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Table of Contents
At the core of Big Bang Board Games is the use of Apple technology and
the iApps. Casual games are not best played full screen. People like to play
them while surfing, or iChatting or doing a bit of email. Big Bang Board
Games recognizes this and becomes part of their Mac OS X experience.
You can effortlessly send turns back and forth via email, invite your IM
buddy to a match from within the game itself or just scan your local net-
work–it’s never been this easy. And once the game starts, the tight integra-
tion into Apple’s Address Book, iSight, and your iTunes playlists is just what
you’d hope to find.
The Big Bang Board games lets you enjoy a casual game within the context
of all the great iApps that make using Mac OS X such a pleasure.
1
Finding/Starting a Game
There are multiple ways you can start a game once you have launched the
Big Bang Board Game:
Solo Game - just click the Solo button at the top of the main window,
and a new solo Big Bang Board Game will begin. On the pane that asks
which side you’d like to play, there is also a Hot Seat button. Clicking this
button will enable two people to play at the same computer.
Multiplayer via iChat - when you start the application, if iChat is run-
ning, you will see some of your available buddies displayed at the bottom of
the main window.You can click the up and down arrows near them to scroll
through the list.When you find a buddy you’d like to play against, move your
mouse over their icon and click Invite if they already have the game and
Share, if they don’t. When you click Share, a copy of that specific game will
be sent to them via iChat, and when you click Invite your friend will be sent
your game key. They simply need to accept the key file, double click it, and
they’ll automatically join your game.
Multiplayer via Bonjour - For Bonjour LAN play, click the “Network”
button.
2
Preferences
There are a whole range of preferences you can set under the Preferences
menu item. Each game has it’s own unique preferences, allowing you to
taylor each game to your liking. Here’s a brief explanation of each one:
General
Maximize new game windows - uses a larger game board size for new
games.
Close current game before starting a new game - if you don’t want
to end up playing multiple games at once, check this box.
Use sticky piece movement - when enabled, a single click will pick up
or put down pieces. No more dragging!
Display AI chat speech as text - when enabled, your opponent will use
a chat bubble, instead of sound, to talk to you.
Show legal moves - when you pick up a piece, this option will highlight
places that piece can move.
Bounce Pieces - this slider controls the amount of “bounce” the pieces
have when they move.
Show previous moves - this slider limits the number of moves shown
on the board. Previous moves will be shown with a series of arrows that
grow more transparent as the game progresses, disappearing at the cutoff
specified here.
3
Address Book
The name field and icon will auto-fill with information from your address
book, but you can feel free to change it.
Share my email with opponents - will send your email address to op-
ponents you play against for their records.
Share my iChat handle with opponents - will send your iChat handle
to opponents for their records.
iChat
Delete key files upon use - this option will automatically delete received
game keys, keeping your downloads folder nice and tidy.
Use this email address... - choose the email address you use for the
purpose of Play-By-Email games.
4
iTunes
The three sliders at the top control the volume levels of the sound effects,
the vocal comments, and the music, respectively.
Mute game music when iTunes is playing - if you select Game Music,
this option will automatically disable the in-game music if it detects you
playing iTunes.
iSight
If you have a web cam plugged into your computer, you can send images
to your opponent simply by choosing the camera “emoticon” that appears
when you roll the mouse over your character (either Sun or Moon).
Menu Items
Under the Game’s menu, the “Switch To...” menu item allows you to switch
to other Big Bang games directly without having to find and launch them
from the Finder.
Under the Window menu, you will fine shortcuts for bringing the title win-
dow, or splash screen to the foreground, the GameSmith window if you’re
playing online via GameSmith, and finally the option to Toggle the chat pane
during network games.
5
Big Bang 4-In-A-Row
Object:
How to play:
On your turn, click on any empty space directly above a space already filled.
This ends your turn. It may seem simple to see a line of four, but it can be
maddeningly difficult!
Strategy:
Getting three pieces in a row with no blocks on either side is a guaranteed
win. Try to maximize your chances at making these while not allowing your
opponent to do the same.
Object:
Place three of your markers in a row.
How to play
Play alternates, with X going first. Each play-
er places a marker only once during a turn.
Strategy
Remember that there are eight possible ways to get three in a row once
you have the middle, but that doesn’t mean you’re automatically going to
win.
6
Big Bang Backgammon
Object:
Move all of your checkers into
your home quadrant, and then
off the board, “bear them off.”
The first player to bear off all
pieces wins the game.
How to Play:
The beginning:
Players have dice that
match the color of their
pieces. To begin each player rolls a single die. The higher roll goes first and
that initial roll is also used by the winning player as their first roll of the
game.
The player moves their piece(s) forward, one space (“pip”) per number
rolled with the following conditions:
A piece may only move to a space that is not occupied by two or more of
the opponent’s pieces.
