How to play Deal or Death
Learn the rules to the board game Deal or Death quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game for the executives is to make more deals with the shareholders than the other executive. The Shareholder’s objective is to close a deal with the winning executive as well as to collect the most paperclips. The anarchist and intern’s objective is for the executives to tie or fail to close any deals. The entrepreneur’s objective is to collect at least 5 paperclips (or 6 paperclips in a 9 or more-player game). The consultant’s objective is for the anarchist or entrepreneur to win. All roles are allowed to lie if they want except for the consultant, the consultant is not allowed to lie to the executives but may lie to any other player.
Each game must contain 2 executives, the anarchist, and 2 shareholders. When playing with more than 5 players, add extra roles to the game either randomly, or by picking which ones you want to add. Shuffle the role cards and deal 1 facedown to each player. Players secretly look at their role but keep it hidden from others. The players with the executive roles reveal their card and each of them takes 5 paperclips plus an additional paperclip for each player playing. Each shareholder secretly takes a paperclip token. All the other players secretly take a skull token. If playing with 7 or more players, each executive also takes a VP star token.
All the players close their eyes. The anarchist opens their eyes. Now the intern opens their eyes so the anarchist and intern can see each other. Then the intern closes their eyes and then every player simultaneously reveals their identity card faceup on the table so that only the anarchist can see them so they can identify who the entrepreneur and consultant are. After a long moment, everyone hides their card, then everyone can open their eyes.
Now, each executive picks a player to negotiate with. They can establish an order of who picks first, and if both executives want to negotiate with the same player, then that player can pick which executive to go with. Flip the 2-minute timer to start the negotiations. Both executives should be simultaneously and privately negotiating with different people. Players are allowed to physically distance themselves to keep their conversations private. Once the time is over, then the negotiations must stop, and each executive must negotiate with a different player whom they haven’t talked to yet. Each executive is allowed a single time extension for another 2 minutes that they can use once per game. Only the executive that used the extension is allowed to continue talking in their negotiation, the other executive may not talk to anyone unless they also use an extension. No paperclips are actually given to players during any of the negotiations but offers and prospective deals can be made. Executives may also give away their VP star if they want.
During negotiations, the players can write down notes. While the executives are negotiating, all the other players, called board members, are allowed to talk with each other, which is called networking. While networking, you are allowed to talk privately to another player, but you may not text or exchange hidden notes. During networking, a player may discard their token (without revealing the other side of it) or a VP star, to secretly see the identity card of the player they are talking to.
Once each executive has talked to every board member, then both executives get one final negotiation where they get to talk to any single board member they have already talked to, a second time, for 2 minutes. During this negotiation, Executives may not give out vp star tokens nor use their time extension. After the final 2-minute negotiation, the executives may secretly look at the discarded tokens, if they want, then the board meeting happens.
During the board meeting, each executive secretly writes down the deals that they are going to fulfill in the form of proposals. Executives may only propose to give out as many paperclips as they possess. Every board member must now secretly write 1 proposal for only 1 executive on what they are willing to accept. Once complete, all the players simultaneously reveal their proposals and deals are checked to see if any close. A deal closes if the paperclip amount offered by the executive matches or exceeds what the board member wrote to receive from that specific executive. Executives give out paperclips to their closed deals then the winners are determined.
The executive that closed the most deals with shareholders wins, and the shareholder with the most paperclips in that group wins as a majority shareholder. Paperclip tokens that were not discarded, count towards a shareholder's total score, while skull tokens do not. If the executives tie or fail to close any deals, then the anarchist, intern...
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How to play Clue Suspect Card Game
Learn the rules to the card game Clue Suspect Card Game quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to figure out “who did it”, “with what”, and “where”. Give each player reminder card and a set of 15 case file cards as indicated by a matching symbol in the bottom right. Separate the orange evidence cards into Location, Weapon, and suspects; then shuffle each group face down and, without looking, secretly put one card from each into the confidential envelope so no one can see them. Shuffle all the remaining evidence cards together then deal them all out to all the players. Players look at their own cards but keep them hidden from others. Any extra cards are placed faceup in the middle of the table. Based on your evidence cards in your hand and others you see throughout the game, players place the corresponding case file cards from their deck to a face down pile next to them.
