GAMES INSTRUCTIONS. 2+ Players 6+ Years

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1 100 GAMES INSTRUCTIONS Manufactured and Imported by: TCG, 430 Signet Drive, Toronto, Ontario, Canada M9L 2T6. TCG 2016 Consumer Relations: PRINTED IN CHINA. tcgtoys.com Players 6+ Years 1

2 1.) Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Object: To capture all or most of your opponent s pieces. Getting Started: Each player chooses a color and lines up their pieces on the 12 dark squares closest to them. Gameplay: Players take turns moving their game pieces diagonally from one square to another. The dark game pieces move first, and moves are made one square at a time. If an opponent s game piece stands in the way and there is an empty square beyond that piece, the opponent s piece can be captured by jumping over it and landing on the empty square. Only one piece can be captured on a single jump; however, multiple jumps can be performed on a single turn if the player is jumping forward. After a player jumps over their opponent s piece, it is then removed from the board. If a player is able to make a capture, then the jump must be made. If more than one capture is available, then the player is free to choose which capture they pursue. When a piece reaches the furthest row from its own side, it becomes a King and is crowned by placing a captured piece of its own color on top of it. Kings can only move one square diagonally at a time, but may move both forward and backward. Kings may also combine forward and backward jumps on the same turn. Winning: The first player to lose all of their pieces or wind up in a position where they cannot make a move loses the game. If both players have the same amount of pieces, the player with the most Kings wins. If both players have the same amount of pieces and the same amount of Kings then the game is a draw. 2.) Chess Players: 2 Equipment: Chess board, 32 Chess pieces in 2 different colors Object: To force the opponent into checkmate by cornering their King into a position where it is in check and cannot make any further moves. Getting Started: Align the pieces on the board as follows with each color on its respective side. First row: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook. Second row: 8 Pawns. Movement: Vertical lines are files; horizontal lines are ranks; lines at 45 degrees are diagonals. Each piece has a unique way of moving around the board. KING: Moves one square in any direction. The King may not move to a space where it is threatened by capture from an opposing piece. QUEEN: Moves any distance in any direction on the ranks, files and diagonals. ROOKS: Moves any distance on the ranks or files. BISHOPS: Moves any distance diagonally on the board. KNIGHTS: Moves in an L shape. Each move must be either two squares along a rank and one square along a file, or two squares along a file and one square along a rank. It is the only piece that can jump over other pieces on its move. PAWNS: Can only move one space up the board, except for on its first move, when it can move either one or two spaces up the board. Unlike other pieces, the pawn captures an opposing piece by moving one space diagonally. Capturing: Most pieces capture as they move. If a piece lands on an opponent s piece, then the opposing piece is taken off the board. There are three special cases: 1. The King cannot be taken (see check and checkmate below). 2. No piece can be taken by castling (see Special Moves below). 3. Pawns capture pieces one square diagonally. Check and Checkmate: When a move is made that threatens the opposing King, the opposing King is considered to be in check. The opposing player then must make a move that neutralizes this position by either capturing the threatening piece, moving the King to a safe space, or moving another piece in between the threatening piece and the King. If the opposing King cannot move without being captured, then the opposing player is in checkmate and loses the game

3 Special Moves: CASTLING: Once in every game, each King can make a move known as castling. When the King castles, it moves two squares to the left or right, and the corresponding rook is moved to stand on the opposite side of the King. This is only allowed when the following conditions are met: Neither piece involved in the castling has been moved during the game. There are no pieces between the King and the corresponding rook. The King is not in check, and the move does not put the King in check. EN PASSANT: This move is only available when a pawn moves forward two squares past an opposing pawn on an adjacent file. The opposing pawn must also be on the fifth rank from its own side. Then the opponent s pawn can capture the double-mover as if it had only moved one square forward. This option is open only on the next turn. Promotion: When a pawn moves to its eighth rank, it must be replaced with a Queen, rook, knight or bishop of the same color. Winning: CHECKMATE: When a King is in check and cannot get out of it. RESIGNATION: A player may resign at any time by placing their King on its side on the chessboard. Draws: DEAD POSITION: A position where no series of legal moves could lead to a checkmate. STALEMATE: When a player cannot make a move and their King is not in check. 50-MOVE RULE: When 50 moves have passed without a piece being taken or without the movement of a pawn. THREEFOLD REPITITION: If the same player repeats the same position three times during a game, then the other player may claim a draw on their next turn. 3.) Backgammon Players: 2 Equipment: Backgammon board, 30 Checker pieces of 2 different colors, 2 dice Object: To be the first player to remove all of their pieces from the game board. OUTER TABLE BLACK INNER TABLE The game board is made up of 24 triangles called points. Each player takes 15 game pieces of the same color and places them on the board as shown. Gameplay: Each player rolls one die and the highest number goes first. The first player moves their pieces according to the initial die roll. Play continues with each player alternating turns, rolling both dice on each turn. Game pieces always move forward toward the outer board and they may only land on an open point, which is a point not occupied by two or more of their opponent s pieces. Players can move one game piece the count of one die and another piece the count of the other die or they can move the same piece twice. Any number of matching-colored game pieces can occupy the same point. The player must move the full count of the dice whenever possible. If the piece(s) can move by either but not both of the dice, then the player must move a piece by the larger count. If they cannot move at all, they lose their turn. Doubles: If a player rolls doubles, they must move twice the number on the dice: for example, if two 4 s are rolled, the player WHITE 3

