How to get Ahead in Chess Fast by Tricking your Opponent | The Elephant Trap
Learn the how to get ahead in material and position, by tricking your opponent, quickly and concisely - This video has no distractions, just the technique.
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Moves:
Playing as black, respond to white’s opening pawn to D4 with pawn to D5. White moves their pawn to C4 and you respond with pawn to e6. White moves knight to c3 and you take your knight to f6. White move their bishop to g5, pinning down your knight. You move knight to D7. White captures your pawn at D5, and you recapture with your pawn, setting up the bait. White thinks they are tricky and takes the pawn on d5 with their knight. You take their knight with yours, sacrificing your queen to white’s bishop. Move your bishop to B4 for check. The only legal move white has is to block with their queen. Take their queen with your bishop for check. White captures your bishop with their king, and you capture white’s bishop with your king. You are now ahead in material and in a better position than white. This is called the Elephant Trap.
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Chess: How to trap the black queen in 8 moves | Tennison Gambit
Learn the how to capture black's queen in 8 moves quickly and concisely - This video has no distractions, just the technique.
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Moves:
When playing as white with pawn to e4, if your opponent opens with the Scandinavian defense with pawn to d4, here is something you can do to trap and capture their queen. Move your knight to f3 and black will capture your pawn on e4. Move your knight to g5. Black will most likely respond with knight to f6. Move your queen’s pawn to d3 and black captures your pawn. Capture their pawn with your bishop. If black is inexperienced they will most likely move pawn to h6. Capture the pawn at f7. Threatening the Queen and rook. Black captures your knight with their king. Move your bishop to G6 for check. Black’s king captures your bishop then your queen captures black’s queen. This is a solid advantage. At the beginning of the game, you can also try to bait your opponent to open with pawn to d5 by first playing your knight to f3 and then pawn to e4. This is called the Tennison Gambit.
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How to play Quoridor
Learn the rules to the board game Quoridor 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 your pawn to the opposite side of the board. Layout the board and each player selects a pawn. In a 2 player game players place their pawns in the center outer most space across from each other and each player takes 10 fences. In a 4 player game, the other 2 pawns occupy the other outer most middle spaces and each player gets 5 fences. Pick a player to go first then play proceeds clockwise. On your turn you must either move your piece or place one of your fences.
Pieces move orthogonally 1 space in any direction, but not diagonally. Pieces may not move off the board, nor through a fence. Pieces may jump over 1 piece in its way to the space behind it. If that space is blocked by another piece or a fence, then the piece may jump it to either the right or left. If both those spaces are blocked, then the piece may not move that direction.
When you place a fence, it must be placed on its long edge next to 2 full squares. Fences may be placed to impede players’ movement but there must always be at least one unobstructed path from each pieces current location to at least 1 square at their target destination. Once placed, fences may not be moved. The first player to get their pawn to the opposite side of the board, wins.
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How to play Sovereign Chess
Learn the rules to Sovereign 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/fKxG8KjH1Qg
Don't own the game? Buy it here: https://buy.triplesgames.com/SovereignChess
RULES:
The rules are the same as regular chess except for these changes. Lay out the board and setup the pieces on the outer ring of squares, matching each piece with the color and type indicated around the edge of the board. In the next ring of squares, place pawns matching the colors of the adjacent pieces. In the four corners, instead of pawns place matching-colored knights.
Randomly select a player to make white’s first move. After white’s first move, the other player may choose to play as white or play as black. Whoever plays black makes the next move then turns alternate. Queens, Bishops, and Rooks may not travel more than 8 squares in a single turn. Therefore, they may not check a king that is farther than 8 squares away. Kings are allowed to move out of check by moving out of this range.
A piece may not end its turn on a square of its own color, but it may travel over a square of its own color. Therefore, a player may not check their opponent’s king with a piece of the same color as the square that that king is on. Kings are allowed to escape check by moving to a square matching the color of the checking piece.
Pawns move 1 square vertically or horizontally, and capture 1 square diagonally, towards the center of the board. The brown lines on the board help guide pawns toward the center. Pawns move and capture towards either brown line, even if that move is further away from another brown line. A pawn adjacent to a brown line may not move across it, but it may capture across a brown line so long as the capture takes it closer to the center of the board.