Pick a player to go first then play proceeds clockwise. On your turn ask the player to your left one question about any 2 evidence cards. If that player has any of those cards, they must secretly show you one of them. If that player has none, then the next player to the left must show you one. Keep going until 1 player has shown you a card or until every player has been asked, then your turn ends and the next player goes.
On your turn you may make an accusation to which 3 evidence cards you think are in the confidential envelope by placing the 3 corresponding case file cards facedown. Ask if any other player wants to accuse. If any other player does, then all the other players must they lay down their accusation cards too. If you are the only player accusing, then you secretly look at the cards in the confidential envelope. If your 3 cards match, then you win. Otherwise, place the cards back in the envelope and play continues but your turn is skipped and you must still show evidence cards to other players. If everyone is accusing, then pick an order and each player 1 by 1 reveals their accusation and the first player to guess correctly wins. If no one guesses correctly, then you all lose.
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How to play Uno Wild Jackpot
Learn the rules to the card game Uno Wild Jackpot quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Uno, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
The rules are the same as regular uno except for these changes. Give each player an equal number of customizable rule card, set an extra aside, they will not be used. Erase any rules already written on them with a damp rag then each player writes a fun, unique, or crazy rule on each of their customizable cards. Once finished, shuffle them, then load them into the card dispenser. Place the game unit in the middle of the table.
A jackpot card may only be played on a matching jackpot card or matching color. A wild jackpot card is a wild that may be played on any other card, you then pick the color that resumes play. When you play a jackpot or wild jackpot card, you must pull the lever on the game unit and follow the instructions for the symbol that the arrow lands on. The symbols are:
Custom rule: pick one player, including yourself, to press the button on the game unit to spit out a customized rule card. That player must then perform the rule written on the card if possible.
Custom rule right and custom rule left. The player to either your right or left, as indicated by the arrow, must draw a custom rule card, and perform the rule.
Custom rule all: every player, starting with you, must draw a custom rule and perform it.
Discard colors: you may discard up to 1 card of each color from your hand to the discard. You may place the cards in any order, ignoring the top discard card requirement. Any action cards discarded will only affect the next player in turn order. You may not discard wilds as colors.
Draw 4: You must draw 4 cards.
After spinning the jackpot and following the symbol, your turn ends. If you performed a custom rule, place that rule card behind the game unit. If ever you run out of rule cards in the game unit, shuffle the rule cards behind the unit and reload the tray.
If a wild jackpot card or jackpot card is the first card flipped at the beginning of the game, then the player to the left of the deal picks any player. That player must then take a rule card and perform the rule before the game can begin.
At the end of the game, jackpot cards are worth 40 points each and wild jackpot cards are worth 50.
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How to play Rook
Learn the rules to the card game Rook quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first team to reach 300 or more points or to have the most points after a predetermined number of hands. Decide beforehand which way you will play. Divide into teams of 2. Remove the 1s, 2s, 3s, and 4s, and add the rook card. Pick the first dealer who shuffles and deals 5 cards to each player and 5 cards face down in the center of the table, this is called the nest. Players look at their own cards but keep them hidden from all other players.
Some cards are worth points: 5s are worth 5 points each, 10 and 14 are worth 10, and the rook bird is worth 20. These cards are called counters. The player to the left of the dealer goes first, then play continues clockwise. At the start of a new hand, you must bid the number of points from counters you will think you will take. The bid must be divisible by 5 and the maximum number of points possible is 120. Bidding continues around table until no one is willing to bid higher. You must always bid at least 5 points higher than the highest bid. A player can pass in bidding at any point, if they do they may not bid again until the next hand.
The player who bid the highest number takes the nest and adds it to their hand, then they take any 5 cards from their hand and put them in a face down pile to the side as a new nest. No player may look at these cards. The player who takes the very last trick of the hand will collect these cards and add any counters in it to their score. Finally, the highest bidder announces the trump color. It can be any color of their choice.