4 moves a total of four 4 s using any combination of pieces. Hitting an Opponent s Piece: If a game piece lands on a point occupied by a single opponent s piece, the opponent s piece is put on the bar. That player must now re-enter that piece as soon as possible onto the first open point of the opposing home board. One or more playing pieces can be hit on a turn, either on the home board or the outer board. Bearing Off: Once all 15 of a player s game pieces are in their home board, they can begin bearing them off by moving them off of the board. To do this, the player must roll a number that matches the number of points that the piece is away from the edge of the board. For example, if the player s game piece is five points from the edge, the player must roll a 5 in order to bear it off. Winning: The first player to bear of all 15 of their game pieces wins. 4.) Chinese Checkers Players: 2-6 Equipment: Checker Board, 60 pawns of 6 different colors Object: To be the first player to move all of your game pieces from your triangle into the opposite triangle. Getting Started: 6 Players All pegs and triangles are used. 4 Players Players start in 2 pairs of opposing triangles. 3 Players Players start in every other triangle. 2 Players Players start from any opposing triangles. Players select their starting zones and fill them with 10 pieces of the corresponding color. Gameplay: Players select who goes first using any agreed-upon method. Each player moves one piece per turn. There are two ways to move pieces: A piece can move into any adjacent space, or it can jump over an adjacent piece into an empty space. A player may not combine jumping with a single-step move a move consists of one or the other. There is no capturing in Chinese Checkers, so pieces that are jumped remain in play. The player can move in any direction and jump over pieces of any color. The jumping piece can continue jumping as many times as possible so long as there are empty adjacent spaces. Once the player finishes their move, play continues to the left. Blocked Holes: It is fair to block a player from winning by occupying one of the holes in their destination triangle, thereby preventing them from filling the triangle first. Therefore, you can implement a rule that allows the blocked player to swap the piece with the one blocking it. Or, if one or more filled holes in an occupied triangle are filled with other players game pieces, these pieces can count towards the blocked player s victory. Make sure to select one of these rules before starting the game. Winning: The first player to move all ten of their pieces into the opposite triangle wins the game. 5.) Snakes & Ladders Players: 2-4 Equipment: Snakes & Ladders board, 4 pawns of 4 different colors, 2 dice Object: Be the first player to reach the last space. Gameplay: Players take turns rolling the dice and moving up the board in a linear fashion. If a player lands at the bottom of the ladder, they immediately ascend the ladder to the connecting space. If they land at the top of a snake, then they slide their pawn down to its connecting space. A player must have an exact dice roll in order to land on the final space and win the game. 6.) Tic-Tac-Toe Players: 2 Equipment: Tic Tac Toe board, 10 Checker pieces of 2 different colors Object: Be the first player to align three pieces in a row. Gameplay: Players begin the game by selecting the color they will use, and take turns placing their checker pieces on the board. The first player to align three of their pieces horizontally, diagonally or vertically wins the game. 7.) Tiddlywinks Players: 2 Equipment: Tiddlywinks board, 12 Checker pieces of 2 different colors Players use 5 pieces for shooting and 1 piece as the shooter. Object: Collect the most points by accurately shooting the pieces

5 99.) Seperate an Arrow into ) 1 Big to 4 Small Move 4 matchsticks to create 2 tops. Move 5 matchsticks to create 4 same size triangles. Matchstick Games (ANSWERS) Gameplay: The first player places a piece outside the board, and holding the shooter between their thumb and forefinger, launches the piece into the air by pressing the edge of the playing piece. If the player s piece lands in the center circle on the first try, they are awarded 100 points. A player may also be awarded either 5, 10, or 25 points if it lands elsewhere on the board. If the piece falls off of the board, then no points are awarded. Players alternate turns and whoever has the most points at the end wins the game. 8.) Solitaire Players: 1 Equipment: Solitaire board, 32 Checker pieces of 2 different colors Object: To remove all of the playing pieces from the board except for the one in the center. Gameplay: Place all of the playing pieces on the game board, leaving the center piece vacant. Playing pieces are moved by jumping over an adjoining piece and landing in a vacant space. The jumped playing piece is subsequently removed from the board. The playing pieces can only be moved horizontally and vertically, not diagonally. 