Pawns on the outer 2 rings of the board may move 1 or 2 spaces away from the closest edge. They may move like this even if they have moved previously. En passant is not allowed.
When you move one of your pieces onto a square of another color, you then control all the pieces of that square’s color and may move them so long as you have a piece on that square. Once the colored square is unoccupied, then you may not move those pieces until you occupy one of the matching color squares again. You are allowed to use your controlled colored pieces to control other colors.
When you move a piece to a square that is the same color as your opponent’s king you do not gain control of their pieces. Pieces that are the same color as a player's king may never be controlled by their opponent.
There are two squares of each color but only one of those squares may be occupied at a time. When one square is occupied by any piece, whether a player controls it or not, then the other square of that color may not be occupied.
You may only capture pieces of colors that your opponent controls. You may not capture any piece you control, nor pieces that are uncontrolled by either player. If you capture an opponent’s piece that is on a colored square, you immediately take control of all pieces of that square’s color. You may escape check from a colored piece by capturing the matching colored square your opponent controls, giving you control of those pieces instead.
When a pawn reaches the center 4x4 area marked by a black border, it must promote to any higher piece of its same color, which may include a king. If you choose to promote a pawn to a king, you remove your current king from the board, and place the new king, of the same color of the pawn, where the pawn was promoted. [show 2 examples: Coup d’Etat & Overthrow]
If you promote to a king of a different color, then your previous king’s colored pieces will now be controlled by the player who occupies a square of that color.
On your turn, instead of moving a piece, you may replace your king with a king of any color you control. Your turn then ends unless your king is now on a square of its own color. Then you must legally move it off of that square.
You are allowed to promote to a king or change your king’s color to get out of check. There is no limit to the number of times you can change kings during the game.
You are allowed to castle with any rook you control that is on the same row as your king so long as all the normal rules of castling are followed. To do so, move your king to any vacant square between it and the rook and that rook to the other side of the king. Changing a king to a different color does not count as moving it, so you may still castle.
The first player to checkmate their opponent, wins.
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How to play Monopoly Millionaire
Learn the rules to the board game Monopoly Millionaire 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 have 1 million in cash. During setup, place the bank in the center of the board. Each player starts the game with 2 of each type of money for a total of 372 thousand. Shuffle the fortune cards and place 1 face-down on each property. Millionaire lifestyle cards replace community chest cards. Each player starts the game with a level 1 token, which is the smallest of the 3 of that color. The middle size is level 3 and the large is level 5. Give each player a reminder card.
If you land on a property with a fortune card, then you take it, read it to yourself, and do what it says. Some fortune cards are used right away while others you can save for later. When you land on or pass go, collect your salary as indicated on the Go space. You may also upgrade your token by collecting 50 thousand less on your salary then upgrading it to the next size up.
Some chance and millionaire lifestyle cards show different options based on which token level you have. When properties are auctioned, the bidding starks at 1 thousand. The payment option to get out of jail costs 50 thousand.
The only time you are allowed to sell houses, hotels, properties, or mortgage properties, is when you are bankrupt, you may not perform these actions in order to help you get to 1 million cash or to buy a property. The first player to have 1 million in cash wins.
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How to win Chess in 3 moves!
Learn the how to win chess in 3 moves quickly and concisely - This video has no distractions, just the technique.
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Moves:
You must play as white and black must make these specific moves. On your first turn, move your pawn to e4. Black responds with their pawn to E5. Move your queen out to H5. Now black must move their king to E7. Move your queen across and capture the pawn at E5 for checkmate.
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How to play Five Crowns
Learn the rules to the card game Five Crowns 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 lowest score at the end of 11th round. Shuffle both decks together and deal 3 cards to each player in the first round. Each round, the number of cards dealt is increased by 1. In the second round, deal 4 cards and in the 3rd round deal 5 cards and so on until the last round when each player is dealt 13 cards. Place the deck in the middle of the table then flip over the top card to start the discard pile. Players look at their own cards but keep them hidden from others. The player to the left of the dealer goes first, then play proceeds clockwise. On your turn, either draw 1 card from the top of the draw deck or discard pile. Keep all your cards in your hand until you are able to “go out”. If you are unable to “go out”, you discard 1 card to the discard pile.
