or winning team of the previous hand is allowed to pick their dominoes first, and begins by playing any domino in his or her hand.
Playing the first bone of a hand is sometimes called setting, leading, downing, or posing the first bone. Dominoes aficionados often call this procedure smacking the bone down. After each hand the bones are shuffled, and each player draws the number of bones required (7). Play generally proceeds "clockwise". The next player, and all players in turn, must play a bone with an end that matches one of the open ends of the layouts. In some versions of the games the pips or points on the end and the section to be played next to it must add up to a given number; [For example in a double six set the "sum" would be six (6), requiring a "blank" to be played next to a "6," a "1" next to a "5", a "2" next to a "4", etc.]
The stock of bones left behind, if any, is called the bone yard, and the bones therein are said to be sleeping. In draw games, players take part in the bone selection, typically drawing from the bone yard when they don't have a "match" in their hand.
Generally, if a player inadvertently picks up and sees one or more extra dominoes, those dominoes becomes part of his or her hand.
A player who can play a tile may or may not be allowed to pass anyway. Passing can be signalled by tapping twice on the table or by saying "go" or "pass".
Play continues until one of the players has played all the dominoes in his or her hand, (and calls "out!", "I win", or "domino!") and wins the hand, or until all the players are blocked and no legal plays are left. This is in some areas referred to as a lockdown or "sewed up". In a common version of the game, the next player after the block, picks up all the dominoes in the bone yard, as if trying to find the (non-existent) match. If all the players are blocked, or locked out the player with the lowest hand / pip count wins. In team play, the team with the lowest individual hand wins. In the case of a tie, the first of tied players or the first team in the play rotation wins.
In games where points are accrued, the winning player scores a point for each pip on each bone still held by each opponent, or the opposing team. If no player went out, however, the win is determined by the lightest hand; sometimes only the excess points held by opponents. A game is generally played to 100 points, the tally being kept with paper and pencil. In more common games, mainly urban rules, games are played to 150, 200, or 250 points. In some games the tally is kept by creating houses, where the beginning of the house (the first ten points) is a large +, the next ten points are O, and scoring with a 5 is a /, and are placed in the four 'corners' of the house. In some versions, if a lockdown occurs then the first person to call the lockdown will gain the other players bones and add the amount of the pips to their house. Also, the first person to call rocks if they believe or know the person that called "domino" or "lockdown" miscounted the pips will count the pips themselves; if the person that called rocks finds that the number of pips the player called is different, the points become his after proving that he is correct in his counting.
Games using more dominoes
With bigger domino sets, especially with the Double Fifteens and Double Eighteens, it is possible to have more players. Double 9s is good for 4 to 6 players and each player would start with 7 dominoes in their hand. Double 12s, 15s, and 18s are good for up to 10 to 15 players, each with 7 dominoes. If you have fewer players and more dominoes, start with more dominoes in each player's hand, but leave enough dominoes in the bone pile to draw from. When using the larger sets, make sure you have plenty of playing room as they can spread out considerably.
Double 6s = 7 rounds, double 9s = 10 rounds, double 12s = 13 rounds, double 15s = 16 rounds, double 18s = 19 rounds.
Card games using domino sets
Apart from the usual blocking and scoring games, there are also domino of games of a very different character, such as solitaire or trick-taking games. Most of these are adaptations of card games and were once popular in certain areas to circumvent religious prescriptions against playing cards. A very simple example is a Concentration variant played with a double-six set; two tiles are considered to match if their total pip count is 12.
A popular domino game in Texas is 42. The game is similar to the card game spades. It is played with four players paired into teams. Each player draws seven dominoes, and the dominoes are played into tricks. Each trick counts as 1 point, and any domino with a multiple of 5 dots counts toward the total of the hand. 35 points of "five count" + 7 tricks = 42 points, hence the name.
Word games (also called word game puzzles) are spoken or board games often designed to test ability with language or to explore its properties.
Word games are generally used as a source of entertainment, but can additionally serve an educational purpose. Young children can enjoy playing games such as Hangman, while naturally developing important language skills like spelling. While Hangman is a seriously dark game, what we like to focus on is the development of the children. Researchers have found that adults who regularly solved crossword puzzles, which require familiarity with a larger vocabulary, had better brain function later in life.
Popular word-based game shows have been a part of television and radio throughout broadcast history, including Spelling Bee (the first televised game show) and Wheel of Fortune (the longest-running syndicated game show in the United States).