9.) Pacheesi Players: 2-4 Equipment: Pacheesi board, 16 pawns of 4 different colors, 2 dice Object: Be the first player to move all four of your pieces into the Home section. Gameplay: Each player selects a color and moves their four corresponding pieces into the starting area. The players then take turns rolling the dice, with the highest roller going first and play continuing to their left. To move a piece from the starting area to the board, the player must roll either a total of 5 or roll a 5 on one of the dice. Once a playing piece has entered the game, it moves the number of spaces that corresponds to the dice roll. If a player rolls a 5 with one die, they may use that roll to enter the game, and then use the roll of the other die to advance their piece. During the game, the player may not have more than 2 pieces occupying the same space. Doubles: If all four pieces are in play, the player may move any combination of their pieces to match the corresponding roll of the dice. Rolling doubles also allows the player to perform an extra turn before play continues. Capturing: If a player s piece lands on a space occupied by an opponent s piece, then that piece becomes captured and is returned to its starting area. It must re-enter the game using the same rules that are required for entrance. The player who makes the capture may then either roll again, or advance their playing pieces a total of 10 spaces. A playing piece on its home path can never be captured, as no player can enter an opponent s home path. If two pieces of the same color are occupying a space, then neither one can be captured or passed. The player who owns those pieces may keep them there as long as they are able to move their other pieces. If a block occupies an entrance space, then no piece can enter the game until one of those pieces have been moved. Going Home: The home space may be entered only by an exact roll of the dice. Each time a piece returns home, that player is rewarded with 10 extra spaces which can only be used by 1 piece. If the 10 cannot be used then it is forfeited. The first player to get all of their pieces home wins the game. 10.) Acey-Deucy Players: 2 Equipment: Backgammon board, 30 Backgammon pieces of 2 different colors, 2 dice per each player Gamplay: In this variation of Backgammon, all of the pieces enter from the bar in the same manner that they would re-enter the game. All 15 pieces must enter the opponent s inner table before any man may move around the board. If a player rolls a 1 and a 2 (Acey-Deucy), they may move their piece in the usual manner. The player may then select any double they desire and complete the move 4 times. All other Backgammon rules apply and the first player to bear off all of their pieces wins. 11.) Giveaway Checkers Players: 2 Equipment: Checker board, 25 Checker pieces of 2 different colors Object: The reverse of ordinary checkers. Be the first player to have all of their checker pieces blocked or captured. Gameplay: The game is carried out like regular checkers, but players instead strategically plan to have their pieces captured. Players are forced to make any jump that is available, and try to avoid Kinging their own pieces. The first player to lose all of their checkers or become incapable of making a move wins the game. 12.) All Kings Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: In this child-friendly variation of Checkers, all pieces begin the game as Kings. The first player to capture all of their opponent s pieces wins. 5

6 13.) Gomoku Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Object: Be the first player to remove all of their opponent s pieces. Gameplay: The game starts with an empty board, and players take turns placing their pieces on the board one at a time on any square. After all of the pieces have been placed, players take turns moving their pieces into adjacent squares with the goal of aligning five in a row either vertically, horizontally or diagonally. Each time this is accomplished, the player removes one of their opponent s pieces from the board. The first player to remove all of their opponent s pieces wins the game. 14.) Diagonal Chess Players: 2 Equipment: Chess board, 32 Chess pieces of 2 different colors Object: Be the first player to capture their opponent s King. Gameplay: In this variation of Chess, the pieces all move in the same ways but are aligned around the corners of the board as shown. (DIAGRAM). The first player to capture their opponent s King wins the game. 15.) Diagonal Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: In this variation of checkers, players align their twelve pieces on the three tan-colored diagonal rows on their left. All regular Checkers rules apply, except that pieces can become Kings only by reaching the 2 tan squares opposite from their starting point. 16.) Knight s Tour Players: 1 Equipment: Chess board, 1 Knight Object: Touch every space on the board in exactly 64 moves. Gameplay: Begin by placing the knight in the far right corner (dark brown square) of your side of the board. Using a sketch of the board, keep track of each move you make in order to ensure that each space has been reached in 64 turns. 17.) Fox in the Henhouse Players: 2 Equipment: Checker board, 1 dark Checker piece and 12 light Checker pieces Gameplay: Players decide who will be the fox and who will be the hens, with the fox taking the dark piece and the hens taking the light ones. Like in Checkers, the hens are placed on the blue squares of the first three rows. The fox starts on the blue corner square on the opposite side of the board. The fox moves like a King, always goes first, and wins the game by reaching the final row on the opposite side of the board. The hens move like regular checker pieces and win by trapping the fox in a position where he cannot move. 18.) Nine Men s Morris Players: 2 Equipment: Morris board, 24 Checker pieces of 2 different colors Object: Reduce the opponent s army to just 2 men. Gameplay: Players begin by taking turns placing their 12 men on the board in an attempt to form a mill (three men in a straight line across any lines on the board). When a player forms a mill, they may remove one of their opponent s pieces from the board. However, if an opponent s piece is part of the mill, then it may not be removed. Play continues until both players have placed nine men on the board. Subsequently, players begin taking turns moving their men one at a time to a vacant, adjacent spot on the board. If an opponent s piece lies between a man and an open spot, the player may jump that piece and remove it from the board. Play continues until one player is left with two men, at which point the other player wins the game. 19.) Twelve Men s Morris Players: 2 Equipment: Morris board, 24 Checker pieces of 2 different colors Object: Reduce the opponent s army to just 2 men. Gameplay: In this variation of Nine Men s Morris, all of the original rules apply except that 12 men are put into play instead of 9. Once a player reduces their opponent to 2 men, they win the game. 93.) 3 Equiliteral Triangles 94.) Tower Upside Down Move 4 matchsticks to create 3 equilateral triangles. 95.) 3 Squares 96.) Cube - B Remove 2 matchsticks to create Move 3 matchsticks to create a cube. 3 different size squares. 97.) The Bird 98.) The Hedgehog Move 2 matchsticks and a button to make the bird looking in another direction. Move 4 matchsticks to turn the tower upside down. The form and the structure of the tower should not change. Move 2 matchsticks to make the hedgehog run in aother direction. 6 19