Each die needs to be handled separately when moving. For example, if you
roll a 2 and a 3, and the spaces 2 and 3 in front of your piece each is filled
with multiple opponent pieces (so you can’t move there); you are not al-
lowed to combine them to “jump” your piece 5 spaces ahead.
If you roll doubles, you play your move as if you had four dice of that
amount instead of two.
Whenever a player has a piece or pieces on the bar, before they can make
any other move they must get their pieces off the bar. This is accomplished
by using a number rolled to move your piece from the Bar onto your
opponent’s home quadrant.
Once a player has all of their pieces in their home quadrant, they may
then “bear them off,” for game play purposes the piece repository is con-
sidered to be one past the edge of the board, and you may “overshoot” to
use a larger roll then necessary to move a piece into the repository.
7
Strategy:
It is much better to send your opponents pieces to the Bar when they are
in your enemy’s home quadrant where they are sent the maximum distance
back, and you risk being sent the least distance. (Odds are when you hit
your opponent you will end up leaving that piece exposed to be hit in the
subsequent turn.)
If possible, fill as many pips as you can in your home quadrant with more
than two pieces, thereby making it more difficult for your opponent to get
off the Bar.
Realize that at a certain point the game is just a horse race, so know when
to stop trying to hinder your opponent and just get all your pieces off the
board as quick as possible.
Object:
Prevent the opponent from being able to
move. Do this by either capturing all of his/
her checkers, or by blocking his/her pieces
so that they can not be moved. If nobody
can do this, the game ends in a draw.
How to Play:
Checkers (“men”) may only move in a forward diagonal direction. On a turn,
a player must either move a piece into an adjacent diagonal unoccupied
square, or “jump” an opposing piece in an adjacent diagonal square by land-
ing in the unoccupied square immediately afterward. Men may only jump
forward. Subsequent jumps are allowable so long as the piece encounters
opposing pieces with unoccupied squares behind them. Any pieces which
have been jumped are removed from the board. Pieces may never jump
over pieces of the same color. Any piece that makes it to the opponent’s
back row becomes a King piece. On the next move, a King piece gains the
ability to move in any diagonal direction (rather than the forward ones).
Players MUST make captures whenever they are able to. However, they may
make the capture in the manner that they prefer and are not required to
choose a sequence of jumps that result in more jumps than the sequence
they chose. Once a sequence is chosen, it must be completed.
Strategy:
The four back rows are unjumpable so it’s good to keep your pieces there
as long as possible. Try to trigger movement in the opponent’s ranks by
sacrificing checkers. Good luck!
8
Big Bang Chess
Object:
To win at Chess, you must trap your
opponent’s king so that he is threat-
ened, and has no legal moves that
would make the king safe. This is
called a “checkmate”.
How to Play
Pieces are arranged on the board au-
tomatically by the computer. If you decide to play on a chessboard, note
that the Queen always takes her own color when arranging the back row.
Also, the lighter squares should be in the lower right corner of the board.
(if not, just rotate the board!)
White always goes first, followed by black. Each player takes turns moving
one piece.
Each piece has its own legal ways of movement. Moves can end either on a
vacant space, or on a space occupied by an opponent’s piece. Ending a legal
move on a square occupied by an opponent’s piece is called a “capture”,
because the opponent’s piece must be removed from the board.
No piece may move over or through any other pieces, with the exception
of the Knight.
Legal Moves
Pawn - A pawn may move one square at a time, with the exception of its
first move, which may be two squares, though this leaves the pawn vulner-
able to “en passant” capture for a single move only (see “special rules” be-
low). Pawns may only move directly forward, with the exception of a move
to capture, which must be a forward diagonal move of one square.
Rook - Shaped like a castle, the rook is one of the most powerful pieces in
Chess. It can move in a straight line in any column or row. Rooks can not
move diagonally.
A Rook can also be moved on the same turn as a king, but only if the king
is Castling (see “special rules” below).
Knight - Shaped like a horse, the Knight is the only piece on the board
that may jump over other pieces (Or arguably, since it does not move in a
straight line, it never actually meets the pieces it jumps over). Knights can
move two squares in one direction, followed by one square in a perpen-
dicular direction in a single move. A good way to visualize the sphere of 9
the knight’s movements is to consider the squares of the opposite color
that aren’t next to the night, but aren’t more than 2 squares from the knight
to be legal moves. (of course, the computer will make sure you make legal
moves).
Bishop - Starting next to the knight, the bishop is like a rook, but it can
only move diagonally, instead of horizontally and vertically.
Queen - Each side has only one Queen; it’s the most powerful piece on the
board, because it can move horizontally, vertically, or diagonally.
King - Each side has only one King; it’s important to keep it safe, because
his entrapment ends the game. Kings can move one square in any direction
(unless they are castling; see “special rules” below.) A king may not move
onto any square where he may be threatened by an opposing piece.
Special Rules
Check - when a King is threatened by an opposing piece, he is “in check”.
