Number of players: 2-4 Required: Game of the Goose playing board, 2-4 playing pieces (1 of each colour), 2 dice.
How to play: Players take turns rolling 2 dice and moving their pawn around the board. The board includes:
• The Bridge (space 6) advances the player to space 14.
• The Coffin (space 18) you need to go back to the beginning and start again.
• The Maze (space 24) you have lost your way and return to space 10
• The Well (space 30) you need to roll a double to carry on.
• The Donkey (space 48) you miss a turn.
Additional rules: Landing on any of the geese doubles a player’s move. An exact count on one or both dice is needed to reach the centre goose and if the number rolled is too great, the player has to take the surplus number in reverse. Landing on another player’s space sends that player to where the new arrival began the turn. A player could be moved backward or forward.
Number of players: 2-4. Required: Racing Game playing board, 2-4 pawns, 1 die.
How to play: At the start of the game the player’s pawns are placed in the start area of their colour. Players take turns to throw a single die. A player must first throw a six to be able to move a pawn from the starting area onto the race track. If a six is thrown, the player rolls again and moves their pawn accordingly. If they arrive on a space with instructions, they proceed as indicated. Examples: ”+8” = moves eight spaces ahead; “-6” = moves 6 spaced back. The winner is the first player to reach the finish line but they must land exactly on the finish line before they can claim to be the winner. A player must roll the exact number needed to land on the finish line.
Number of players: 2. Required: Four in a Row playing board, black and white playing pieces.
How to play: The aim of the game is to get 4 of the same colours in a row, you can do this by going horizontal, vertical or diagonal. Each player picks a colour they are going to compete with. Decide which player will take the first move. Place your first playing piece down. The opponent then does the same, take it in turns until there is a winner. The player who gets four of the same colours in a row wins. Remember you can stop your opponent from doing this if you notice in time by blocking them with your own pieces.
Number of players: 1. Required: Solitaire playing board, 32 black and white playing pieces.
How to play: Place a playing piece in each space except the centre spot. A move is made by jumping to an empty space, either horizontally or vertically but not diagonally. Remove the playing piece which has been jumped from the board. The goal is to finish with one piece remaining in the centre spot. A variation is to start with any space empty and try to finish with one piece in the same space which was empty.
The aim of the game is to be the first player to reach “home” (square no. 100).
To start playing
The players take turns to throw the dice. If you land at the bottom of a ladder, you climb right to the top of it. If you land on a snake’s head, you slide down its tail to the bottom. The players must throw the exact number of the dice required to land on square no. 100. If a player throws a higher number, his or her turn passes to the next player. If a player lands on a square already occupied by another player, he or she moves on to the next square.
The end of the game
The first player to land on square no. 100 wins the game.
Game set-up
Two players sit opposite each other. The draughts board is placed between the two players in such a way that both players have a dark square in their left-hand corner of the draughts board. The players have twenty pieces (men) each. One player plays with the white pieces, the other plays with the black ones. The white player and the black player set up their pieces in four rows on the twenty black squares closest to them. The two rows in the middle remain empty.
How to move the pieces
The pieces can only move diagonally forward, i.e. they always move in the row in front of their original square and they can only occupy the black squares during the game. They may not “jump” over other pieces when they move. White moves first. Remember that if a player touches a man (or king), he or she must move that piece.
How to capture a piece
If a white piece is placed diagonally in front of a black piece, the white piece cannot take the place of the black piece. But if the square behind the black piece is empty, the white piece can “jump” over the black piece. This is called capturing a piece: the black piece is then taken off the board. An important rule: capturing a piece is mandatory.