7 87.) Cube - A 88.) Make 4 Triangles Remove 1 and move 4 matchsticks to make a cube. 89.) The Bat 90.) Pentagon & Triangles Move 3 matchsticks so the bat fly s in another direction. 91.) 3 Rectangles to 6 Squares 92.) Move 3 matchsticks to convert the 3 rectangles into 6 squares. All squares don t have to be equal in size. Move 4 matchsticks to form 4 equal triangles. Add 3 matchsticks to form a pentagon and 5 triangles. All matchsticks don t have to be flat on the surface. The triangles don t have to be exactly the same size. Add 4 matchsticks to form 2 squares and 8 triangles. 20.) German Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: This variation of Checkers is played with the same rules except for the following exceptions: 1. Each player must make a capture whenever possible or loses the game. 2. The game board has a non-playing tan square at the left of each player s first row. 3. An uncrowned piece cannot capture a King. 4. If there s a choice, the player must make the move that yields the most captures. 5. If there s a choice, the player must make the move that captures the higher number of Kings 6. Pieces can be captured moving either frontwards or backwards. 7. A piece is crowned only when its move ends on the far row 21.) Dutch Backgammon Players: 2 Equipment: Backgammon board, 30 Backgammon pieces of 2 different colors, 2 dice for each player Object: Be the first player to bear off all of their pieces. Gameplay: In this variation of Backgammon, all of the original rules apply except that all of the pieces start on the bar. A player must enter all of their 15 pieces before they can play any of them, and a player is unable to hit an opponent s blot until they have moved at least one of their pieces around the board and into their inner table. 22.) French Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: In this challenging variation of Checkers, uncrowned Checkers may move forward, but they are only capable of capturing while moving backward. Kings retain the same rules for movement. The first player to capture all of their opponent s pieces or force them into a position where they cannot move wins the game. 23.) Ludo Players: 2-4 Equipment: Ludo board, 16 pawns of 4 different colors, 1 die Object: Be the first player to move all of their pieces to the finish space. Gameplay: In this variation of Pacheesi, players begin by trying to roll a 6 in order to move one of their pieces from the home space to the starting square. If a player rolls a 6, they are allowed another throw, and may move one playing piece the number of squares indicated. If a player throws two 6 s and their piece lands on an occupied space, then the occupying piece must return to its home and can only re-enter when that player rolls a 6. All other Pacheesi rules apply, and the first player to move all of their pieces to the finish space wins. 24.) Gotcha Players: 2 Equipment: Checker board, 16 Checker pieces of 2 different colors Object: Be the first player to align 5 pieces in a row vertically, horizontally or diagonally. Gameplay: Players begin by alternating turns placing their pieces on the intersections of the game board in order to align 5 pieces in a row. If all 16 pieces are played before an alignment is made, then the players take turns moving their pieces to different intersections until this goal is achieved and a winner is declared. 25.) Pyramid Players: 2 Equipment: Checker board, 20 Checker pieces of 2 different colors Object: Be the first player to move all of their pieces to the opposite end. Gameplay: Players begin by aligning their pieces in a pyramid pattern with four pieces in the first row, three in the second, two in the third, and one in the fourth. The pieces move like in regular checkers, but pieces that are jumped do not get removed from the game, and players must make a jump if it is available. The first player to move all of their pieces to the opposite side of the board wins. 18 7

8 26.) Polish Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: In this variation of Checkers, all of the traditional rules are followed except for the following exceptions: 1. The pieces move forward, but capture forward or backward. 2. The crowned piece becomes a Queen, not a King. 3. A player must make an available capture or they lose the game. 4. If there s a choice, the player must make the move that yields the most captures. 5. If there s a choice, the player must make the move that captures the higher number of Kings. 6. In capturing, a Queen takes any unguarded pieces on any diagonal she controls by jumping over the captured piece and remaining on any unoccupied square of that diagonal beyond the captured piece. 27.) Spanish Checkers Players: 2 Equipment: Checker board, 24 Checker pieces of 2 different colors Gameplay: In this variation of Checkers, all the traditional rules apply except for the following modification. A King may pass over one or more vacant spaces in the diagonal line before jumping an enemy piece, and may continue over one or more vacant spaces on the other side after jumping/landing on a vacant space. When a player has a choice of captures, he must capture the maximum number of enemy pieces possible. If a King can land in a position to make another jump, it must do so. 28.) Chase Players: 2 Equipment: Backgammon board, 24 Backgammon pieces of 2 different colors Gameplay: In this variation of Backgammon, all of the traditional rules apply except for the following modifications. The tan player starts with 2 pieces, one on each point of their inner table, and the brown player starts with 2 pieces on each point of their outer table. Both players move in a clockwise direction and pieces are moved between 1- points as well as between 12- points making the board a continuous track. When a player throws a double they make four moves in the usual manner and then throws again. They continue re-throwing as long as they roll doubles, even if they are not able to move part of a throw. When a player lands on an opponent s blot, that piece is captured and removed from the game. The first player to capture all of their opponent s pieces wins. 29.) Turkish Checkers Players: 2 Equipment: