Manafacture: Fundex Games
File size: 258.89 kb
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manual abstract
If a player fails to capture an opponent’s token the opponent’s token may on his next turn remove the offending token. This does not count as his move. Winning: Play continues until one player wins by capturing all of his opponent’s tokens, or a draw is declared. CHESS Players: 2 Equipment: “Chess” Game Board, 16 Black Chess Pieces, 16 White Chess Pieces Set-up: Lots are drawn to establish who has the white chessmen and, thus, who can move first. This player is then allotted the 16 white chess pieces and the other player the 16 black chess pieces. The board is positioned so that each player has a dark corner square on his left. The rooks are positioned on the two corner squares to the left and right. Next to these come the two knights, one on the left and one on the right. Next to these come the two bishops and in the center, the queen and king. The white queen is always positioned on a light square and the black queen on a dark square. The eight pawns are then placed adjacently in the second row in front of these chess pieces. Play: The pawns can only move forward. For the first advance from its initial square on the second rank, the pawn has the option of moving one or two squares, but thereafter may move only one square at a time. The rook moves only on the ranks and files any distance and the bishop moves only on the diagonals. The queen can move in any direction. The knights are the only pieces which are able to change direction during the course of a move and “jump over” one’s own or one’s opponent’s pieces; a knight takes one step of one single square along the file or rank and then, still moving away from the square that it has left, takes one step along the diagonal. The king may move in any direction, one step at a time. All pieces start from the pawns in the normal direction of movement described above. However, the pawns which normally only move in a straight line, may only capture diagonally to the front, left or right and only while moving forward. It is not obligatory to capture your opponent. If the king is threatened, check must be given (the player must declare check). The opponent is then obliged to protect his king by moving the king to another square or moving one or his own pieces between it and the threatening token or capturing the opposing attacker. If he is unable to make any of the above moves, the king is said to be checkmated and the game ends is favor of the opponent. Castling: Castling is a compound move of the king and one rook (formally called ’castle‘) that may be made, if at all, only once in a game. It is legal if neither the king nor the rook has yet moved. If all the squares between them on the rank are vacant, and no adverse piece commands two squares nearest the king on the side on which castling is to be carried out, and if the king is not in check. The move is executed by moving the king two squares towards the rook and then placing the rook on the square passed over by the king. CHINESE CHECKERS Players: 2-6 Equipment: “Chinese Checkers” Game Board, 60 Marbles (10 of each color) Object: Be the first player to move all of your marbles to the triangle opposite your starting triangle on the game board. Set-up: Each player chooses 10 marbles of the same color and places them in the triangle of the star nearest him. The colors of the marbles do not have to match the color of the point they are placed in, but it is helpful. Play: The youngest player begins, and play moves to the left in a clockwise rotation, with each player making one move at a time. A marble may move in any direction, as long as it follows the lines of holes on the game board. A player may jump over a marble, providing there is an empty space opposite the jumped marble. A player may jump more than one marble only if there is an empty space opposite each marble jumped. Players may play as partners or against each other. No player can refuse to move out of his starting triangle to prevent another player from winning. Winner: The first player to successfully move all of his marbles into the opposite triangle wins the game. COVER 21 Players: 2 Equipment: “Cover 21” Game Board, 2 Dice, 15 Red Disks, 15 Black Disks Object: Be the player with the most pieces on the board when all 21 spaces have been covered. Play: Player with the black disks rolls first. A disk is placed over the combination that the player rolls. Players alternate rolls, placing disks according to their combination that was rolled. Only one marker can be placed per combination rolled. Once all the 21 spaces have been covered, the player with the most markers placed on the board is the winner. MANCALA Players: 2 Equipment: 1 Mancala Board, 48 small colored beads Object: Be the player with the most beads in your Mancala. Set-up: Place four beads in each of the bins numbered one (1) through twelve (12) as shown in the diagram below. Play: Player A’s bins are those numbered 1-6. Player B’s bins are those numbered 7-12. Decide which player will p...
Other models in this manual:Toys - 10 in 1 Game Chest 5392 (258.89 kb)