background image

 

 

The

 

Object

 

of

 

the

 

Game

 

 

Is

 

to

 

move

 

your

 

men

 

so

 

they

 

all

 

end

 

up

 

in

 

your

 

inner

 

table.

 

You

 

do

 

this

 

by

 

moving

 

them

 

according

 

to

 

the

 

number

 

shown

 

on

 

the

 

throw

 

of

 

two

 

dice.

 

The

 

person

 

who

 

removes

 

all

 

their

 

men

 

from

 

the

 

board

 

first

 

(called

 

‘bearing

 

off’)

 

wins.

  

 

The

 

Basics

 

 

The

 

board

 

is

 

divided

 

into

 

24

 

points

 

with

 

12

 

points

 

on

 

each

 

side.

 

Each

 

side

 

is

 

divided

 

into

 

an

 

inner

 

&

 

outer

 

board

 

&

 

each

 

inner

 

or

 

outer

 

board

 

is

 

divided

 

into

 

two

 

sections

 

with

 

each

 

made

 

up

 

of

 

six

 

points.

 

The

 

order

 

of

 

play

 

is

 

determined

 

by

 

roll

 

of

 

one

 

die

 

&

 

the

 

player

 

with

 

the

 

highest

 

number

 

goes

 

first.

 

The

 

player

 

then

 

moves

 

two

 

men

 

using

 

the

 

numbers

 

shown

 

on

 

the

 

two

 

dice

 

 

their

 

own

 

&

 

their

 

opponent’s

 

 

using

 

each

 

number

 

individually,

 

not

 

in

 

total.

 

If

 

the

 

player

 

throws

 

a

 

double

 

they

 

must

 

move

 

four

 

times

 

the

 

value

 

of

 

the

 

dice.

 

The

 

players

 

continue

 

by

 

throwing

 

in

 

turn

 

 

each

 

using

 

their

 

own

 

dice.

 

Both

 

numbers

 

of

 

the

 

roll

 

must

 

be

 

used

 

whenever

 

possible.

 

If

 

the

 

player

 

cannot

 

move,

 

play

 

passes

 

to

 

the

 

opponent.

  

 

The

 

Finer

 

Points

 

 

You

 

can

 

take

 

one

 

of

 

your

 

opponent’s

 

single

 

men

 

on

 

a

 

point

 

(called

 

a

 

‘blot’)

 

&

 

replace

 

it

 

with

 

one

 

of

 

your

 

own

 

(called

 

a

 

‘hit’).

 

If

 

there

 

are

 

two

 

or

 

more

 

men

 

on

 

a

 

single

 

point

 

they

 

are

 

safe

 

&

 

cannot

 

be

 

taken

 

(called

 

a

 

‘blocked

 

point’).

 

Your

 

opponent

 

can’t

 

land

 

on

 

a

 

blocked

 

point

 

but

 

they

 

can

 

move

 

over

 

it.

 

When

 

a

 

man

 

is

 

captured

 

he

 

is

 

placed

 

on

 

the

 

bar

 

(also

 

called

 

‘jail’)

 

&

 

must

 

enter

 

your

 

opponent’s

 

inner

 

table

 

according

 

to

 

the

 

number

 

thrown

 

on

 

either

 

dice.

 

You

 

can’t

 

move

 

any

 

of

 

your

 

other

 

men

 

until

 

this

 

is

 

done.

 

If

 

you

 

can’t

 

enter

 

because

 

both

 

points

 

are

 

blocked

 

then

 

the

 

turn

 

passes

 

to

 

your

 

opponent.

  

 

All

 

of

 

your

 

men

 

must

 

be

 

in

 

your

 

inner

 

table

 

before

 

you

 

can

 

start

 

bearing

 

off.

 

If

 

possible

 

you

 

must

 

use

 

your

 

entire

 

roll.

 

If,

 

for

 

example,

 

you

 

roll

 

a

 

five

 

but

 

have

 

no

 

men

 

on

 

your

 

five

 

point,

 

you

 

must

 

take

 

a

 

man

 

off

 

the

 

highest

 

point

 

where

 

you

 

have

 

one.

 

If

 

a

 

man

 

in

 

your

 

inner

 

table

 

is

 

hit

 

while

 

you

 

are

 

bearing

 

off,

 

that

 

man

 

has

 

to

 

go

 

to

 

the

 

bar

 

&

 

re

enter.

 

You

 

can’t

 

continue

 

bearing

 

off

 

until

 

you

 

get

 

this

 

man

 

back

 

into

 

your

 

inner

 

table.

  

 

TABLE

 

TENNIS

  

 

Scoring

 

 

The

 

player,

 

or

 

doubles

 

team,

 

who

 

first

 

scores

 

21

 

points

 

wins

 

the

 

game.

