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BOARD

GAMES
SCRABBLE
GAMEPLAY

A word game in which two or four players


score points by placing tiles bearing a single
letter onto a board divided into a 15x15 grid of
squares.
GAMEPLAY
The first player combines two or more of their
letters to form a word and places it on the New words may be
board to read either across or down with one formed by:
letter on the center square. Diagonal words - Adding one or more
are not allowed. letters to a word or
letters already on the
board
Complete your turn by counting and - Placing a word at right
announcing your score for that turn. Then angles already on the
draw as many new letters as you played; board. The new word
always keep seven letters on your rack, as must use one of the
long as there are enough tiles left in the bag. letters on the board or
must add a letter to it
- Placing a complete
word parallel to a
Play passes to the left. The second player, and then
word already played
each in turn, adds one or more letters to those
already played to form new words. All letters played so that adjacent
on a turn must be placed in one row across or down letters also form
the board, to form at least one complete word. complete words.
GAMEPLAY
Any play may be
challenged before the
No tile may be shifted or replaced after it has
next player starts a turn.
been played and scored.
If the play challenged is
unacceptable, the
challenged player takes
back his or her tiles and
BLANKS: The two blank tiles may be used as
loses that turn. If the play
any letters. When playing a blank, you must
challenged is
state which letter it represents. It remains that acceptable, the
letter for the rest of the game. challenger loses his or
her next turn. Consult
the dictionary for
You may use a turn to exchange all, some, or challenges only. All
none of the letters. To do this, place your words made in one play
discarded letter(s) facedown. Draw the same are challenged
number of letters from the pool, then mix your simultaneously. If any
discarded letter(s) into the pool. This ends your word is unacceptable,
turn. then the entire play is
unacceptable. Only one
turn is lost on any
challenge.
1

SCORING
Use a score pad or piece of paper to
keep a tally of each player's score,
entering it after each turn. The score
value of each letter is indicated by a
3 Letter and word premiums count
only on the turn in which they are
played. On later turns, letters already
number at the bottom of the tile. The
played on premium squares count
score value of a blank is zero.
at face value.

2 The score for each turn is the sum of


the letter values in each word(s) 4 When a blank tile is played on a pink or a
formed or modified on that turn, plus red square, the value of the word is
the additional points obtained from doubled or tripled, even though the
placing letters on Premium Squares. blank itself has no score value.

PREMIUM LETTER SQUARES: A light blue


square doubles the score of a letter placed on
it; a dark blue square triples the letter score.
5 When two or more words are formed in
the same play, each is scored. The
PREMIUM WORD SQUARES: The score for
an entire word is doubled or tripled when one common letter is counted (with full
of its letters is placed on a pink square: it is premium value, if any) for each word.
tripled when one of its letters is placed on a
red square.
SCORING
6 BINGO! If you play seven tiles on a
turn, it’s a BINGO. You score a

8
premium of 50 points after totaling
your score for the turn. The player with the highest final
score wins the game. In case of a tie,

7 UNPLAYED LETTERS: When the


game ends, each player’s score is
reduced by the sum of their
the player with the highest score
before adding or deducting
unplayed letters wins,
unplayed letters. In addition, if a
player has used all their letters, the
sum of the player’ unplayed letters
is added to that player’s score.
CHESS
SET-UP

A two-player strategy board game played on


a chessboard, a checkered gameboard with
64 squares in an 8x8 grid.
It is believed to be derived from the Indian
game chaturanga which is also a likely
ancestor of the Easter strategy games
xianggi, janggi, and shogi.
SET-UP At the beginning of the game, the chessboard
is laid out so that each player has the white (or
light) color square in the bottom right-hand
side. The chess pieces are then arranged the
same way each time.

The second row (or rank) is filled with pawns.


The rooks go in the corners, then the knights
next to them, followed by the bishops, and
finally the queen, who always goes on her
own matching color, and the king on the
remaining square.
CHESS MOVEMENTS
Pieces could not move through the other pieces (though
the knight can move over other pieces) and can never
move onto other square with one of their own pieces.

They can be moved to take the place on an opponent’s


piece with is then captured.