The player to the left of the dealer plays first, the player leads any card they want, face up, to the center of the table, then play proceeds clockwise. On your turn to play, you must play 1 card of the same color as the led card. If you do not have a card of the same color then you may play any card. After each player has played 1 card, the highest card of the color led wins the trick, unless there is a trump, then the highest trump card wins. The winner of the trick, collects the cards to a face down pile next to them. Only the most recent trick taken may be looked at, you may not look at any other taken tricks. The player who took the trick leads the next.
The rook bird card is always the highest trump card no matter what color is picked. The Rook Bird may be played regardless of the led color and what other colors are in your hand. If the rook bird is led, then all players must play trump if they have one. If the trump color is led and you have no other trump cards beside the rook bird, then you must play the rook bird.
When all the cards in the hand have been played, the player to take the last trick collect the nest. Then each player scores points for their counters towards their team’s score. If the bidding team failed to score counters equal to or higher than their bid, then their bid amount is subtracted from their total score and they receive no points for the counters they collected.
A 40-point penalty is subtracted from the team that makes any of the following illegal plays: The bidder discards an incorrect number of cards to the nest. You “table talk” and say something that tells or suggests how your teammate should make a play, other than to clarify a rule.
When you play an incorrect color when you could have followed suit and you don’t correct the error before the next trick is taken. Once the error is discovered, the hand ends immediately and the team that made the error subtracts the bid for that hand from their score. Your opponents also score every counter in all their tricks from before the error was discovered.
The first team to reach 300 or more points, wins. If both teams exceed 300 points at the same time, then the team with the most points wins. Still a tie? Play another hand to determine the winner.
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How to play Rifle Chess
Learn the rules to Rifle Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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Rules
The rules are the same as regular chess except for these changes. Pieces no longer move to an opponent’s square when capturing. Instead of moving to capture, your piece remains where it is and you remove an opponent’s piece that is on a square that your piece could reach in movement. You may only capture 1 piece a turn and you do not have to capture a piece if you don’t want to. A pawn performing En passant remains where it is and removes the passed over piece. Your king is allowed to capture an opponent’s adjacent piece that is protected so long as the king does not remain in check at the end of the turn. The first player to checkmate their opponent, wins.
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How to play Connect 4 Blast
Learn the rules to the board game Connect 4 Blast quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to get a 4 in a row horizontally, vertically, or diagonally. Layout the board and flip out the grid feet. Flip up the loading tray. Lock the grid then completely fill it with blue discs. Randomly fill the loading tray with red and yellow discs. Each player picks a color and takes the matching colored blaster and darts.
Both players stand on the same side, next to each other, at the same distance from the grid. On the count of 3, both players simultaneously shoot darts at the target zone of the front side of the grid, knocking out discs. You may shoot at a disc of any color. If a blue disc pops out, then leave it alone. If you knock out a colored disc, then add that disc to any column of your choice in the loading tray before firing again. If a disc is partially sticking out, then manually remove it all the way and if it is blue set it to the side, or reload it if it is colored.
The first player to get a 4 in a row, wins. If both players get a 4 in a row at the same time, then keep shooting until 1 player gets a second 4 in a row or until you break up your opponent’s 4 in a row so you’re the only player with a 4 in a row.
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How to play Sink N' Sand
Learn the rules to the board game Sink N' Sand quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the last player standing once everyone else falls through the sand. Randomly place the sticks in the top piece. Hide the ruby in the sand then pack in the sand on top of the sticks until the surface is even. Press down with the molding tray to create the gem pattern. Each player picks a character. The youngest player goes first then play initially proceeds clockwise. On your turn, roll the die then place your character token in a matching zone in the sand that doesn’t already have a token in it. If there are no available spots, or you don’t roll a gem, then roll again. Once all the character tokens are placed, then on your turn you must remove one stick from the board as determined by the color rolled.