Checker board, 30 Checker pieces of 2 different colors (Since each player needs 16 pieces to move, 2 Chinese Checker pieces must also be used) Gameplay: In this variation of Checkers, all of the traditional rules apply except for the following modification. Each player has 16 Checker pieces to set up, and all 64 squares of the board are used. A checker can move one space forward or one space to the side, but can never move diagonally. Capturing is performed in the same way. A King is able to move in the same directions as well as backwards, and can move more than one square so long as it is vacant. A King may pass over one or more vacant squares before jumping an enemy piece and may continue over one or more vacant spaces on the other side after jumping. When given the choice, a player must capture the maximum number of pieces possible in a turn. 30.) Dice Baseball Players: 2 Equipment: 2 Dice, 8 Chinese Checker pieces of 2 different colors, Rough Sketch of a baseball diamond Batting Legend: Dice rolls = Strikes and Hits 2, 6 = Strike. 3,7 = Fly Out. 4 = Single. 5,9 = Ground Out. 8 = Double. 10 = Triple. 11 = Foul Ball. 12 = Home Run. Gameplay: Basic baseball rules are followed for this game: Innings are composed of 3 outs, runs are scored as runners cross the plate, and the player with the highest score wins. The home team begins the game by rolling one die. The visiting team then rolls the second die and the results are added to formulate an action. This dynamic continues until 9 innings have passed and the game is over. 31.) Wolf & Sheep Players: 2 Equipment: Checker Board, 12 dark Checker pieces and 1 light Checker piece Gameplay: In this variation of Fox in the Henhouse, all of the original rules apply. However, the wolf is able to start in any of the blue squares in the first row. The wolf wins by reaching the opposite end and the Sheep win by blocking the wolf. 81.) Turning the Donkey 82.) 6 to 3 Triangles Move 1 matchstick to turn the donkey. Remove 3 matchsticks to leave only 3 triangles. 83.) The Key - A 84.) The Key - B Move 3 matchsticks so that 1 rectangle is created. Move 2 matchsticks so that 1 rectangle is created. 85.) Triangles Star 86.) Combine Rhombuses Move 2 matchsticks to form 6 triangles. Triangles don t have to be equal in size and not overlap. Combine 2 rhombuses into one by moving 4 matchsticks. 8 17

9 75.) Touch 76.) 4 to 3 Squares Move 6 matchsticks in such a way that each matchstick is in touch with all other 5 matchsticks. Move 3 matchsticks to create 3 squares of the same size. 32.) Mexico Players: 2 Equipment: 2 Dice (plus 1 extra die to be used as a life counter) Object: Eliminate the other player from the game. Gameplay: Each player places a die in front of them with the 6 facing upwards. A player rolls two dice on each turn and a round is completed after both turns are finished. Each player starts out with 6 lives and whoever rolls the lowest combination in a round loses a life. On each turn, a player has the option to either keep their initial roll, or discard it and roll again for a second and final time. However, both dice must be re-rolled, it is not permitted to discard one value and keep the other. Scoring: The highest possible roll is a 2-1, which is known as a Mexico. After that, the best rolls are doubles (6-6>5-5>4-4 etc). After that, higher rolls are determined first by the highest value, and then by the smaller one. Therefore, 6-2 is a better roll than 5-4. The first player to lose all 6 of their lives loses the game. 33.) Sevens Out Players: Any number Equipment: 2 Dice, pencil and paper Gameplay: Players take turns rolling the dice. On each turn, the player rolls until they throw a 7 and records the sum of all the rolls before they threw beforehand. Doubles score double the value. The first player to score either 500 or 1000 points (depending on the game length) is declared the winner. 77.) Puzzling Time 78.) Square 2 x 2 Move 2 matchsticks to get the exact time half past four. 79.) 9 Squares Reduced to 5 80.) Hexagon & 8 Triangles Remove 4 matchsticks to leave only 5 squares, all equal in size. Move 4 matchsticks to form 8 squares. All the squares have to be the same size and don t have to be flat on the surface. Add 3 matchsticks to form 8 triangles and a hexagon. All the matchsticks don t have to be flat on the surface. All the triangles don t have to be the same size. 34.) Hazard Dice Game Players: Any number Equipment: 2 Dice Gameplay: The first player begins by throwing the dice to establish their main point, which is any number from 5-9. Once they have established their main, the other players may make their bets on whether the caster will win or lose on the next dice roll. If they throw in or knick then they win. If they out or throw out then they lose. Winning numbers: 5 is knicked by 5, 6 by 6 or 12, 7 by 7 or 11, 8 by 8 or 12, and 9 by 9. Losing numbers: Aces or deuce-aces, 11 or 12 to a main of 5 or 9, 11 to 6 or 8, and 12 to 7. The other remaining values are considered a chance and the player rolls again if he receives one of those values. The dice are then passed along for the next turn. 35.) 5000 Players: 2 or more Equipment: 5 Dice, paper and pencil Object: Be the first player to reach or exceed 5000 points. Gameplay: Points are obtained through rolling counters. Counters are values of 1 and 5 and three-of-a-kinds. Points: 1 = 100 points. 5 = 50 points. Three-of-a-kinds: 2 s = s = s = s = s = ,2,3,4,5 = 1500 points. Additional Rules: 1. A player must have at least 350 points in 1 turn before they can begin scoring. 2. Each roll requires that a player has at least one counter that gets set aside in order to continue rolling. 3. If a player rolls no counters, then their turn is finished. 4. A player can stop rolling and tally their points at any time, as long as they have scored their initial 350 points. 5. And Rolling allows a player to continue rolling and counting if all 5 of the dice are counters. However, if they continue and roll no counters, then all the points accumulated in that turn are lost. 6. The first player to reach 5000 points ends the game. However, every other player is given 1 additional turn to exceed that player s score. If they do, they win. 36.) Five Rolls Players: Any number Equipment: 1 Die Gameplay: A player rolls the dice five times. If they roll an even number at least 3 times then they win, and if not then they lose. Players alternate for any number of turns. 37.) Helpful Neighbour Dice Game Players: 2 or more (preferably 6) Equipment: 3 Dice and 3 Chinese Checker pieces per player Object: Be the first player to move all of their pieces into the center. Gameplay: Each player chooses a number between 1 and 6. For games with 4 or 5 players, ignore either the 5 and 6 or the 6 respectively. For games with 3 players, each player selects 2 numbers. For games with 2 players, each player selects 3. Taking turns, the 16 9