Once a player has captured a piece, he or she may continue to capture more pieces in the same turn. For example: the following pieces are lined up in this sequence on a diagonal line: a white piece, a black piece, an empty square, a black piece and an empty square. The white piece captures the black piece and can then capture the second black piece too. When capturing pieces, a piece can move at 90-degree angles and backwards as well as forwards. If a player can capture more than one piece, that move has priority of capturing a single piece. Players must move to capture the opponent’s pieces in such a way that as many of the opponent’s pieces as possible must be taken off the board. The captured pieces can only be removed from the board once the whole move has been completed. Moreover, a move to capture more than one piece may not include the same piece twice. If the opponent can capture a piece but fails to do so, the player whose turn it is decides whether or not that piece should be captured or whether to continue the game without it being taken. It is no longer mandatory to remove the piece with which the other piece should have been taken, although that rule (“huffing”) is sometimes used in non-competitive circles.
King
If a piece reaches the opponent’s basis line, the “king’s row”, it cannot move any further forward. Another piece is placed on top of it (“crowning” it) and the first piece is called a “king” from then on. A king may move backwards as well as forwards and is not limited to one square. The king may move over several squares in a diagonal line. The king is also very useful when capturing the opponent’s pieces. A king may capture a separate man or king that is further down the same diagonal line. The player can decide on which square behind the captured piece the king can land. If the king lands on a square from which it can capture more pieces, it may continue to do so in the same turn. That means that a large number of pieces can be captured in a single turn. If a man or a king can capture the same piece, the player may decide which to use, as long he or she observes the “more pieces have priority” rule. Pieces captured as part of the “more pieces have priority” rule count as much as kings that have been captured. An exceptional situation arises if the piece reaches the king’s row in a single move but must still capture another piece (backwards) and the piece is no longer on the king’s row at the end of its move. In that situation, the piece does not become a king.
The end of the game
The aim of the game is to ensure that the opponent cannot make any more legal moves. If a player does not have any pieces left, the opponent has won. The same applies if a player cannot move any more (“blocked”), the other player has won. If there is no possibility of winning (for example, in a situation in which both players have one king), it is a draw. There are also rules that state that positions that cannot be acquired in legal moves, a draw should be declared after a number of moves. If there are two kings against one king, a draw is declared after five moves. In a situation in which three pieces, at least one of which is one king against one king, a draw is called after sixteen moves.
At the start of the game, the player’s four pieces are placed in the start area of their colour. Players take it in turn to throw a dice. A player must first throw a 6 to be able to move a piece from the starting area onto the starting square. In each subsequent turn the player moves a piece forward 1 to 6 squares as indicated by the dice. When a player throws a 6 the player may bring a new piece onto the starting square, or may choose to move a piece already in play. The player is also granted another turn as a bonus, but if a 6 is rolled three times in a row it is counted as a foul and the player therefore loses their turn. If a player lands on a square containing an opponent’s piece, the opponent’s piece is captured and returns to the starting area. A piece may not land on a square that already contains a piece of the same colour. Once a piece has completed a circuit of the board it moves up the home column of its own colour. The player must throw the exact number to advance to the home square. The winner is the first to get all four of their pieces onto the home square.
Chess is a strategic board game played by 2 players. One player plays with the white pieces and the other player uses the black ones. Both players have 16 chess pieces each: 8 Pawns, 2 Rooks, 2 Knights, 2 Bishops, a King and a Queen. Chess is played on a chessboard that consists of 8 by 8 black and white squares in a checkered pattern, which means that the board has a total of 64 squares.
Basic rules
The chessboard has 8 vertical rows which are marked by the letters A to H, and 8 horizontal rows marked by the numbers 1 to 8. This notation makes it easy to indicate which piece is on which square. The object of the game of chess is to “checkmate” your opponent’s King. You “checkmate” your opponent’s King by positioning your pieces so that they can “take” (capture) your opponent’s King without his or her King being able to do anything to prevent that move. The King may also be put in “stalemate”. That means that the King cannot be moved without putting the King in “check”, which is not permitted. In that case, the game ends in a draw. The player with the white pieces moves first. When it is your move, you must move a piece. The pieces may not jump over one another; this rule does not apply to the Knights. ”Taking” is not mandatory, except if to get out of “check”. If your opponent puts your King in “checks”, you must move your King from that position it if you can. That means that if you need to take a piece to get out of “check” you must do so. If you “take” a piece, you must remove the captured piece from the board and your piece takes the place of the captured piece. The chessboard should be laid out so that there is a black square in both player’s left-hand corner. The pieces are then set up as follows: In row 1, the Rooks are placed in the two corners, the Knights are placed next to both the Rooks. The Bishops are placed next to the Knights and the centre positions are held by the King and Queen. (For the player playing with the black set, the pieces are set up on row 8).