If you roll the multi-color, then you get to remove any stick you want. If you roll a color and no matching color stick remains, then you must re-roll until you get a color for a stick that you can remove. If you roll the arrows, roll again then the direction of play reverses. If your character falls to the ground below, then you are eliminated from the game. When the ruby is revealed, all players simultaneously race to collect it. The player who collects it, keeps it in front of them. If their character token falls through, then they get to trade in the ruby to place their character token back on top of the sand wherever they want. The last player standing once everyone else falls through the sand, wins!
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How to play Watch Ya' Mouth
Learn the rules to the party game Watch Ya' Mouth quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the team with the most points after 4 rounds. Give each player their own, clean mouth opener. Divide into teams of 2. Each team picks one player to be the reader and the other to be the interpreter. Pick a team to go first, then play proceeds clockwise. On your team’s turn, your Reader places the Mouth Opener in their mouth by squeezing the U-shaped bar together and gently putting the longer ears on the inside, then releasing. Once ready, flip the timer and the reader draws a card and reads the word or phrase on the card and the interpreter must correctly guess and accurately repeat the what the reader is saying. The interpreter must state the phrase exactly as it is written on the card. The other teams are allowed to see the card to verify accuracy.
After a correct interpretation, then the reader draws a new card. At the end of the time limit, your team scores 1 point for each correctly interpreted card.
During the guessing, you can only say what is written on the card and nod yes or no, no hints. Alternatively, if the group agrees beforehand, you can play where the reader is allowed to say anything and use gestures, but they may not draw, write, or illustrate. You are not allowed to pass on a card unless it is a bonus card. Bonus cards are more difficult and are worth 2 points instead of 1.
The game ends after 4 rounds. A round is after each team has gone once. After each round the roles of each team’s reader and interpreter switch. The team with the most points after 4 rounds, wins!
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How to play Monopoly Travel World Tour
Learn the rules to the board game Monopoly Travel World Tour quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Monopoly, check out this video: https://youtu.be/IPYH4dnhdHg
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RULES:
The rules are the same as regular monopoly except for these changes. The object of the game is to be the first player to stamp 4 destination goals. Layout the board and wipe off any dry erase marker from previous play. Place the golden ticket on free parking. Properties are replaced by destinations. On each destination is a travel goal. When you end a move on a travel goal, you get to stamp that space on the board. If ever you own the destination for a travel goal, then at the start of your turn, you may travel to that space for free, stamp it, then roll and continue your turn as normal. Only 1 player can stamp each location on the board. If the destination is already stamped, it may not be stamped again.
The community chest deck has been replaced by travel Journal cards. When you draw one, stamp it. These stamps are permanent and will affect future games. You may not stamp a card beyond the number of circles available. The first player to land on free parking gets to collect the golden ticket. If you have the golden ticket, then at anytime during your turn you can trade in the golden ticket to the bank to move anywhere on the board. The golden ticket may only be used once per game. While in jail you can still follow the rules on travel journal cards. There are 2 types of flight spaces. If you land on the local flight, then you may pay $100 to travel to any destination before the next flight space. If you land on long distance flight, then you can pay 200 to move to any destination on the board.
If ever you don’t have enough money to pay, you are not eliminated. Pay what you have then continue playing. The first player to stamp 4 destinations, wins.
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How to play Connect 4 Shots
Learn the rules to the board game Connect 4 Shots quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to get a 4 in a row horizontally, vertically, or diagonally. Setup the board and each player takes a set of colored balls. Set the orange ball to the side. Both players are next to each other, facing the board. On the count of 3, both players simultaneously bounce balls off the table and into the grid trying to get a 4 in a row. Balls that miss may be re-thrown, but once a ball is in the grid or on the ramp, it may not be touched or moved. You may not make a 4 in a row with balls that are on the ramp, only ones that are in the grid.
The first player to get a 4 in a row in the grid, wins. If both players have bounced all their balls and these still is no winner. Then the player who had bounced all their balls first grabs the orange tiebreaker ball and throws it first. Take turns bouncing the orange ball. The first player to land the orange ball into any grid spot, not the ramp, wins the game.