10 players each roll the dice. Every time a player s value is rolled, they move one of their pieces to the center of the game. The first player to move all of their pieces wins. 38.) Going to Boston Players: Any number Equipment: 3 Dice, pencil and paper Gameplay: The first player rolls the dice and keeps the highest roll. Then they roll the remaining dice and set aside the highest roll. Then they roll the last die and tally up their score. Players take turn doing this for 3 rounds and the player with highest score wins. 39.) Stuck in the Mud Dice Game Players: Any number Equipment: 5 Dice, paper and pencil Gameplay: The first player begins by rolling 5 dice. If there is no 2 or 5, then the player adds the total, commits it to memory, and rolls again. Any throws without 2 s or 5 s are added to that player s score. If they do roll a 2 or 5 on the first try, then that roll is not scored. They then discard the 2 and/or 5 dice (as they are now stuck in the mud ) and rolls again. The player continues rolling until all of their dice are stuck in the mud and then tallies their score for a round. Players alternate turns and the one with the highest score after 5 rounds wins the game. 40.) 21 Dice Game Players: Any number Equipment: 3 Dice Gameplay: The first player rolls the dice, sets them aside, and totals the amount of the first 2 dice. If the amount is close to 21 they may choose to stay and they pass the dice to the next player. If the amount is not close to 21, they may roll the third die continuously until they get their score as close to 21 as possible. Each roll of the third die counts towards that player s score. If they roll the third die too many times and exceed 21, they lose and are out of the game. The player who scores the closest to 21 wins the game after all players have had a turn. 41.) Run For It! Players: Any number Equipment: 6 Dice, paper and pencil Gameplay: Players take turns rolling the dice and looking for sequences starting with 1 (1-2, 1-2-3, etc). Each dice that is part of a run scores 5 points and there can be multiple sequences in a roll. For example, a roll of 1, 2, 4, 1, 3, 2 would yield 30 points as there is a run of 1, 2 (10 points) and 1, 2, 3, 4 (20 points). The first player to reach 100 points wins the game. 42.) Intelligence Players: Any number Equipment: 5 Dice Gameplay: Players take turn rolling the dice and trying to build the best possible Poker/Indian Dice hand. This is done by repeatedly rolling the dice and setting aside at least one die on each roll for the final hand. However, each time the dice are rolled and at least one is set aside, one of the dice set aside must be turned upside down. Once a die has been set aside it may not be re-rolled. The player with the highest ranked hand after all players have had a turn wins the game. Scoring: 1. Five-of-a-kind 2. Four-of-a-kind 3. Full House (three-of-a-kind plus pair) 4. Straight (5 consecutive values) 5. Three-of-a-kind 6. Two Pairs 7. 1 Pair. If two players roll the same hand, then the winner is determined by which hand holds the higher values. 43.) Pursuing Sheep Dice Game Players: Any number Equipment: 6 Dice Gameplay: Players begin by establishing an agreed upon stake. Each player in turn rolls the dice until they throw a three-of-a-kind. Any six-of-a-kind wins all stakes without further play. When a player rolls any three-of-a-kind, the subsequent player rolls and win s the previous player s stake if his hand is ranked higher, and loses his stake to them if it is lower. A roll of 6 6 s is known as a large sheep and any other six-of-a-kind is known as rams. A three-of-a-kind combined with 6, 6, 5 is known as ewes. The value of a three-of-a-kind combined with any other dice rolls is determined by adding those 3 values. The greatest total ranks the highest, and the player with the highest rank wins. 44.) Passage Players: Any number Equipment: 2 Dice Gameplay: Each player rolls a die with the highest throwing the first in the game and the lowest setting the point. That player rolls again and the subsequent value becomes the point number. Players then take turns rolling again and gain 2 points for each point number that they roll. A player who rolls double the point number gains 3 points instead of 2. The first player to reach 11 points wins the game. Matchstick Games (QUESTIONS) 69.) Square in Squares 70.) 4 to 2 Move 2 matchsticks to create 4 squares of equal size. 71.) Christmas Tree 72.) A Chair Move 3 matchsticks to create 3 equilateral triangles. Remove 2 matchsticks to create 2 equilateral triangles. Move 3 matchsticks to make the standing chair fall. 73.) 7 Squares 74.) The Wine Glass Move 2 matchsticks to create 7 squares. Move 6 matchsticks to create a house. The squares don t have to be equal in size (no overlapping or loose ends)

11 62.) Red Light, Green Light Players: 2 or more Equipment: 6 Dice, paper and pencil Gameplay: Begin by choosing one player to be the Traffic Light and have them turn their back to the play area. Then the first player rolls 6 dice, and the Traffic Light player either calls out red light or green light. (1,2 and 3 = green light, 4, 5 and 6 = red light). Each match is worth one point, and each player gets three rolls on a turn with the Traffic Light player calling out each roll. The first player s score is recorded and the next player rolls. After every player has had a turn as the roller and the Traffic Light, the game is over. The player with the highest score wins. An ideal game for small children! 