This order is the same for both players; only the Queen must be placed on her own colour. In other words, the player with the white set moves his/her Queen on the white squares and the King on the black squares, while the player with the black set moves his/her Queen on the black squares and the King on the white squares. The 8 Pawns are set up on row 2, in front of the other chess pieces. (The player with the black set places the Pawns on row 7). All the pieces capture other pieces in the same way they move, with the exception of the Pawns.
How the chess pieces move
King: The King is most important piece in the game: if your King is “checkmated”, you have lost the game. You may never move the King to anywhere that puts your King in “check”. If your King is in check, you MUST move it to cancel it. If that is impossible, your King is in “checkmate” and you have lost the game. The King may move horizontally, vertically and diagonally, but only 1 square at a time.
The Queen: The Queen may move horizontally, vertically and diagonally as many squares she wants.
The Rook: The Rook may only move horizontally and vertically.
The Bishop: A Bishop may only move diagonally across the board. A Bishop stays on the same colour squares throughout the entire game. That means that a Bishop on a white square can only move on white squares.
The Knight: A Knight can move 2 squares forwards or backwards followed by 1 to the left or right, or 2 squares left or right followed by 1 forwards or backwards, i.e. in an “L” shape. A Knight is the only piece that may jump over other pieces, and, as opposed to a Bishop, a Knight will always end up on a square that is a different colour to the one it was standing on before it moved.
The Pawn: A Pawn may only move forward, never backwards. You can only take a piece belonging to your opponent with a Pawn from diagonally in front of that piece. If the Pawn is still in its starting position and has not yet moved, it may be moved 1 or 2 squares forwards. Once a Pawn has moved, it may only move 1 square at a time. If you reach the other side of the board with a Pawn, that Pawn may be promoted to another piece, with the exception of the King.
The Dice game is played with a score form and five dice. When it is your turn, you may throw the dice three times. During your turn, you are allowed to set some of the dice apart after each throw so you can make the best combination. Then throw the remaining dice. You do not have to throw the dice three times. If you get the combination you want in two throws, you can simply fill in that score on the score form and the turn will pass to the next player, who may throw the dice three times too. Add up all the ones, twos, threes, fours, fives and sixes together that you have thrown in one turn in the top half of the score form. If, for example, after the third throw, you have 1-2-5-5-5, you can fill in 15 points under 5. If you score 63 points or more in the top half, you are awarded a bonus of 35 points. The bottom half is based on Poker. Three of a kind is three dice with the same number of pips + two different ones. Four of a kind is four dice with the same number of pips + one other. All the pips are added together to determine the number of points. For Full House: 3 of a Kind + 2 of a Kind, Small Straight: 4 numbers in sequence, Large Straight: 5 numbers in sequence, Five of a Kind: 5 numbers of equal value, are worth 25, 30, 40 and 50 points respectively. Lastly, there is “Chance”, a free combination for which all the pips are added up for the total number of points. For instance, if, after a throw, you have 2-3-3-3-4 and you have already filled in the boxes 2, 3, 4, Three of a Kind and Chance, you must cross out a box like Five of a Kind, for example. A crossed-out box may not be filled in again in the next turns, even if you do actually throw Five of a Kind in a another turn. After a turn, you may always cross out a box if you are not happy with the dice on the table. To find the winner at the end of the game, all the scores and any bonus points should be added up. The player with the highest score has won Dice.