To go out, lay down your entire hand of books and or runs on the table in front of you before discarding your last card. A book consists of 3 or more cards of the same value regardless of suit. You may have duplicate suites. A run consists of a sequence of 3 or more consecutive cards of the same suit.
Jokers are always wild cards. There are also rotating wild cards that change every round. the rotating wild cards are based on the number of cards dealt that round. So when 3 cards are delt, the 3’s are wild. 11 cards is jacks, 12 is queens and 13 is kings. Wild cards can represent any value in any suite. You may have multiple wilds next to each other in runs and books.
Once a player goes out, all the other players have 1 more turn. On this final turn, draw like normal, but then you may lay down any books and runs you have in front of you before discarding your card. You are not allowed to play on other player’s books or runs. After your final turn, add up the points from all the remaining cards in your hand. Number cards are worth their face value. Jacks are worth 11, queens 12, kings 13, Jokers 50 and the current wild cards are worth 20 points each. Record each players score on a paper then gather up all the cards and the player to the left of the current dealer becomes the dealer and a new round is played, remembering to increase the deal by 1 card. If the draw pile runs out of cards, shuffle the discard into a new draw pile.
Once the 11th round has been completed, where kings are wilds, then the game ends and the player with the lowest score wins.
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Let's Play Chess! - Episode 5
Let's play some chess and have some laughs! Blunders, mis-clicks, and crazy strategies! See a little more personality of Triple S Games...
Play chess online for free here:
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Win chess with this easy satisfying trap!!| Fishing Pole Trap
Learn the how to win chess with the easy and satisfying fishing pole trap quickly and concisely - This video has no distractions, just the technique.
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Moves:
Playing as Black, mirror their opening pawn to e4 with pawn to e5. White takes their knight to f3 and you respond with your knight to c6. White takes their bishop to b5 for the Ruy Lopez and you take your knight to f6. White castles on the king side and then you play the very odd move: knight to g4. White will usually bring their pawn out to threaten your knight but you respond with your pawn out to h5. White takes your knight, and you take white’s pawn, threatening their knight. They take their knight back to E1, you bring your queen to h4 for the unstoppable checkmate. White might try and move their pawn to f3, but you respond with pawn to g3. White has no move that can save them and on your next turn you bring your queen up to H1 or H2 for checkmate.
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How to play Quarto
Learn the rules to the board game Quarto quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this 2 player game is to get 4 in a row of pieces with matching characteristics horizontally, vertically, or diagonally. The piece characteristics are: square or round, tall or short, solid or hollow, dark or light. Layout the board and place all the pieces next to it. Pick a player to go first, then turns alternate.
On your turn pick one of the pieces not on the board and give it to your opponent. Your opponent must now place that piece anywhere on the board, if they complete a 4 in a row by matching a common characteristic, then they say “Quarto” and win. If not, then you end your turn and they go, picking a piece for you to play.
You are allowed to match with any piece on the board, even if your opponent placed it. It is okay if more than 1 characteristic is in common. You must call “quarto” in order to win. If you fail to do so, then the next player may call “quarto” on their turn and win. Pieces on the board may not be moved. If all the pieces are placed and there is no winner, then it is a draw.
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How to play The Game of Life Electronic Banking
Learn the rules to the board game The Game of Life Electronic Banking quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules, check out this video: https://youtu.be/3ntNilTsGog
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RULES:
The rules are the same as regular Game of Life except for these changes. During setup give each player a token and bank card that matches their car’s color. Put each player’s token and the silver one into the center spin to win space on the board. All money is digital. Without any cards inserted into the banking unit, press and hold the “c” button until the unit resets the game, Everyone’s cards will now start with 400 thousand dollars.