The opponent’s next maneuver must cause the king to no longer be threat-
ened, by either moving the King out of harm’s way, or by moving another
piece to eliminate the threat to the King.
Stalemate - If the King is not in check, but a player’s only legal move is to
move the King into check, the game is a tie.
Also, if there are not enough pieces on the board to allow a checkmate to
ever occur, the game is also a stalemate.
Castling - The King may move two squares to the side, and the rook from
that side may move to the square that the king moved through. But in order
for this to happen, there may be no pieces obstructing either the king or
the rook, and the King may not be in check, or travel through or into check,
when castling.
Promotion - a pawn that reaches the last row on the other side of the
board may be promoted to a knight, bishop, rook, or queen.
Object
To have the most stones in your
Mancala (the bowl at the right of the
board) when there are no more stones
in play.
How to Play
In this version, since we’re in space and Gods, the bowls appear as horizon-
tal glass globes with players facing each other over the rows, larger globes
(Mancalas) on either side. The closest row and the Mancala bowl to the
right belongs to you. The players take turns picking up the stones (or in
this case Will ‘o The Wisps) in one of the smaller globes on their side, and
depositing them, one at a time, in the small globes going counter-clockwise
around the board. If you pass your own Mancala, then you deposit a wisp,
but never deposit wisps into the opponent’s Mancala. If the last wisp de-
posited ends up in your Mancala, you get to take another turn. If the wisp
lands in an empty globe on your side, and there are wisps in the opponent’s
globe opposite, both that wisp and the opponent’s wisps in that globe go
into your Mancala. If a player ends up with no wisps on their side, then all of
the wisps in the opponent’s globes go to the opponent’s Mancala.
Strategy
Do not think in terms of saving up your Will o’ The Wisps, but instead, think
more Zen-like. The more you give away the more comes back to you. (Like
the bluebird of happiness!)
Object
Have the most pieces on the board with your own color.
How to Play
Play alternates. Black goes first.
To make a legal move, surround a chip or line(s) of chips horizontally, verti-
cally, or diagonally. All surrounded pieces become your color. If you can not
surround any chips, you must pass.
Play ends when both players pass, or when the board is full.
Strategy
In the beginning of the game try to stay as close to the center of the board
as possible. Corners are impossible to surround so try to seize them! 12
Technical Support/Help
If the game runs slowly, reduce the window size by click and hold-
ing down on the lower right corner and drag the window smaller.
Additionally, under preferences, reduce Graphics Complexity under
the General preference pane.
13
CREDITS
Producers
Ian Lynch Smith & Colin Lynch Smith
2D Art
Steven Tzé and Chris Paretti
Additional Programming
Dan Gelder
Music
Andrew Tokuda, 3rd Light Digital Media
Dori Eggan
Text
Dan Dickinson and Freeverse Staff
Voice Talent
Joanna Oltman Smith, Andrew Tokuda, Jared Smith
“Big Bang Board Games”, the “Luna” and “Sol” voices and distinctive like-
nesses are trademarked by Freeverse, inc.
iChat, Bonjour, Mail.app, iTunes, iSight, their names and icons are copyright
Apple Computer. Used Descriptively.
14
Software License Agreement
This is a legal agreement between you and Freeverse Software, Inc. covering your
use of the Big Bang Board Games (the “Software”). Be sure to read the following
agreement before using the Software. BY USING THE SOFTWARE (REGARDLESS
IF YOU HAVE REGISTERED THE SOFTWARE OR NOT),YOU ARE AGREEING
TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO NOT AGREE
TO THE TERMS OF THIS AGREEMENT, DO NOT USE THE SOFTWARE AND
DESTROY ALL COPIES IN YOUR POSSESSION.
The Software and its related documentation are provided “AS IS” and without
warranty of any kind and Freeverse Software expressly disclaims all other warran-
ties, expressed or implied, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose. Under no circumstances shall
Freeverse Software be liable for any incidental, special, or consequential damages
that result from the use or inablility to use the Software or related documentation,
even if Freeverse Software has been advised of the possibility of such damages. In
no event shall Freeverse Software’s liability exceed the license fee paid, if any.
This Agreement shall be governed by the laws of the State of New York. If for any
reason a court of competent jurisdiction finds any provision of the Agreement, or
portion thereof, to be unenforceable, that provision of the Agreement shall be en-
forced to the maximum extent permissible so as to effect the intent of the parties,
and the remainder of this Agreement shall continue in full force and effect.
The Software and documentation is provided with RESTRICTED RIGHTS. Use, du-
plication, or disclosure by the Government is subject to restrictions as set forth in
subdivision (b)(3)(ii) of the Rights in Technical Data and Computer Software clause
as 252.227-7013. Manufacturer is Freeverse Software, Inc., 447 W. 24th Street, New
York, NY 10011, United States of America. Phone (212) 929-3549.
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Notes
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