Number of players: 2-4 Required: Game of the Goose playing board, 2-4 playing pieces (1 of each colour), 2 dice.
How to play: Players take turns rolling 2 dice and moving their pawn around the board. The board includes:
• The Bridge (space 6) advances the player to space 14.
• The Coffin (space 18) you need to go back to the beginning and start again.
• The Maze (space 24) you have lost your way and return to space 10
• The Well (space 30) you need to roll a double to carry on.
• The Donkey (space 48) you miss a turn.
Additional rules: Landing on any of the geese doubles a player’s move. An exact count on one or both dice is needed to reach the centre goose and if the number rolled is too great, the player has to take the surplus number in reverse. Landing on another player’s space sends that player to where the new arrival began the turn. A player could be moved backward or forward.
Number of players: 2-4. Required: Racing Game playing board, 2-4 pawns, 1 die.
How to play: At the start of the game the player’s pawns are placed in the start area of their colour. Players take turns to throw a single die. A player must first throw a six to be able to move a pawn from the starting area onto the race track. If a six is thrown, the player rolls again and moves their pawn accordingly. If they arrive on a space with instructions, they proceed as indicated. Examples: ”+8” = moves eight spaces ahead; “-6” = moves 6 spaced back. The winner is the first player to reach the finish line but they must land exactly on the finish line before they can claim to be the winner. A player must roll the exact number needed to land on the finish line.
Number of players: 2. Required: Four in a Row playing board, black and white playing pieces.
How to play: The aim of the game is to get 4 of the same colours in a row, you can do this by going horizontal, vertical or diagonal. Each player picks a colour they are going to compete with. Decide which player will take the first move. Place your first playing piece down. The opponent then does the same, take it in turns until there is a winner. The player who gets four of the same colours in a row wins. Remember you can stop your opponent from doing this if you notice in time by blocking them with your own pieces.
Number of players: 1. Required: Solitaire playing board, 32 black and white playing pieces.
How to play: Place a playing piece in each space except the centre spot. A move is made by jumping to an empty space, either horizontally or vertically but not diagonally. Remove the playing piece which has been jumped from the board. The goal is to finish with one piece remaining in the centre spot. A variation is to start with any space empty and try to finish with one piece in the same space which was empty.
The aim of the game is to be the first player to reach “home” (square no. 100).
To start playing
The players take turns to throw the dice. If you land at the bottom of a ladder, you climb right to the top of it. If you land on a snake’s head, you slide down its tail to the bottom. The players must throw the exact number of the dice required to land on square no. 100. If a player throws a higher number, his or her turn passes to the next player. If a player lands on a square already occupied by another player, he or she moves on to the next square.
The end of the game
The first player to land on square no. 100 wins the game.
Game set-up
Two players sit opposite each other. The draughts board is placed between the two players in such a way that both players have a dark square in their left-hand corner of the draughts board. The players have twenty pieces (men) each. One player plays with the white pieces, the other plays with the black ones. The white player and the black player set up their pieces in four rows on the twenty black squares closest to them. The two rows in the middle remain empty.
How to move the pieces
The pieces can only move diagonally forward, i.e. they always move in the row in front of their original square and they can only occupy the black squares during the game. They may not “jump” over other pieces when they move. White moves first. Remember that if a player touches a man (or king), he or she must move that piece.
How to capture a piece
If a white piece is placed diagonally in front of a black piece, the white piece cannot take the place of the black piece. But if the square behind the black piece is empty, the white piece can “jump” over the black piece. This is called capturing a piece: the black piece is then taken off the board. An important rule: capturing a piece is mandatory.