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How to play Time Control Chess
Learn the rules toTime Control Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. If you run out of time you lose the game. Set the chess clock to the side of the board in easy reach between the two players. The playing going second presses their button to start the game. During your turn, your time counts down. Press your button to stop your time and start your opponent’s time. If your time reaches zero, you lose; unless opponent has insufficient material to win, then the game is a draw instead.
There are multiple types of speed chess that change the constraint for the amount of time each player gets to make their moves. You can choose to play with or without time increments if you like. A time increment is the amount of time, usually in seconds, that is added to your time after you complete a move. You can play with “partial time” so that your increments can never bring your time higher than the amount of time you began your turn with. You can play with “limited time”. Limited time means that each player must make each single move within a certain time limit or they lose. The limit resets after each move. You can play with “Time Buffer” which means that a player is not allowed to end their turn until a specified minimum amount of time has passed. You can configure the players to have different amounts of time in order to accommodate for difference in skill.
During setup, configure a chess clock to the appropriate time according to the variant you are playing. Rapid Chess is anywhere from 10 to 60 minutes per player and is commonly played with 10 second time increments. Blitz Chess is 10 minutes or less per player, but typically uses 3 minutes with 2 second increments. Bullet Chess is anything less than 3 minutes per player, with lower time controls being called hyperbullet for 30 seconds per player and ultra bullet for 15 seconds per player. Bullet typically plays with 1 or 2 second increments.
If you play online you don’t have to worry about knocking over pieces and you can also allow pre-moving, which is the ability to make your move before the opponent has taken their turn, thus automatically moving your piece on your turn, using up very little time.
Armageddon chess is a variant of Blitz chess where black wins drawn games but white gets more time on the clock. Common times are 6 minutes for white and 5 minutes for black. Lightning chess limits each move to 10 seconds or less, with the time resetting after each move.
Determine which rules you will play with before beginning a game.
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How to play Uno Flex
Learn the rules to the card game Uno Flex quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Uno, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
The rules are the same as regular uno except for these changes. Before playing, separate the 8 power cards from the deck and give 1 to each player, who places theirs green check-side faceup. Flex cards have 2 colors. Their primary color and their flex color. You are allowed to play a flex card as either color. After a flex card has been played, the primary color, as indicated by the color inside the center circle, is the color that continues play, not the flex color.
Your power card determines whether you are allowed to use the flex side of a card. If your power card is the green check face up, then you can use flex cards; if not, then you may not use flex cards. After you play the flex side of a card, you must flip your power card. If all players have red x’s on their power cards, then all players flip their power cards to the green checks. If you play a number card with a flip symbol, then you must flip your power card to its opposite side, no matter if you want to or not.
A wild all flip card, in addition to being a wild, makes it so all players must flip their power cards. Flex action cards have unique actions that are followed when the flex side of the card is used instead of using the normal action. The flex side of a reverse acts as a reverse then it acts as a skip. The flex side of a draw 2 card forces every other player to draw 1 card. The flex side of a skip acts as a skip all, allowing you to play again. The flex side of a wild acts as a targeted draw 2, meaning you get to pick any player to draw 2 cards, then you pick the color that resumes play. The other flex type of a wild forces all other players to draw 2 cards. The flex side of a wild draw four is a targeted draw 4, where you pick any player to draw 4 cards, then you pick the color that resumes play.
At the end of the game flex cards are worth their normal non-flex point value. Each Wild all flip is worth 50 points. For colorblind players, there are little triangles on each card to indicate the card’s color. 1 is yellow, 2 is green, 3 is blue, and 4 is red.
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How to play Rubik's Mini
Learn the rules to the puzzle game Rubik's Mini quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this single player puzzle game is to unscramble the cube so that all 6 sides only contain 1 color each. Scramble the cube by rotating the faces in random directions. Once all the colored squares are adequately mixed, you must now rotate and twist to manipulate the cubes however you like until all the sides of the cubes are a single color. You may not disassemble or damage the cubes in any way. Solving this cube is harder than you first might think.