Pieces are generally moved into positions where they can


capture other pieces, defend their own pieces, in case of
capture or control important squares in the game.
CHESS MOVEMENTS
o Most important piece but
is one of the weakest
o Most powerful piece
o Can only move one
o Can move in any
square in any direction
straight direction – as
o May never move itself to
check long as she does not
o When the king is attacked move through any of
by another piece, this is KING her own pieces
called “check” QUEEN
CHESS MOVEMENTS

o Can move forward, o Can only move


backward, and to the diagonally
sides
ROOK
BISHOP
o Can move like the shape o Moves forward but
of an “L,” - two squares captures diagonally
in one direction and then o Can move forward one
one more move at a 90 square at a time except
degree angle for their very first move
o The only piece that can where they can move
move over other pieces KNIGHT forward two squares
PAWN
SPECIAL RULES
1 If a pawn reaches the other side of
the board, it can become any other
chess piece. It can be exchanged for
3 This move allows you to do two
any piece whether captured or not important things all in one move: get
captured. your king to safety, and get your rook out
of the corner and into the game. On a

2 4
player’s turn, they may move his king
two squares over to one side and then
move the rook from that side’s corner to
right next to the king on the opposite
French for “in passing;” If a pawn
side. However, in order to castle, the
moves out two squares on its first following conditions must be met:
move, and by doing so lands to the - It may be that king’s very first move
side of an opponent’s pawn has the
option of capturing the first pawn as
it passes by. This special move must
5 - It must be that rook’s very first move
- There cannot be any pieces between
the king and rook to move
be done immediately after the first - The king may not be in check or pass
pawn has moved past, otherwise the through check
option to capture it is no longer
available.
DRAW
CHECKMATE There are 5 reasons why a chess game
may end in a draw:
- the position reaches a stalemate
where it is one player’s turn to
The purpose of the game is to
move but his king is NOT in check
checkmate the opponent’s king. This
and yet he does not have another
happens when the king is put into
legal move
check and cannot get out of check.

WAYS TO END THE


- The players may simply agree to a
There are only three ways a king can
draw and stop playing

GAME OF CHESS
get out of check, move out of the way,
- There are not enough pieces on the
block the check with another piece, or
board to force a checkmate
capture the piece threatening the king.
- A player declares a draw if the
If a king cannot escape checkmate
same exact position is repeated
then the game is over.
three times
- Fifty consecutive moves have been
played where neither player has
moved a pawn or captured a piece
WORD
FACTORY
GAMEPLAY

A word game designed by Bill Cooke,


invented by Allan Turoff and originally
distributed by Parker Brothers.
GAMEPLAY
Played with a tray of 16 letter dice which is - Full credit is awarded for both
shaken to get 16 random letters. Players singular and plural forms of a noun
have 3 minutes to find as many words as provided you list them as separate
they can find in the grid. words. The same is true for all other
derived forms
- If a word appears more than once in
the grid, it may not be counted
twice. Also multiple meanings of
The letter must be adjoining in a chain and the same word do not earn multiple
also must contain at least three letters. No credit
letter cube must be used more than once - Any dictionary word is allowed. As
in most word games, you will not
within a single word.
receive credit for proper names,
abbreviations, contractions,
hyphenated words, or foreign
words that are not in an English
dictionary. You will be penalised 1
point for each guess you make that
< 3 letter : no 7 letters : 4 is not recognised as a valid word.
score points - Words within other words are
3 letters : 1 point > 7 letters : 11 permissible.
4 letters : 1 point points - You will not be penalized for
5 letters :2 submitting the same word twice,
points The Qu cube but doing so will not increase your
6 letters :3 counts as two score.
points letters
JENGA GAMEPLAY

A game of physical skill created by Leslie


Scott.