Once a player has captured a piece, he or she may continue to capture more pieces in the same turn. For example: the following pieces are lined up in this sequence on a diagonal line: a white piece, a black piece, an empty square, a black piece and an empty square. The white piece captures the black piece and can then capture the second black piece too. When capturing pieces, a piece can move at 90-degree angles and backwards as well as forwards. If a player can capture more than one piece, that move has priority of capturing a single piece. Players must move to capture the opponent’s pieces in such a way that as many of the opponent’s pieces as possible must be taken off the board. The captured pieces can only be removed from the board once the whole move has been completed. Moreover, a move to capture more than one piece may not include the same piece twice. If the opponent can capture a piece but fails to do so, the player whose turn it is decides whether or not that piece should be captured or whether to continue the game without it being taken. It is no longer mandatory to remove the piece with which the other piece should have been taken, although that rule (“huffing”) is sometimes used in non-competitive circles.
King
If a piece reaches the opponent’s basis line, the “king’s row”, it cannot move any further forward. Another piece is placed on top of it (“crowning” it) and the first piece is called a “king” from then on. A king may move backwards as well as forwards and is not limited to one square. The king may move over several squares in a diagonal line. The king is also very useful when capturing the opponent’s pieces. A king may capture a separate man or king that is further down the same diagonal line. The player can decide on which square behind the captured piece the king can land. If the king lands on a square from which it can capture more pieces, it may continue to do so in the same turn. That means that a large number of pieces can be captured in a single turn. If a man or a king can capture the same piece, the player may decide which to use, as long he or she observes the “more pieces have priority” rule. Pieces captured as part of the “more pieces have priority” rule count as much as kings that have been captured. An exceptional situation arises if the piece reaches the king’s row in a single move but must still capture another piece (backwards) and the piece is no longer on the king’s row at the end of its move. In that situation, the piece does not become a king.
The end of the game
The aim of the game is to ensure that the opponent cannot make any more legal moves. If a player does not have any pieces left, the opponent has won. The same applies if a player cannot move any more (“blocked”), the other player has won. If there is no possibility of winning (for example, in a situation in which both players have one king), it is a draw. There are also rules that state that positions that cannot be acquired in legal moves, a draw should be declared after a number of moves. If there are two kings against one king, a draw is declared after five moves. In a situation in which three pieces, at least one of which is one king against one king, a draw is called after sixteen moves.
At the start of the game, the player’s four pieces are placed in the start area of their colour. Players take it in turn to throw a dice. A player must first throw a 6 to be able to move a piece from the starting area onto the starting square. In each subsequent turn the player moves a piece forward 1 to 6 squares as indicated by the dice. When a player throws a 6 the player may bring a new piece onto the starting square, or may choose to move a piece already in play. The player is also granted another turn as a bonus, but if a 6 is rolled three times in a row it is counted as a foul and the player therefore loses their turn. If a player lands on a square containing an opponent’s piece, the opponent’s piece is captured and returns to the starting area. A piece may not land on a square that already contains a piece of the same colour. Once a piece has completed a circuit of the board it moves up the home column of its own colour. The player must throw the exact number to advance to the home square. The winner is the first to get all four of their pieces onto the home square.
Chess is a strategic board game played by 2 players. One player plays with the white pieces and the other player uses the black ones. Both players have 16 chess pieces each: 8 Pawns, 2 Rooks, 2 Knights, 2 Bishops, a King and a Queen. Chess is played on a chessboard that consists of 8 by 8 black and white squares in a checkered pattern, which means that the board has a total of 64 squares.
Basic rules
The chessboard has 8 vertical rows which are marked by the letters A to H, and 8 horizontal rows marked by the numbers 1 to 8. This notation makes it easy to indicate which piece is on which square. The object of the game of chess is to “checkmate” your opponent’s King. You “checkmate” your opponent’s King by positioning your pieces so that they can “take” (capture) your opponent’s King without his or her King being able to do anything to prevent that move. The King may also be put in “stalemate”. That means that the King cannot be moved without putting the King in “check”, which is not permitted. In that case, the game ends in a draw. The player with the white pieces moves first. When it is your move, you must move a piece. The pieces may not jump over one another; this rule does not apply to the Knights. ”Taking” is not mandatory, except if to get out of “check”. If your opponent puts your King in “checks”, you must move your King from that position it if you can. That means that if you need to take a piece to get out of “check” you must do so. If you “take” a piece, you must remove the captured piece from the board and your piece takes the place of the captured piece. The chessboard should be laid out so that there is a black square in both player’s left-hand corner. The pieces are then set up as follows: In row 1, the Rooks are placed in the two corners, the Knights are placed next to both the Rooks. The Bishops are placed next to the Knights and the centre positions are held by the King and Queen. (For the player playing with the black set, the pieces are set up on row 8).