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How to play Chess 4.5
Learn the rules to Chess 4.5 quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. Setup the pieces but before players pick colors, 1 player is chosen at random. Starting with white, the chosen player makes 5 moves for white and 4 moves for back, alternating moves between the two colors. All moves must be legal, and the chosen player may choose to capture pieces if they want. Once finished, the 2nd player then decides which color they would like to play for the remainder of the game and the game continues with the black pieces getting the next move.
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How to play Rubik's Match
Learn the rules to the card game Rubik's Match quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to collect 3 challenge cards. Sort the Cubie cards into sets with matching-colored backs and each player takes a set and places their cards face up in front of them. Select a set of challenge cards and shuffle them, placing them face down on the table. Level 1 is the easiest and 3 is the hardest. You can also play where all levels are shuffled together.
When everyone is ready, the oldest player flips over the top challenge card. Now, all players must race to create the pattern on the challenge card using any combination of their own cubie cards. You may use as many or few of your cards as you want, and you are allowed to overlap your cards however you wish. To win the round, your pattern must match identically to the challenge card, you cannot have any extra segments in your pattern. The first player to make an identical match wins the challenge card and collects it. All players reset and a new round is played with a new challenge card. The first player to collect 3 challenge cards, wins.
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How to play Uno Party
Learn the rules to the card game Uno Party quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Uno, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
The rules are the same as regular uno except for these changes. This game is played with 6 to 16 players. Before shuffling, place the Direction tracker with the clockwise side faceup in the center of the table. Whenever the direction of play changes during the game, flip the direction tracker card. Place link cards to the side. When creating the discard pile, flip until you get a non-action card. Ignore all action cards flipped.
During play, if you have a number card in your hand that matches the top card in the discard by both number AND color, you are allowed to play that card out of turn. Then play continues from you. If you play an incorrect card in this way, then you must take the card back and draw 1 penalty card. The new cards are:
Point taken. When you play this card say out loud “3, 2, 1”. Then, on 1, every player points at any other player. Now, each player draws 1 card for each player that is pointing at them, up to a maximum of 5 cards.
Wild Pile Up. When you play this card, take the top card from the draw deck and place it face up in front of you, creating a mini-pile. If this card is a wild, add another card until you get a non-wild. Now the next player must play a card of the same color. Wild cards may be played, but they do not change the color. Action cards may be played but you do not carry out the action. Once you get to a player who can’t play a card to the mini-pile, then that player takes all the cards from the mini pile into their hand. Play then continues from the next player after that player with the color of the mini-pile as the color used.
Wild drawn together. When you play this card select 2 players and place a link card in front of both of them, then choose a color that continues play. Moving forward, whenever one of these players must draw cards, the other player draws the same amount. If 2 players are already linked when played, then you must pick 2 new different players. The players remained linked until a “Point taken” card is played.
At the end of each round, point taken cards are worth 20 points each. Wild drawn together and wild pile up are each 50 points.
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Unlimited Cloud Backup - Backblaze
Want affordable, truly unlimited cloud backup? Check out this link to try Backblaze for free: https://secure.backblaze.com/r/04hzik
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Restored Pokemon Rules
Learn the advanced rules to Restored Pokémoncards in the Pokémon trading card game quickly and concisely - This video has no distractions, just the rules. For the basic rules to the Pokémon TCG, check out this video: https://youtu.be/8cbHjCWZZn0
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RULES:
Restored pokemon. If you have a Restored Pokémon in your hand, you cannot play it to your Bench unless you play an Item card and its effect tells you to. Restored Pokémon are not Basic Pokémon! Thus, you cannot play them as your Active or Benched Pokémon during setup. You must still have at least one Basic Pokémon in your deck if you otherwise only have Restored Pokémon in your deck. Restored Pokémon are not Evolution cards. Cards or effects that refer to “Basic,”“Stage 1,”“Stage 2,” or “Evolution” cards don’t affect Restored Pokémon. Cards that affect unevolved Pokémon will affect Restored Pokémon.