 

However

 

you

 

must

 

win

 

by

 

two

 

points

 

so

 

a

 

game

 

could

 

go

 

on

 

to

 

30

50

 

points

 

before

 

being

 

decided.

 

A

 

match

 

is

 

usually

 

the

 

best

 

two

 

out

 

of

 

three

 

games,

 

&

 

in

 

International

 

Championships

 

it

 

is

 

the

 

best

 

three

 

out

 

of

 

five

 

games.

 

In

 

other

 

words,

 

if

 

you

 

lose

 

the

 

first

 

game

 

it’s

 

not

 

the

 

end

 

of

 

the

 

match

 

 

winning

 

the

 

next

 

games

 

can

 

make

 

you

 

the

 

winner.

  

 

Choice

 

of

 

Ends

 

&

 

Service

 

 

Flip

 

a

 

coin

 

to

 

choose

 

who

 

serves

 

&

 

who

 

receives

 

from

 

which

 

end.

 

After

 

each

 

game

 

you

 

will

 

alternate

 

the

 

ends.

 

Should

 

there

 

be

 

a

 

tie,

 

for

 

instance,

 

one

 

game

 

to

 

one

 

game,

 

then

 

the

 

players

 

will

 

change

 

ends

 

after

 

the

 

first

 

player

 

reaches

 

10

 

points

 

in

 

the

 

final

 

game.

  

 

The

 

Serve

 

 

Stand

 

behind

 

your

 

end

 

of

 

the

 

table.

 

Hold

 

the

 

ball

 

in

 

the

 

palm

 

of

 

your

 

free

 

hand

 

&

 

throw

 

the

 

ball

 

straight

 

up

 

in

 

the

 

air.

 

As

 

the

 

ball

 

falls,

 

hit

 

it

 

so

 

it

 

lands

 

on

 

your

 

half

 

of

 

the

 

table,

 

makes

 

one

 

bounce,

 

&

 

then

 

lands

 

on

 

the

 

other

 

side

 

of

 

the

 

table.

 

If

 

the

 

serve

 

touches

 

the

 

net,

 

it

 

is

 

a

 

‘let’

 

&

 

you

 

must

 

serve

 

again.

 

If

 

it

 

11

 

 

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Страница 9: ...ball in the centre The first player puts the cue ball behind a line called the head string then drives the cue ball into the object balls The cue ball must strike the head ball or the second ball The player who pockets the first ball chooses stripes or solids The game is won by the player who pockets all his object balls then pockets the 8 ball into the pocket he calls Note if a player pockets the...

Страница 10: ...ys diagonal Queen Any number of squares in a straight or diagonal line Rook Any number of squares forwards backwards or sideways Bishop Any number of squares diagonally note the bishop must always stay on one colour Knight In combination of one square forwards or backwards then two squares sideways or one square sideways then two squares forwards or backwards note the knight always moves to a squa...

Страница 11: ...f your opponent s pieces the square beyond is free then you must jump over your opponent s piece which is then removed from the board captured You can jump from vacant square to vacant square several times in a row with the same piece capture several of your opponent s pieces Once a piece has reached the far end of the board it becomes a king this is signified by stacking two checkers on top of ea...

Страница 12: ...dice You can t move any of your other men until this is done If you can t enter because both points are blocked then the turn passes to your opponent All of your men must be in your inner table before you can start bearing off If possible you must use your entire roll If for example you roll a five but have no men on your five point you must take a man off the highest point where you have one If a...

Страница 13: ...rve or make a return you miss the ball If you hit the ball into the net including the top of the net it comes back to your side of the table If you hit the ball wide or too far so the first bounce hits the floor or the wall If you hit the ball before it bounces on your side of the table no volley is allowed If the ball bounces twice on your side of the table before hitting it If you move the table...

Страница 14: ...up the points of the sticks are added up The winner is the player with the highest score Scores Mikado 20 points Blue sticks 10 points each Red sticks 5 points each Yellow sticks 3 points each Green sticks 2 points each MARBLES Rules Marbles involves rolling or throwing your marble to either try hit a target marble or hit the other players marbles Decide if you are playing for keepsies players kee...

Страница 15: ...winning throws Five of a kind eg AAAAA Royal Straight eg A K Q J 10 Four of a kind eg KKKK Straight eg K Q J 10 9 Full House eg KKKJJ Three of a kind eg JJJ Two pairs eg KK JJ One pair eg 10 10 KNOCK HOCKEY Action game played where you knock a puck through a goal using small hockey sticks Object of the Game To score a predetermined number of points or to score the most points in a predetermined am...

Страница 16: ...Each player starts with a score of 501 takes turns to throw 3 darts The score from each turn is deducted from the player s score The first player to reach zero is the winner The last dart thrown must be a double 301 is played the same way except the player starts with 301 Scoring Bullseye scores 50 the outer ring scores 25 a dart in the double or triple scores double or triple the segment score If...

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