BACKGAMMON
belonging to the same player that may rest on one point.
A point housing two or more stones of the same player is
BLOCKED against an opponent, and his stones may not
land on that point, although it may be jumped. When a player
Players: 2
Equipment: 15 dark and 15 light color glass pieces (stones) cannot move because of blocked points he loses the move.
game board, dice, & doubling die
Blots: A single stone resting on a point is a BLOT; an
Object: Be the first player to move all your stones around opponent may land on the point and HIT the blot, which
the points on the game board to your home table (your inner sends it to the bar at the center of the board. A stone on the
table) and “bear them off” (remove them from the game Bar must start over on his opponent’s 1-point. This stone
board). Usually, several games are played, with the winner on the Bar must reenter his opponent’s inner table before
of each game earning points–the first to reach a score of 10 making another move. He cannot enter on a blocked point.
points wins the match.
Two or more blots may be hit in one play.
Set Up: 15 black tokens, 15 white tokens. Players choose Bearing Off: When either player succeeds in moving all of
to be the black or white and then set up the game board as his stones around the board to his inner table, he starts to
shown below. The game tokens in backgammon are referred “bear off” (remove) stones from points corresponding to the
to as “stones.” Each player rolls a die to determine who has dice thrown. The player can either move a stone within his
the first move, ties are rerolled. The player with the highest inner table or bear it off. For example, a 1-2 that is rolled,
number will begin the game by using the two high numbers may be used to bear off a stone from the 1-point and the
of the dice that were just cast by himself and his opponent.
2-point, or the player may choose to move a stone from the
3-point to the 6-point. When casting a number higher than
any point covered, a stone from the highest point may bear
off, but he cannot bear off a stone if the point indicated is
vacant and there is a stone on a higher counting point. If,
while bearing off, a token is HIT, the player’s stone goes to
the Bar and must reenter in the usual way. This stone must
travel all around the board to his inner table again before
more stones can be moved or taken off.
Doubling: The doubling cube (the die w/numbers) changes
winners’ scores dramatically; therefore, games are played
to 20 or 50 or more points. At the beginning of the game the
doubling die is neutral and is placed face up on the 64. At
any time during the game a player can turn it so that the 2
is face up and offer it as a “bet” to his opponent, raising the
stakes of the game. If the bet is accepted by the opponent,
the game is now worth 2 points to the winner (instead of the
standard 1 point). If the opponent rejects the bet, he forfeits
Moving Stones: Count begins on point next to one on the game and his opponent earns 1 point. If the opponent
which a stone rests. In general, a player moves the stones accepted the bet, he now has the right to double the bet to a
one at a time along the points in a loop that extends from 4 later in the game and in turn, the opponent must choose to
his opponent’s 1-point to his own 1-point. The opponent’s accept or forfeit. This scenario may continue indefinitely but
stones travel in the opposite direction. Dice advance a stone there are usually not more than four or five in any game. The
forward the rolled number of points and the stone comes to points increase as follows: 2,4,8,16,32, etc.
rest at the base of the point. A player can move two stones,
one for each die, or a single token twice, once for each die. Gammon/Backgammon: The winner of the game is the
A player can choose to use only one die, but it must be the first player to remove all his stones from the board. If the
highest count die. If a player rolls doubles, they are doubled loser has not borne off any of his stones, it is called a
again. (example: a 5-5 becomes a 5-5-5-5 which equals four GAMMON and the stakes of the game are doubled. If the
separate moves). There is no limit to the number of stones loser still has stones on the winner’s home table, it is called
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colors of the pegs do not have to match the color of the point Winner: The first player’s piece to reach circle “12” is the
they are placed in, but it is helpful.
winner.
Game play: The youngest player begins, and play moves to
the left in a clockwise rotation, with each player making one HYSTERIA
move at a time. A peg may move in any direction as long as
it follows the lines of holes on the game board. A player may Players: 1
jump over a peg, providing there is an empty space opposite
the jumped peg. Aplayer may jump more than one peg only if Equipment: 4 each of two different color wood or glass
there is an empty space opposite each peg jumped. Players different game pieces (total of eight), pair of dice
may play as partners or against each other. No player can
refuse to move out of his starting triangle to prevent another Game Play: Place one color of pieces on circles #1 through
player from winning.
#4. Place the other four pieces on the circles #7 through #10.
Circles #5 & #6 will be left empty. By jumping pieces, one at
Winner: The first player to successfully move all of his pegs a time (forward only), or by moving pieces forward, player
into the opposite triangle wins the game.
tries to get pieces to the opposite ends of the game board.
If the player is successful, the finished game board will have
pieces in opposite positions of the starting game board.
ELIMINATION
Players: 1
MANCALA
Equipment: 10 wood or glass game pieces, pair of dice
Players: 2
Game Play: Place a game piece on each circle. Roll the dice
and remove the pieces corresponding to the total of the dice Equipment: 48 glass game pieces (“stones”), game board
or any combination that adds up to the total. For example, if
you roll a two and a three on the dice, you may remove the Object: Collect the most stones in your Mancala before one
pieces on the #2 circle and the #3 circle or the #5 circle (the player’s bins are empty.
sum of the two dice). At least one piece must be removed
after each role to continue. Remove all the pieces to win!