Snakes and Ladders
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, off the board next to the "1" grid square). Players take turns rolling a single die to move their token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows a boustrophedon (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of a move, a player's token lands on the lower-numbered end of a "ladder", the player moves the token up to the ladder's higher-numbered square. If the player lands on the higher-numbered square of a "snake" (or chute), the token must be moved down to the snake's lower-numbered square.
If a player rolls a 6, the player may, after moving, immediately take another turn; otherwise play passes to the next player in turn. The player who is first to bring their token to the last square of the track is the winner.
Klondike is played with a standard 52-card deck, without Jokers. After shuffling, seven piles of cards are laid from left to right. Each pile begins with one upturned card. From left to right, each pile contains one more card than the last. The first and left-most pile contains a single upturned card, the second pile contains two cards (one downturned, one upturned), the third contains three (two downturned, one upturned), and so on, until the seventh pile which contains seven cards (six downturned, one upturned). The remaining cards form the stock, and are placed facedown at the upper left of the layout.
The four foundations (light rectangles in the upper right of the figure) are built up by suit from Ace (low in this game) to King, and the tableau piles can be built down by alternate colors. Every face-up card in a partial pile, or a complete pile, can be moved, as a unit, to another talon pile on the basis of their highest card. Any empty piles can be filled with a King, or a pile of cards with a King. The aim of the game is to build up four stacks of cards starting with Ace and ending with King, all of the same suit, on one of the four foundations, at which time the player would have won. There are different ways of dealing the remainder of the deck from the stock to the talon, including the following:
Turning three cards at once to the talon, with no limit on passes through the deck.
Turning three cards at once to the talon, with three passes through the deck.
Turning one card at a time to the talon, with three passes through the deck.
Turning one card at a time to the talon with only a single pass through the deck, and playing it if possible.
Turning one card at a time to the talon, with no limit on passes through the deck.
If the player can no longer move any reasonable cards, the game is considered lost. At this point, winning is impossible.
Tetriminos are game pieces shaped like tetrominoes, geometric shapes composed of four square blocks each. A random sequence of Tetriminos fall down the playing field (a rectangular vertical shaft, called the "well" or "matrix"). The objective of the game is to manipulate these Tetriminos, by moving each one sideways and/or rotating by quarter-turns, so that they form a solid horizontal line with no gaps. When such a line is formed, it disappears and any blocks above it fall down to fill the space. When a certain number of lines are cleared, the game enters a new level. As the game progresses, each level causes the Tetriminos to fall faster, and the game ends when the stack of Tetriminos reaches the top of the playing field and no new Tetriminos are able to enter. Some games also end after a finite number of levels or lines.
All of the Tetriminos can fill and clear both singles and doubles. I, J, and L are able to clear triples. Only the I Tetrimino has the capacity to clear four lines simultaneously, and this is referred to as a "tetris". (This may vary depending on the rotation and compensation rules of each specific Tetris implementation. For instance, in the Super Rotation System used in most recent implementations, certain situations allow T, S, and Z to 'snap' into tight spots and clear triples.)
The player controls a dot, square, or object on a bordered plane. As it moves forward, it leaves a trail behind, resembling a moving snake. In some games, the end of the trail is in a fixed position, so the snake continually gets longer as it moves. In another common scheme, the snake has a specific length, so there is a moving tail a fixed number of units away from the head. The player loses when the snake runs into the screen border, a trail or other obstacle, or itself.
The Snake concept comes in two major variants:
In the first, which is most often a two-player game, there are multiple snakes on the playfield.Each player attempts to block the other so he or she runs into an existing trail and loses. Surround for the Atari 2600 is an example of this type. The Light Cycles segment of the Tron arcade game is a single-player version where the other "snakes" are AI controlled.
In the second variant, a sole player attempts to eat items by running into them with the head of the snake. Each item eaten makes the snake longer, so controlling is progressively more difficult. Examples: Nibbler, Snake Byte.
Roulette players have a variety of betting options. Placing inside bets is either selecting the exact number of the pocket the ball will land in, or a small range of pockets based on their proximity on the layout. Players wishing to bet on the 'outside' will select bets on larger positional groupings of pockets, the pocket color, or whether the winning number is odd or even. The payout odds for each type of bet are based on its probability.