63.) Splat Players: Any number Equipment: 2 Dice, pencil and paper for each player Gameplay: Each player makes a line of numbers from 2-12 excluding the number 7. The first player throws the dice and crosses out the number equal to the total of the spots on the 2 dice. They continue to roll the dice until they throw a 7 or a value that is already crossed off, at which point their turn is over. Each time a player throws a 7 they must mark an x on their page known as a splat. If a player throws 7 splats, they are out of the game. The first player to cross off all of their numbers before throwing 7 splats wins the game. 64.) Bowled Over Players: 2-6 Equipment: 6 Dice, 10 Chinese Checker pieces Gameplay: Set up the 10 Chinese Checkers so that they resemble the formation of 10 bowling pins. Players stand 4 feet away from the pins and take turns sliding their die across the table to knock down as many as possible. The knocked-over pins are added to the player s score, and the player with the highest score after everyone has had a turn wins the game. 65.) Spook Players: Any number Equipment: 3 Dice, paper and pencil Gameplay: Players take turns rolling the dice and recording their score. After a round, the player with the highest score is awarded a letter the first one being S. Play continues until one player has won 5 rounds and spells the word, SPOOK winning the game. 66.) In the Dark Players: Any number Equipment: 32 Chess pieces Gameplay: Begin by mixing the chess pieces in the center of the table. The first player closes their eyes and the player to their right calls out a piece (like Brown King). The blinded player must then feel around for the piece, and if they correctly identify it, they add the piece to their collection. If they are incorrect, they put the piece back and their turn is over. After all the pieces have been found, the player with the most pieces wins. 67.) Rung Race Players: 2-3 Equipment: 2 Dice per player, paper and pencil Gameplay: Begin by drawing a ladder with 10 rungs. Each player then rolls two dice and the combined total becomes their special number. On subsequent turns, players alternate rolling the dice and each time a special number is thrown, the corresponding player s initials are added to the ladder rung. If no special number is thrown and no one climbs the ladder, that player s turn is over. The first player to have their special number rolled 10 times ascends the ladder and wins the game. 68.) Tic-Tac-Toe Toss Players: 2 Equipment: Tic-Tac-Toe board, 18 Checkers of 2 different colors Gameplay: Begin by placing the board on the floor. Players then stand 4 feet away from the board and take turns tossing their checker pieces onto a square. If a piece lands on a line, a player can put it on any square. If it lands on an occupied square, the opponent must remove their checker. If it misses the board, the player loses their turn. Play continues until a player aligns 3 checkers in a row horizontally, vertically or diagonally. 45.) Mariner Players: Any number Equipment: 5 Dice Gameplay: On each turn, players throw the dice trying to roll a 6 (the ship), a 5 (the captain), and a 4 (the mate). The 6, 5, and 4 may not be rolled out of order, so if a throw contains a 6 and a 4 but not a 5, then only the 6 is put to the side and the rest of the dice are rolled again. If a player fails to roll the 6, 5 and 4 after their three throws they receive 0 points. If they are successful then they add the remaining two values (known as the crew, not the ship, captain or mate) to their score. If all three in the sequence are rolled before the third and final turn then the player can roll again and add those values directly to their score. The player with the highest crew total after everyone has had a turn wins the game. 46.) Four Twenty-One Players: Any number Equipment: 3 Dice Gameplay: The first player decides to roll either once or twice. If they only roll once, the rest of the players roll once as well. Next, the remaining players take turns throwing 3 dice trying to score a better hand, and the player with the highest hand wins the round. After 10 rounds the player with the highest score wins. Hand ranks: 1. 4, 2, 1 (Scores doubles on first roll) 2. Triples: 6, 6, 6 ranks highest, 1, 1, 1, ranks lowest. 3. Any pair plus backer: 6, 6, 5 ranks highest, 1, 1, 2 ranks lowest. 4. Unmatched: 4, 5, 6 ranks highest, 1, 2, 3 ranks lowest. 47.) Round the Clock Players: Any number Equipment: 2 Dice Gameplay: Players take turns rolling the die for 12 turns trying to roll the value that matches whichever turn they are on. The value can be determined from either the sum of both dice or just the value of one. If a player is unsuccessful in rolling the necessary outcome then their turn is over and they begin from where they left off on the next turn. The first player to successfully roll to 12 wins the game. 48.) Rotation Players: Any number Equipment: 2 Dice, paper and pencil Gameplay: Each player takes turns rolling the dice for 11 rounds, trying to roll the equivalent value of which ever round they are currently in plus one. Therefore, on round 1, they aim to roll a 2, and on round 2, they aim to roll a 3. For each round that they are successful, they add the value of their roll to their score (rolling a 5 on round 4 = 5 points). The player with the highest score after everyone has completed their 11 consecutive rounds wins the game. 49.) Sevens Players: Any number Equipment: 6 Dice, paper and pencil Gameplay: Players take turns rolling six dice and removing any combinations that add up to 7. The goal is to score the highest possible total by adding together the numbers shown on the remaining dice. The first player has the option to use up to three throws, and the following players must use the same the same amount of throws as the first. For example, the first player rolls 5, 2, 1, 1, 1, 2. The 5 and a 2 are removed and the player may decide to score with the remaining dice ( = 5), but decides to roll the remaining 4 dice to score higher. The second throw yields 6, 1, 6, 6. The 6 and 1 are removed and the player scores 12 with the remaining two 6 s. They could throw a third time but can t score higher than 12 with the remaining 2 dice and decides to end their turn. The other players therefore have 2 turns to score higher than ) Fifty Players: Any number Equipment: 2 Dice, paper and pencil Gameplay: Players take turns rolling the dice and score points whenever a double is thrown. A double 6 scores 25 points and a double 3 reduces the player s score to 0. Any other double receives 5 points, and the first player to reach 50 points wins the game. 51.) Dice Golf Players: Any number Equipment: 3 Dice, paper and pencil Gameplay: Players take turns rolling the dice and continue until a double is thrown. Each throw that doesn t contain a double counts as a stroke, and the throw that contains a double counts as a hole. Both the number of strokes and the throw that contained the double are counted towards the player s score. 18 rounds are played, and the player with the lowest score at the end of the game wins