This order is the same for both players; only the Queen must be placed on her own colour. In other words, the player with the white set moves his/her Queen on the white squares and the King on the black squares, while the player with the black set moves his/her Queen on the black squares and the King on the white squares. The 8 Pawns are set up on row 2, in front of the other chess pieces. (The player with the black set places the Pawns on row 7). All the pieces capture other pieces in the same way they move, with the exception of the Pawns.
How the chess pieces move
King: The King is most important piece in the game: if your King is “checkmated”, you have lost the game. You may never move the King to anywhere that puts your King in “check”. If your King is in check, you MUST move it to cancel it. If that is impossible, your King is in “checkmate” and you have lost the game. The King may move horizontally, vertically and diagonally, but only 1 square at a time.
The Queen: The Queen may move horizontally, vertically and diagonally as many squares she wants.
The Rook: The Rook may only move horizontally and vertically.
The Bishop: A Bishop may only move diagonally across the board. A Bishop stays on the same colour squares throughout the entire game. That means that a Bishop on a white square can only move on white squares.
The Knight: A Knight can move 2 squares forwards or backwards followed by 1 to the left or right, or 2 squares left or right followed by 1 forwards or backwards, i.e. in an “L” shape. A Knight is the only piece that may jump over other pieces, and, as opposed to a Bishop, a Knight will always end up on a square that is a different colour to the one it was standing on before it moved.
The Pawn: A Pawn may only move forward, never backwards. You can only take a piece belonging to your opponent with a Pawn from diagonally in front of that piece. If the Pawn is still in its starting position and has not yet moved, it may be moved 1 or 2 squares forwards. Once a Pawn has moved, it may only move 1 square at a time. If you reach the other side of the board with a Pawn, that Pawn may be promoted to another piece, with the exception of the King.
The Dice game is played with a score form and five dice. When it is your turn, you may throw the dice three times. During your turn, you are allowed to set some of the dice apart after each throw so you can make the best combination. Then throw the remaining dice. You do not have to throw the dice three times. If you get the combination you want in two throws, you can simply fill in that score on the score form and the turn will pass to the next player, who may throw the dice three times too. Add up all the ones, twos, threes, fours, fives and sixes together that you have thrown in one turn in the top half of the score form. If, for example, after the third throw, you have 1-2-5-5-5, you can fill in 15 points under 5. If you score 63 points or more in the top half, you are awarded a bonus of 35 points. The bottom half is based on Poker. Three of a kind is three dice with the same number of pips + two different ones. Four of a kind is four dice with the same number of pips + one other. All the pips are added together to determine the number of points. For Full House: 3 of a Kind + 2 of a Kind, Small Straight: 4 numbers in sequence, Large Straight: 5 numbers in sequence, Five of a Kind: 5 numbers of equal value, are worth 25, 30, 40 and 50 points respectively. Lastly, there is “Chance”, a free combination for which all the pips are added up for the total number of points. For instance, if, after a throw, you have 2-3-3-3-4 and you have already filled in the boxes 2, 3, 4, Three of a Kind and Chance, you must cross out a box like Five of a Kind, for example. A crossed-out box may not be filled in again in the next turns, even if you do actually throw Five of a Kind in a another turn. After a turn, you may always cross out a box if you are not happy with the dice on the table. To find the winner at the end of the game, all the scores and any bonus points should be added up. The player with the highest score has won Dice.