The banking unit can only fit 3 numbers on the screen at a time, so you must press the K button for thousands or M for millions after entering the number to indicate how much it is. Input it exactly as you see it on the board and cards. To use the unit, insert your bank card, type in the number, press M or K, then to add that money to the card, press the plus button; or to subtract it, press the minus button. If you make a mistake, leave your card inserted and press the “c” button one time to completely undo the last transaction. You can also use the “c” button to clear numbers you are typing in without undoing a transaction. Once you have completed the transaction, remove your card. When paying another player, first deduct the amount from your card, then add it to theirs. Each time you put your bank card into the unit, it will show your player number followed by your balance. You can go into dept. If you do, you will be charged 10% interest each time you have a payday.
If you choose to start at college, then deduct 200K from your card. To set your salary: insert your bank card, key in the salary amount and press K, then hold down the green payday button until the unit beeps. Now each time you have a payday, press the payday button 1 time to receive your salary. Setting your salary does not initiate a payment. If the unit beeps instead of giving you your set salary, remove your card and try again.
Action spaces are colored black instead of yellow. If you take night school, pay 200K and take the top 2 career cards and pick your favorite and set your new salary. If you get a pay raise or pay cut, set your salary to the new number.
When you land on spin to win, every player places their token on a separate space of the spin to win board and the player whose turn it is places the silver one as well. Press the spin to win button to determine the prize, spin the spinner then insert the card of the winner and press plus. If no one won, then press the “c”.
The house space allows you to buy or sell a house, even if you already have one. When buying, draw the top 2 cards and pick one to keep, return the other to the bottom of the deck. When you reach retirement, collect a retirement bonus: The first to arrive gets 800K, 2nd 600K, 3rd 400K, and last gets 200K. Once everyone has arrived, add up everyone’s wealth. Sell all your houses, get 100K for each action card you have, and get 100K for each child you have. Add it all to your card and the player with the most money wins!
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I'm Grand (Master) [Official Music Video] - Triple S Games & Sheet Music Boss
We made it to 200,000 subscribers! Thank you all so much for your support! Big thanks to Sheet Music Boss for giving me permission and providing their piano recording for the song! Check their song out here: https://www.youtube.com/watch?v=Ph6Y8Hdx96M
Interested in learning more about the chess variants featured in this video? Check out our video tutorials or amazon links:
Chess Variants Playlist - https://www.youtube.com/playlist?list=PL1J4a71zJINYxBICfmtWa5U6EVT40GRDw
Sovereign chess - https://youtu.be/rhq7oppTUuc
Buy it here: https://link.triplesgames.com/Play-Chess-Online
Star Trek Tridimensional Chess- https://youtu.be/IvERuXW2_I4
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5D chess - https://youtu.be/OL73o48db7s
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3 Player Chess - https://youtu.be/NMLVaFImzVs
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Puzzle board chess - https://youtu.be/Uy3rp20db4M
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3 man chess: https://youtu.be/_LwSsqFrlvQ
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3rd millennium - https://youtu.be/xkVgeu293GQ
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Shotgun king - https://youtu.be/oo3rbX5ziaI
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Faerie chess - https://youtu.be/Six5hvz_N_c
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Spherical Chess - https://youtu.be/pWYt348Ki5g
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Strato Chess- https://youtu.be/B4ZybGdivzw
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Plunder chess - https://youtu.be/DVBQ9m8V6HQ
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Colour chess - https://youtu.be/seDZvNZy4Iw
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Four-Player Chess - https://youtu.be/63hI3kBPbcY
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Paco Ŝako (Peace Chess) - https://youtu.be/p0yhdc0m5pU
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Quadular - https://youtu.be/7LieZU3KDY4
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Shuuro - https://youtu.be/aZg9bLtv8AE
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Chinese chess - https://youtu.be/nApZihrdQGo
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Circular Chess - https://youtu.be/Ishw2T-7Kk0
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Laser chess - https://youtu.be/UqLa-LOficM
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Shogi - https://youtu.be/0ABrpbjoHCk
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Martian chess - https://youtu.be/AQa6KIQuwj4
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Infinite chess - https://youtu.be/NuzgnSQVKGU
Hidden identity - https://youtu.be/xwzLmQxXdoY
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Chessplus - https://youtu.be/oVnTngfYwY8
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Viking chess hnefatafl - https://youtu.be/fZ9cMj2Qn5Y
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Tic tac chec - https://youtu.be/P7U7cB-pf2c
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Solitaire chess - https://youtu.be/1ju2MqR5gGU
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4 player - https://youtu.be/poBJpzGVLXg
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Jungle Chess - https://youtu.be/7D9gGYSWtAQ
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Hexagonal Chess - https://youtu.be/snmEj7Xve_U
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Lyrics:
I’m grand, master chess player now
Baby I just think about how to En passant thou
I’ve conquered a thousand variants no stress
I’ve become the most powerful player at chess
Cuz I’m grand, master chess player now
Baby I just think about how to En passant thou
I’ve conquered a thousand variants no stress
I’ve become the most powerful player at chess
Don't you know I’m grand, master chess player now
I’ve mastered all the colors that there be.