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Pokemon Ancient Traits Rules
Learn the advanced rules to Pokémon Ancient Traits cards in the Pokémon trading card game quickly and concisely - This video has no distractions, just the rules. For the basic rules to the Pokémon TCG, check out this video: https://youtu.be/8cbHjCWZZn0
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RULES:
Ancient Traits appear on certain Pokémon cards. These Ancient Traits give the Pokémon special powers, that are not attacks or Abilities, so cards that prevent those from being used won’t affect Ancient Traits.
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Regional Variant Pokemon Rules
Learn the advanced rules to Regional Variant Pokémon cards in the Pokémon trading card game quickly and concisely - This video has no distractions, just the rules. For the basic rules to the Pokémon TCG, check out this video: https://youtu.be/8cbHjCWZZn0
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RULES:
Regional Variants - You may find some familiar Pokémon with a new look! These are Hisuian, Galarian, or Alolan Pokémon. You may even find a few that evolve into brand-new Pokémon!
“Hisuian,” “Galarian,” and “Alolan” are part of the Pokémon’s name so you can have up to 4 copies of each in your deck. Regional Pokémon can only evolve from their specific region. There are also radiant Pokémon in the regions.
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How to play Beat the Parents
Learn the rules to the board game Beat the Parents quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first team to get their piece to the end. Divide into 2 teams, the kids vs the parents. Lay out the board and place the pieces on their matching start spots. The kids control the yellow piece and the parents the red. Each team writes their stake on the wager card for what their team will do if they lose. place the wager card in the stand. Separate the challenge and question cards and shuffle each deck. The kids go first, then turns alternate.
On your turn, the opposing team draws 1 question card and asks the first question on it. Kids answer the kids questions, and the parents answer the parents questions. Flip the timer. That team must answer the question within time limit. If your team answers correctly, you move one space forward, on your color track, then answer the next question. If you answer incorrectly, or answer all 3 questions on the card, then your turn ends. Whenever you land on a challenge space, you must stop, even if you had more moves left. If it is your team's turn, you must discard your question card, whether you had answered all the questions or not, and draw a challenge card.
Challenge cards are either head-to-head between a player from each team or an all-play where all players on both teams play. The team that wins the challenge card immediately moves the number of spaces indicated on the challenge card. After your turn on a challenge card, play goes to the other team. If winning a challenge moves a team to another challenge space, then they must stop moving and immediately do the challenge.
When a piece reaches the final challenge space, that team must stop and can only advance to the win space by winning a challenge. The first team to reach the win space wins the game and the wager.
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How to play 3rd Millennium Chess
Learn the rules to the board game 3rd Millennium Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Chess, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. Set out the cylinder board between the two players. There are 2 King lines on the cylinder: indicated by the squares that are colored into thirds. Set up the higher-rank, lighter colored, pieces on the king line with the lighter square on the far right like you normally would, except with double-sided/splittable knights instead of traditional knights. Place the lighter pawns on both sides of that king line. On the exact opposite side of the cylinder, setup the darker colored pieces on the other king line in the same way. You may only rotate the cylinder during your turn.
Pawns must always move in the direction away from their own king line. Pawns promote like normal when they reach their opponent’s king line. En Passant is allowed like normal. Higher rank pieces can move any direction on the board and can cross over both player’s king lines an unlimited number of times. Pieces may move completely around the board in a single move so long as they do not end their move on the same square they started on, they must stop on a different square. Castling is allowed like normal.
The double-sided/splittable knight is two knights combined into 1. These knights may move in tandem with each other in a single move, like a traditional knight, or you may choose to move only 1 of them and split them into 2 separate knights. Split knights move like normal knights and can rejoin with their other half. Once rejoined, the double-sided knight can move in tandem again or split again. There is no limit to the number of times a knight can join or split. Knights can only join with their original half, they may not join with any other knight. If you capture a joined knight, then both pieces of that knight are removed from the board, but, if you capture a split knight, then only that split piece is removed from the board. Pawns may promote to a double-sided/splittable knight if you want, but not a traditional knight.