The name, jenga, is derived from kujenga, a


Swahili word which means “to build.”
GAMEPLAY
A classic Jenga game
consists of 54 precision-
crafted. MOVING IN THE GAME OF
JENGA CONSISTS OF:
1. Taking one block on a turn from any level of the
tower except the one below an incomplete top
Use the included level.
loading tray to 2. Placing it on the topmost level in order to
complete it. Players must only use one hand at
create initial tower. a time. Players may tap a block to find a loose
Stack all of the one. Any blocks moved but not played should
blocks in levels of be replaced, unless doing so would make the
three placed next to tower fall. The turn ends when the next player
each other along touches the tower, or after ten seconds,
whichever occurs first.
their long sides and 3. The game ends when the tower falls –
at a right angle to completely or if any block falls from the tower
the previous level. (other than the block a player moves on a turn.
The loser is the person who made the tower fall.
UNO
CARDS
GAMEPLAY

An American shedding-type card game that


is played with a specifically printed deck.
GAMEPLAY
Gameplay
The game is for 2-10
players. Every player
1. The first player is normally the player to the left
starts with seven
of the dealer and gameplay usually follows a
cards and they are clockwise direction. Every player views their
dealt face down. The cards and tries to match the card in the Discard
rest of the cards are Pile.
placed in a draw pile 2. You have to match either by the number, color,
face down. Next to the or the symbol/Action. You can also play a Wild
pile, a space should card which can alter current color in play.
be designated for a 3. If the player has no matches or they choose not
Discard Pile. The top to play any of their cards even though they have
a match, they must draw a card from the Draw
card should be placed
Pile. If that card can be played, play it.
in the Discard Pile, Otherwise, the game moves on to the next
and the game begins. person in turn. You can also play a Wild card, or
a Wild Draw Four card on your turn.
GAMEPLAY UNO!
The game continues until a player has one card left. The
moment a player has just one card, they must yell “UNO!”
If they are caught not saying “Uno” by another player
before the next player has taken their turn, that player
must draw two new cards as a penalty. Assuming that the
new player is unable to play/discard their last cards and
needs to draw, but after drawing, is then able to
play/discard that penultimate card, the player has to
repeat the action of calling out “Uno!”. The bottom line is –
announcing “Uno!” needs to be repeated every time you
are left with one card.
ACTION CARDS

If going clockwise, switch When a player places this card, the


next player has to skip their turn. If
counterclockwise, or vice turned up at the beginning, the first
versa. player loses their turn
REVERSE SKIP
ACTION CARDS

When a person places this card, Represents all four colors


the next player will have to pick
up two cards and forfeit their
and can be placed on any
turn. card.
DRAW TWO WILD
ACTION CARDS

Acts just like the wild card except that


the next player also has to draw four
cards as well as forfeit their turn. With
this card, you must have no other
alternative cards to play that matches
the color of the card previously played.
If you play this card illegally, you may
be challenged by the other player to
show your hand to them. If guilty, you
need to draw four cards. If not, the
challenger needs to draw 6 cards
instead.
WILD DRAW
FOUR
GAMES OF
GENERALS
GAMEPLAY

It is an educational war game invented in the


Philippines by Sofronio H. Pasola, Jr. Its
Filipino name is “Salpakan.”
GAMEPLAY
PIECE # OF PIECE FUNCTIONS
Eliminate or capture the 5 Star General 1
flag of your opponent.
4 Star General 1
You may also win by
3 Star General 1 Eliminates any lower
successfully ranking officer, the private,
maneuvering your own 2 Star General 1 and flag
flag to the opposite end 1 Star General 1
of the board. Colonel 1
Lt. Colonel 1
Major 1
Eliminates any lower
Captain 1 ranking officer, the private,
The player’s set of and the flag
1st Lieutenant 1
pieces or soldiers with
2nd Lieutenant 1
the corresponding
Sergeant 1 Eliminates the private and the flag
ranks and functions
Spy 2 Eliminates all officers and the flag
consists of the
Private 6 Eliminates the spy and the flag
following 21 pieces:
Flag 1 The flag can be eliminated by any
piece including the opposing flag

*note: If both soldiers are of equal ranks, BOTH are eliminated.