My faerie piece control gives victory
Time travel checkmates are far too easy. (yeah)
And Spheres…. Curves and planes are no challenge for me
Won shotgun king and the infinity
Ev’ry variant made I’ve got mastery (yeah)
Cause I’m grand, master chess player now
Baby I just think about how to En passant thou
I’ve conquered a thousand variants no stress
I’ve become the most powerful player at chess
I’m Grand
Grand
I’m grand
Don’t you know I’m grand, master chess player now
Crushing at fog of war, and the horde
On chess dot ca ca com
Conqu’n circular, ‘n quadular
I’m the bomb bomb bomb bomb bomb
Win’n at puzzle board, my elo soared
You’ll face palm palm palm palm palm
There’s just no one left to beat anymore.
Cause I’m grand, master chess player now
Baby I just think about how to En passant thou
I’ve conquered a thousand variants no stress
I’ve become the most powerful player at chess
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How to play Monopoly For Sore Losers
Learn the rules to the board game Monopoly For Sore Losers quickly and concisely - This video has no distractions, just the rules. For the original Monopoly rules, check out this video: https://youtu.be/IPYH4dnhdHg
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RULES:
All the regular rules for monopoly still apply except for these changes. Check out this video for any clarification. During Setup, give each player a reference card and 2 sore loser tokens. Place the rest of the tokens in the middle of the board. Place mr monopoly on the board. Each player rolls both dice and the player with the lowest total goes first, then play proceeds clockwise.
Any time you pay rent to another player, taxes and bills to the bank, go to jail, or land on your own property, you collect 1 sore loser token from the center of the board. If you land on free parking, then you steal a sore loser token from any other player. Community chest and chance cards can also give you sore loser tokens. You may not have more than 4 sore loser tokens at a time; if you would collect a 5th, put it in the center of the board instead. Whenever you have 4 sore loser tokens, you may, at the start of any of your turns, before you roll, trade them in to become Mr monopoly.
Take the mr monopoly token from the middle of the board and replace your token with that one. While you are mr monopoly, instead of paying players rent and the bank taxes and bills, you collect it from them instead. Instead of going to jail, you send any other player to jail. If you roll doubles 3 times in a roll, don’t go to jail, continue your turn and roll again. If you are in jail when you become mr monopoly then you are released from jail. Whenever any player rolls doubles, including you, place 1 free house on any street on the board. That street does not need to be owned by you nor does it need to be in a complete set. IF you place a house on an unowned street then whoever buys that property still pays its list price on the board but gets the house for free. You may not place a 5th house on a street nor a hotel. All houses and hotels on the board may not be removed or sold. If you trade or sell a property that has a building on it to another player, the buildings goes to the new owner. When you are down to the last house that people want to buy you auction it off, starting at $10 and increasing in increments as little as $1.
Also, while you are mr monopoly, whenever you land on the same space as another player, this includes the just visiting space while another player is in jail, cover their token with mr monopoly and steal 1 property from them. You may not steal a property that is part of a complete set. As long as your piece covers their piece, that player’s turn is skipped; however all players under mr monopoly may still take part in auctions, collect rent, and buy houses and hotels; but they may not trade-in sore loser tokens. When Mr monopoly lands on the same space as you, collect 1 sore loser token. If you become mr monopoly while on the same space as another player; they are not trapped and you may not steal a property.