12 52.) Basketball Players: Any number Equipment: 2 Dice Gameplay: Players take turns rolling the dice and tallying their scores. The first player to reach 21 points wins the game. Scoring Legend: 2 = 3 point field goal 3 points 3 = WalKing Violation Lose ball 4 = 2 point field goal 2 points 5 = 1 point foul shot 1 point 6 = 2 point field goal 2 points 7 = Double Dribble Violation Lose ball 8 = Score 2 Foul Shots 2 points 9 = Miss Jump Shot Lose ball 10 = 3 point play (foul shot) 3 points 11 = Offensive Foul Lose ball 12 = 3 point field goal 3 points 53.) Flower Petals Players: Any number Equipment: 3 Dice, paper and pencil Gameplay: On each turn, players roll all three dice three times and score for every occurrence of 1, 3 or 5. 1 scores 1 point, 3 scores two points and 5 scores four points. If a player throws a triple 2, 4 or 6, they double their score for their turn and the throw is not counted as one of the three. A second throw of a triple 2, 4 or 6 cancels out the previous one and their score is no longer doubled. After four rounds, the player with the highest score wins. 54.) Liar s Dice Players: 3 or more Equipment: 5 Dice, 5 Checkers for each player Gameplay: The first player throws all 5 dice and hides the values from the other players. They keep the dice they want to build on and roll the ones they wish to change. This can be done twice, and after the third roll, they declare their hand. This player has the option to tell the truth or lie. The next player may accept the call, or if they think the player is lying, the dice must be exposed. If the player lied, that player must put all of their checkers in the pot. If the player told the truth, the challenger must pay a checker to the pot. The challenger then throws the dice and follows the same protocol. If the next player accepts the thrower s call and doesn t look at the dice, they have three throws to beat the hand. Play continues until only one person has a chip left, and they are declared the winner. Hand Ranks: 1. Pair 2. Three-of-a-kind 3. Straight 4. Full House 5. Four-of-a-kind 6. Five-of-a-kind 55.) Indian Dice Players: Any number Equipment: 5 Dice Gameplay: The first player throws the dice and has up to three throws to build their hand. A player may stand on the first throw, or pick up any of all the dice for a second throw. They may then either stand or throw again. The other players may not take more throws than the first player. A game normally consists of two rounds, and the player with the highest score wins. Ranked Hands: 1. Five-of-a-kind 2. Four-of-a-kind 3. Full House 4. Three-of-a-kind 5. Two Pair 6. One Pair 56.) Drop Dead Players: Any number Equipment: 5 Dice, paper and pencil Gameplay: Each player throws the dice and totals the spot value of their roll. If there is a 2 or a 5 in the throw, those dice are removed, the score is 0 and on the next throw those 2 spot or 5 spot dice are taken out of play. The player may continue their turn, but every time a 2 or 5 shows up, that die is taken out of play. Eventually, the player may end up with a single die and if that shows a 2 or a 5, then they drop dead and their turn is over. After everyone has had a turn, the player with the most points wins the game. 57.) HI-LO Hooligan Players: Any number Equipment: 2 Dice, pencil and paper Gameplay: Players take turn rolling the dice and anticipating the outcome. The player must announce their expectation before rolling, and the first player to reach 24 points wins. A false prediction receives 0 points. Predictions: Odd 3,5,7,9,11 = 2 points Even 2,4,6,8,10,12 = 2 points High 7 and over = 2 points Low 6 and under = 2 points Hooligan Double 6 = 12 points 58.) Hot Shot Players: Any number Equipment: 4 Dice, pencil and paper Gameplay: Players take turns rolling 4 dice. If a player fails to shoot a 6, their turn ends and play continues to their left. If they do shoot a 6, they may continue to roll the dice. One 6 is worth 1 point, Two 6 s is worth 3 points, and four 6 s is worth an automatic win. The player with the highest score after four turns wins. 59.) Cheers Players: Any number Equipment: 5 Dice, paper and pencil Gameplay: Players take turn throwing the dice trying to roll the maximum for each of the 11 combinations, and may throw any or all of the dice again to improve their hands. However, after they second throw they must declare one of their combinations and fill in the points earned column on the score sheet. If on a later roll they improve one of the filled-in combinations, the earlier declaration must stand. If a roll does not match one of the scoring combinations, a zero is recorded. After each player has scored each of the 11 combinations, the player with the highest score wins. Combinations: Ones One point for each die showing one spot Twos Two points for each die showing two spots Threes Three points for each die showing three spots Fours Four points for each die showing four spots Fives Five points for each die showing five spots Sixes Six points for each die showing six spots Small Straight 25 points for Big Straight 25 points for Full House Three-of-a-kind plus one pair. Scores = Spot value ( scores 13) Big House Four-of-a-kind plus one. Scores = Spot value ( scores 17) Cheers 50 points for five-of-a-kind 60.) Pig-Out Players: Any number Equipment: 1 Die, pencil and paper Gameplay: The first player begins by throwing the die as many times as they like and recording their score. If they throw a 1, their turn is over and they lose their score for that round. The first player to reach 100 points wins the game. 61.) Insect Players: 2-4 Equipment: 1 Die, paper and pencil for each player Gameplay: One player begins by drawing a picture of an insect with 6 parts: head, body, tail, eyes, legs and feelers. Each part is numbered from 1-6 in that order. Players then throw 1 die per turn, attempting to fill out the drawing by rolling the correct values, and they must start by rolling a 1 to build the body. The first player to reach 13 points (1 head, 1 body, 1 tail, 2 eyes, 6 legs and 2 feelers) wins the game

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