GAMEPLAY Spread out the board as
illustrated on the right.
Arrange your respective
sets of pieces on the first
three (3) rows on your end
Set up
of the board with the pieces
printed sides facing you. here
There is no predetermined

8 ROWS
place for any piece. You are
therefore free to arrange
the pieces according to
your strategy of style of Set up
play. Note that as you pieces
arrange your pieces on the here
first three (3) rows, you will
find six (6) vacant squares.
This is to allow for
maneuvering and freedom 9 COLUMNS
of movement when play
begins.
GAMEPLAY
1. Any player makes the first 1. As the game progresses, challenges are made resulting in the
move. Players move elimination of soldiers. A "challenge" is made when a soldier moves
alternately. into the same square occupied by an opposing soldier. When a
2. A player is allowed to move challenge is made the following rules of elimination apply:
only one piece at a time. a. A higher ranked soldier eliminates from the board a lower
ranked soldiers.
3. A move consists of pushing
b. If both soldiers are of equal, both are eliminated.
a piece to an adjacent
c. A spy eliminates any officer starting with the rank of 5-star
square. A diagonal move or General down to the Sergeant.
a move of more than one d. The Flag can be eliminated or captured by any piece
square is illegal. including the opponent's Flag.
e. Only a Private can eliminate the Spy.
f. The Flag that moves into the same square occupied by the
other Flag wins the game.
1. When the flag is eliminated 2. For maximum interest and suspense, a natural party (arbiter) is
present to preside over a challenge for both players. As arbiter, he is
2. When a flag reaches the
not allowed to reveal to either player the ranks of any piece
opposite end of the board
whether engaged in challenges or not. In case of a challenge, the
3. When a player resigns arbiter quietly removes the outranked piece and gives it back to the
4. When both players agree player who has lost it. Care must be made that the eliminated piece
on a drawn position is not shown to the opponent. (Note: Official tournament games are
*note: a flag reaching the opposite end of the conducted with an arbiter.)
board may still be eliminated by an opposing
piece occupying a square adjacent to the one 3. When playing without an arbiter, every time there is a challenge
reached by the Flag. In order to win, the Flag both players must declare the ranks of the two opposing pieces
should be at least two square or two ahead of
any opposing piece.
concerned, after which, the outranked player removes his piece
from the Board.
CHINESE
CHECKERS
GAMEPLAY

A strategy board game of German origin


(named “Sternhalma”) which can be played
by 2-6 people, playing individually or with
partners. The game is modern and simplified
variant of the American game Halma.
GAMEPLAY
The Chinese Checkers board is in Chinese checkers can be played by two to six
the shape of a six pointed star.
Each point of the star is a triangle players. Obviously, for the six player game, all
consisting of ten holes (four holes pegs and triangles are used. If there are four
to each side). The interior of the
board is a hexagon with each side players, play starts in two pairs of opposing
five holes long. Each triangle is a triangles and a two player game should also
different color and there are six
sets of ten pegs with be played from opposing triangles. In a three
corresponding colors. player game the pegs will start in three
triangles equidistant from each other.
Each player chooses a colour and the 10 pegs
of that colour are placed in the appropriately
The aim of the game is
to be the first to player coloured triangle.
to move all ten pegs Many rules state that any unused triangles
across the board and must be left populated with their unused pegs
into the triangle so that they cannot be used during the game.
opposite. The first We suggest that the game is slightly more
player to occupy all 10 interesting if unused triangles are left empty
destination holes is the so that pegs can hop through and come to
winner. rest in them, if desired.
GAMEPLAY
For a more involved
A toss of a coin decides who starts. Players take turns to game, when three
move a single peg of their own color. In one turn a peg may
players play, each player
either be simply moved into an adjacent hole OR it may
make one or more hops over other pegs. can control two sets of
Where a hopping move is made, each hop must be over an pegs instead of one. Two
adjacent peg and into a the vacant hole directly beyond players can control three
it. Each hop may be over any colored peg including the sets of pegs each.
player's own and can proceed in any one of the six
directions. After each hop, the player may either finish or, if
possible and desired, continue by hopping over another
peg. Occasionally, a player will be able to move a peg all
the way from the starting triangle across the board and into
the opposite triangle in one turn!
Pegs are never removed from the board. However, once a
peg has reached the opposite triangle, it may not be moved
out of the triangle - only within the triangle.
The question soon arises as to whether it is possible to
move a peg into a triangle that is the starting or target
triangle for another player. House rules apply but Masters
Games suggests the following: A peg can be hopped
through such a triangle but is not allowed to come to rest in
that triangle.

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