While you are mr monopoly, you are not allowed to collect sore loser tokens. If another player cashes in 4 sore loser tokens while you are mr monopoly, then they take mr monopoly from you and your original token returns to your current space, and they put their token in the middle of the board. You are allowed to trade and sell your sore loser tokens to other players.
If you trade a mortgaged property then the new owner of that property must immediately repay the mortgage by paying the bank the unmortgaged cost; or they may keep the mortgage and only pay the bank 10% of the mortgage value. If you go bankrupt any sore loser tokens you have are returned to the center of the board instead of given to the creditor.
The game ends when all the properties have been purchased and all the players have made it back to go. When you reach Go, stop even if you have moves left, and collect $200. If you are mr monopoly at the end, you do not steal a property when you land on go. Once everyone has arrived at Go, then each player collects rent from all their properties at their current rent level, whether that be with buildings or double rent value. Count up your cash and the player with the most money wins!
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How to play Uno Chess
Learn the rules to Uno 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. For a refresher of those rules, check out this video. The object of the game is to capture your opponent’s king, there is no check or checkmate.
Get an Uno deck and remove all the 9s, 0s, and all the action and wild cards except for 1 reverse and draw 2 in each color, and all the regular wilds. Shuffle the deck and deal 7 cards to each player, then place the deck face down next to the board as a draw deck. Flip over the top card to start a discard pile, if it is an action card, ignore the action. Players look at their own cards but keep them hidden from their opponent.
Pick a player to go first, then turns alternate. On your turn, you must play 1 card from your hand to the top of the discard pile that matches that card’s color, number, or symbol. If the top card is a wild, you can play any card on it. You may also play a wild onto any card. When you play a number card, move any corresponding chess piece as indicated by the number played.
Numbers are referenced the same as standard chess board notation with “A” = 1 ascending to “H” = 8. The piece to be moved, must be starting the turn on the same row or column as the number played. The card can reference any one of your pieces starting in the corresponding row or column. For example, if white played a 2, that would be this row and column allowing white to move any one of these pieces.
The chosen piece then performs a standard chess move. After you play a card, you then draw a new card from the deck and end your turn. If you are unable to play a card, or all your plays reference no pieces you can move, then you discard 1 card from your hand and end your turn, without moving a piece. The discarded card is the new top card in the discard that matched. You must play a matching card to the discard if you can, even if you don't want to. At the end of your turn you draw 1 card. If the draw deck runs out of cards, shuffle all but the top card of the discard into a new draw deck.
If you play a wild, you may move one of your pieces that is anywhere on the board. If you play a reverse, then you undo your opponent’s last chess move. You are allowed to undo the capture of any piece, including losing your king. If you play a draw 2, then you do not move a piece. Instead, draw 2 cards then discard any 2 cards from your hand. You may pick which card is on top. The discarded numbers do not allow you to move pieces and discarded actions are not activated. Then end your turn. That top card is the new card that must be matched to.
Kings may move to a threatened space. To castle, you must play a card that targets your king, and you may castle through threats. En passant is allowed like normal.
If you are down to your last piece, you must say “uno” before the end of your turn. If you don’t, and your opponent catches you, then you instantly lose the game. Otherwise, the first player to capture their opponent’s king, without it being reversed, wins. If both players each play 3 cards in a row and no chess piece on the board moves, then the game ends in a draw.
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How to play Checkers Chess
Learn the rules to Checkers 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/fKxG8KjH1Qg
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RULES:
Pieces may not move backwards until they have reached farthest row. Sideways travel is allowed. Castling is allowed like normal. Once a piece has reached the farthest row, it may move like normal. Pawns retain their normal promotion and promoted pieces may move any direction. The first player to checkmate their opponent wins.
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How to win Chess in 2 moves!
Learn the how to win chess in 2 moves quickly and concisely - This video has no distractions, just the technique.