The first player to checkmate their opponent, wins!
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How to play Rubik's Master
Learn the rules to the puzzle game Rubik's Master quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this single player puzzle game is to unscramble the cube so that all 6 sides only contain 1 color each. Scramble the cube by rotating the faces in random directions. Once all the colored squares are adequately mixed, you must now rotate and twist to manipulate the cubes however you like until all the sides of the cubes are a single color. You may not disassemble or damage the cubes in any way.
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How to play Cathedral
Learn the rules to the board game Cathedral quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to have the fewest points after 2 rounds. Each player takes a set of colored buildings. Layout the board. The board is called the city and has a wall that runs along the outside edge. The player with the lighter buildings places the gray cathedral anywhere on the board within the grid squares. The player with the darker buildings goes first, then turns alternate. On your turn you must place any one of your buildings on any vacant spot on the board, lining it up with the grid squares, then your opponent places a building. Buildings already in play may not be moved.
Except for each player’s first turn of the game, after you place a building, you are allowed to claim territory. To claim territory, you must have your adjacent buildings touching each other, and/or the city wall, to create an enclosed area. Diagonal connections do not count, buildings must be touching at the sides. The cathedral may not be used for creating an enclosed area.
If the enclosed space doesn’t have any of your opponent’s buildings in it, or if it only has a single opponent building in it, or if it only has the cathedral in it; then you remove the opponent’s building or cathedral and claim the territory. Your opponent may not place buildings into territories you’ve claimed. If you forget to remove a building, then it remains where it is and the territory isn’t claimed. You are allowed to claim territory if your own buildings are in it, but you do not remove them.
You may not claim territory if your opponent has 2 buildings in the enclosed space or 1 of their buildings with the cathedral. There is no limit to the size of an enclosed territory you can claim.
Removed buildings from the board return to their owner’s supply and may be re-placed on future turns if you want. If the cathedral is removed from the board, it may not be re-placed. Once 1 player can no longer place any buildings, the other player places as many of their remaining buildings as they can. Each player then scores 1 point for each square of a building they have left. Clear the board and play another round, this time with the other player placing the cathedral and going second. At the end of the round, each player combines their points for both rounds and the player with the fewest points, wins.
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How to play Rewinding Chess
Learn the rules to Rewinding Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. The object of the game is to be the first player to get all their pieces back to their original starting position as if you were playing a game of chess backwards. Layout the board. The player playing as black places the white king on any square on their opponent’s half of the board, then their opponent does the same with the black king, but it may not be adjact to the white king. Place all the other pieces to the side to create the pool. Black goes first, then turns alternate.
On your turn you may perform 1 of 3 actions. 1. You may move one of your opponent’s pieces and place one of your pieces from the pool in its starting square, as if your opponent had captured that piece. 2. You may move one of your own pieces and place an opponent’s piece from the pool on its starting square. 3. You may move one of your pieces to an another square.
Pieces must always be placed from the pool. If the piece doesn’t exist in the pool, then you may not place it. You may not capture an opponent’s piece. Pawns must move backwards towards you.
You are allowed to end your turn with your king in check but you are not allowed to end your turn with your opponent’s king in check. If your opponent’s king is in check, then you must make a move to remove that check. If you are unable to remove the threat of check from your opponent’s king, then you lose the game.
You may only move, an enemy pawn, or create an enemy pawn on a column where no other enemy pawn exists and where no pawn is between it and its owner’s closest row. You are allowed to move your own pawns to the same column if you wish. Pawns are allowed a reverse double-step move on their 4th row if you want as well as reverse en passant. Pawns may never be created, or moved, to their owner’s closest row. You are allowed to demote pieces on their owner’s farthest row to pawns.
You are allowed to reverse castle. Once you do, the rook and king may no longer move. Each player’s Bishops must be created on opposite colored squares. If ever you are in a position where you create a paradox of rules or moves, or, it is impossible for you to make a legal move, then you lose. The first player to get all their pieces back to the original chess starting positions, wins.
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