The roulette table usually imposes minimum and maximum bets, and these rules usually apply separately for all of a player's inside and outside bets for each spin. For inside bets at roulette tables, some casinos may use separate roulette table chips of various colors to distinguish players at the table. Players can continue to place bets as the ball spins around the wheel until the dealer announces no more bets or rien ne va plus.
When a winning number and color is determined by the roulette wheel, the dealer will place a marker, also known as a dolly, on that winning number on the roulette table layout. When the dolly is on the table, no players may place bets, collect bets, or remove any bets from the table. The dealer will then sweep away all other losing bets either by hand or rake, and determine all of the payouts to the remaining inside and outside winning bets. When the dealer is finished making payouts, the marker is removed from the board where players collect their winnings and make new bets. The winning chips remain on the board.
Serving: may be underhand or overhand. If the serve touches the net and goes to the opponent’s side, it must be played. The server is not allowed to step on or over the end line when serving. In class, the server must say the score before serving.
Float: Similar to a knuckle ball in baseball, the server stands flat footed and contacts the ball with a stiff wrist and does not swing through after contact. This causes no spin to be on the ball, allowing it to catch any air current and causes the ball to change directional course throughout the whole air course.
Top Spin: This serve is executed by snapping hard on the ball during contact. This puts a forward spin on the ball, which causes it to drop faster then a float.
Jump Serve: A jump serve is used to assist the server get more height. By jumping they have a better angle to put the ball down into the court, and are less likely to be underneath the ball. This can be a float or topspin ball depending on the contact, arm swing, and approach.
Pass or Bump (underarm pass): This is a pass used when the ball approaches a player below their shoulders. You are to hold your fingers together, elbows straight, and contact the ball with the forearms with shoulders facing the net on impact. Defined as a dig when passing a hard driven hit. Also pancaking is a form of passing. This is when the player has sprawled out to the floor in a last hope type of decision for the ball to land on their hand and it pop straight up.
Set or volley: (overhead pass) direct the ball to a place specifically. Hands high, flex wrist, contact the ball with the finger pads, and elbows bent. Use your legs and arms to project the ball into the air.
Hit: A hard hit ball from a height above the net, straight to the opponent’s side. Contact the ball with the cupped fingers and a long arm swing.
Block: (defensive hit) Two hands above the head, jumping with arms reaching for a ball that has been spiked. A block is used to prevent a volley from crossing the net.
Dig: Digging is the ability to prevent the ball from touching one's court after a spike or attack, particularly a ball that is nearly touching the ground.
Battleship (also Battleships or Sea Battle) is a guessing game for two players. It is played on ruled grids (paper or board) on which each players fleet of ships (including battleships) are marked. The locations of the fleets are concealed from the other player. Players alternate turns calling "shots" at the other player's ships, and the objective of the game is to destroy the opposing player's fleet.
Battleship is known worldwide as a pencil and paper game which dates from World War I. It was published by various companies as a pad-and-pencil game in the 1930s, and was released as a plastic board game by Milton Bradley in 1967. The game has spawned electronic versions, video games, smart device apps and a film.
Lines and Dots
Dots and Boxes is a pencil-and-paper game for two players (sometimes more). It was first published in the 19th century by Édouard Lucas, who called it la pipopipette. It has gone by many other names, including the game of dots, boxes, dot to dot grid, and pigs in a pen.
Starting with an empty grid of dots, two players take turns adding a single horizontal or vertical line between two unjoined adjacent dots. The player who completes the fourth side of a 1×1 box earns one point and takes another turn. (A point is typically recorded by placing a mark that identifies the player in the box, such as an initial.) The game ends when no more lines can be placed. The winner is the player with the most points. The board may be of any size. When short on time, a 2×2 board (a square of 9 dots) is good for beginners. A 5×5 is good for experts.
The diagram on the right shows a game being played on the 2×2 board. The second player (B) plays the mirror image of the first player's move, hoping to divide the board into two pieces and tie the game. But the first player (A) makes a sacrifice at move 7 and B accepts the sacrifice, getting one box. However, B must now add another line, and connects the center dot to the center-right dot, causing the remaining boxes to be joined together in a chain (shown at the end of move 8). With A's next move, player A gets them all and wins 3-1.
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- Chinese Chess,
- Chinese Checkers,
- Word Games,
- Snakes and Ladders,
- Volley Ball,
- Lines and Dots