Set-up: Place four stones in each of the bins numbered 1
through 12 as shown in the diagram below.
HORSE RACE
Players: 2
Equipment: 2 wood or glass different colored game pieces,
pair of dice
Game Play: Player A’s bins are those numbered 1-6. Player
Game Play: Roll dice to determine which player starts. High B’s bins are those numbered 7-12. Decide which player will
roll goes first. Each player chooses a game piece and places play first by the flip of a coin. The first player then picks up
it on the “start.” A player must roll a two on one die or in the all of the stones in one of the bins on his side of the game
sum of the two dice to advance to the circle marked “2”. For board. For example, Player A would pick-up the stones in
circle “3”, the player must roll a three on one of the dice or any of the bins numbered 1-6. The player then proceeds
in the sum of the two dice. Player 1 continues in this way by placing one stone at a time in each of the adjacent bins
until he is unable to consecutively roll the correct number. counter-clockwise around the board.
Player 2 then tries to advance his game piece around the
track by rolling the dice in the same manner as player 1. If If the last stone is placed in a player’s own Mancala, then
a player lands on an opponent’s game piece, the opponent he gets a second turn. A player never places a stone in an
goes back to start.
opponents Mancala, it is always skipped. Remaining stones
are placed in the following adjacent bins. For example,
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player A picks up eight stones from bin #6, then he places a TIMBER TUMBLE
stone in his Mancala and then bins #7, 8, 9, 10, 11, 12. He
then skips his opponent’s Mancala, and places the remaining Players: 2 or more
stone in bin #1. If the last stone of a player’s turn lands in
an empty bin on his side of the game board, then the player Equipment: 48 rectangular blocks
gets to collect all the stones in his opponent’s bin which is
directly opposite, as well as the single stone placed in his Object: Remove the blocks one at a time, but don’t make
own bin. These collected stones are placed in his Mancala. the tower tumble!
Players may not touch the stones to count them and once a
player has touched the stones, he must play them.
Set-up: Place three blocks next to each other, with a space
between them. Then place three more blocks on top of the
Winner: Play ends when one player’s six bins are empty. first three, but in the opposite direction. (See diagram) Keep
The other player then places all remaining stones from his building the pile until all of the blocks have been used.
bins into his own Mancala. (the player who ends the game
does not always win!) Players then count all the stones in Game play: The youngest player goes first, and play
their Mancalas. The player with the most stones wins the continues to the left, with each player taking his turn by
game.
removing a block and placing it onto the top of the tower. The
placed block should be laid in the same crisscross pattern
that the tower was built. Players may use only one hand to
remove and place blocks. Players may touch a block to see
if it is loose. If the block is moved and it is not placed onto
the top, it must be returned to it’s original position. Players
should be careful to not make the tower tumble!
MILL
Players: 2
Equipment: 9 light colored game pieces, 9 dark colored
game pieces, game board
Object: Be the first player to reduce your opponent to two
game pieces on the game board.
Set-up: Each player chooses the color of game pieces he
will play with (light or dark). Players then take turns placing
the their pieces one at a time, on the game board with the
intention of setting up a “mill” (a mill is three of one player’s
game pieces in a row).
Winner: The winner is the last player to successfully place
a block on top of the tower without making it tumble. When
Game Play: After all playing pieces are placed on the board, the tower tumbles on a player’s turn, the preceding player
players move their pieces one space at a time to try to get wins the game.
additional “mills.” When a player gets a “mill,” he removes
one of his opponent’s game pieces from the game board and
sets it aside. Players are not allowed to take a playing piece TIC TAC TOE
from a already created “mill.”
Players: 2
Winning: The winner is the first player to reduce his
opponent to two playing pieces on the game board.
Equipment: 5 light (O’s) and 5 dark (X’s) color stones, game
board
Object: Be the first player to get three game pieces in a
row.
Set-up: The X player begins game by placing X-token on
any of the nine squares. Then the O player does the same.
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The game alternates between X and O players placing
tokens on the game board.
Winner: The first player to line three of their tokens in a
row either vertically, horizontally or diagonally, wins. Should
neither player complete this, game ends in a tie.
TRICKY TRIANGLE
Players: 1
Equipment: 14 game pieces, game board
Object: Remove as many game pieces as possible.
Set-up: Arrange pieces on circles so that all but one circle is
covered by a game piece.
Game Play: Jump game pieces one at a time. Game pieces
must be adjacent to one another to jump or be jumped.
When a game piece is jumped by another game piece, it
must land in an empty circle on the other side of the jumped
game piece. The game piece that is jumped is then removed
from the board. Continue to do this, until no other game
pieces are able to be jumped. Count the number of game
pieces left on the game board. See the chart do determine
score. Try to have only one game piece left! Players may
play one another by taking turns playing and calculating the
score for each round.
1 piece left......1000 pts.
2 pieces left..... 500 pts.
3 pieces left..... 250 pts.
4 pieces left..... 100 pts.
©2002 Fundex Games, Ltd. • P.O. Box 421309 • Indianapolis, IN 46242 • Questions or comments? Write to us at the address above,
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