Professional Documents
Culture Documents
12 PE Board Games
12 PE Board Games
GAMES
SCRABBLE
GAMEPLAY
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.
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,
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.
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
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