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Moves:
You must be playing as black and the white player must do these specific moves: White moves their pawn to F3 or F4. You move your pawn to e6. White moves their pawn to g4. You move your queen to H4 for checkmate.
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How to play 3 Man Chess
Learn the rules to the 3 player chess game 3 Man Chess quickly and concisely - This video has no distractions, just the rules. The rules are the same as regular chess, except for these changes. For a refresher of those rules, check out this video: https://youtu.be/fKxG8KjH1Qg
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RULES:
The object of the game is to checkmate both opponent’s Kings. Setup the pieces along the 2 outside rows of the board with each player’s pieces setup in between the green lines. Ensure that all the kings are placed on white spaces. White goes first then play proceeds clockwise with gray, then black.
The center of the board may only be passed through, it is not a space that can be occupied. Pieces may move straight through the center, to the other side. The adjoining vertical squares, through the center, maintain the same color. The Knight will also retain the same color if it moves through the center. To move a piece diagonally through the center, follow the trajectory lines out from the square to the other side. You can capture pieces on the other side of the center or move through it, following the line.
When a piece follows a diagonal trajectory line to the outer row of the board, that piece may not “turn the corner” and continue moving in 1 consecutive move, it must wait until the next turn before it can continue the trajectory.
Pieces may move vertical across spaces and through the center, or horizontally around the board on the same row. When moving a knight through the center, do not follow the trajectory lines. Whenever you move a knight, the knight must move 2 squares vertically then 1 square horizontally, or 1 square vertically then 2 horizontally. This process of movement is necessary to maintain when dealing with moats.
The thick green lines that boarder each team on the outer row are called ‘MOATS’. No piece can CHECK an opponent’s King through a moat, no matter what. No piece may travel across a moat, horizontally OR diagonally, unless the moat is “Bridged”. A piece may momentarily bridge a moat if its move across the moat doesn’t result in the capture of a piece or puts an opponent’s king in check. But, if a player is eliminated, then both of its Moats are permanently bridged for all pieces. Also, once an active player vacates their outer row of all their pieces, even if they bring them back later, then their moats are also permanently bridged.
If either configuration of a KNIGHT’S move would carry it Horizontally across a Moat, without that knight being able to bridge the moat, then that move is illegal and may not be done.
The thinner green lines above moats that run for 2 spaces are called “CREEKS”. Pawns may not capture across a creek on their own side of the board. They must advance to the space beyond the end of the CREEK first, on the 4th row from the outside, before they can capture in that direction. Once a pawn crosses the center, it no longer observe creeks.
A team’s CHECKMATE status is not finalized until it is their turn, unless their King is captured.
If a King’s position is so unfortunate whereas the next team’s move creates a CHECK by the following team, then that following team may capture that King if they wish. If they do, they are then considered CHECKMATED.
When player is CHECKMATED, that player is eliminated from the game but all their pieces remain on the board. These pieces do not move, they cannot check a king, and you may not pass a piece through them. If you wish to occupy a space with an eliminated player’s piece on it, then you must capture that piece.
If a player can not make a legal move, called a stalemate, and 3 players are still in, then that player is considered checkmated and eliminated from the game. If there are only 2 players during a stalemate, then the game is a draw.
Otherwise, the game continued between until only one player remains, then that player is the winner. Also, if you checkmate both opponent’s simultaneously, then you win.
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How to play Cruise Pawns
Learn the rules to the chess variant: Cruise Pawns 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. In addition to their normal movement, Pawns are cruise missiles you can fire across the board. To do so, on your turn you must pick a pawn that you didn’t move in your previous turn and that pawn may not be on its starting square. Now, move that pawn up to 7 squares forward towards an opponent’s piece. You are allowed to change direction and move to the side, but this is limited to 1 square at a time. You cannot travel sideways multiple squares in a row, but after moving forward again, you can move sideways 1 square again. They may not travel diagonally.
Cruise pawns are allowed to travel through friendly pieces but may not end their turn on a friendly piece nor on an empty space. They they may not travel through an opponent’s piece. When the cruise pawn reaches the first enemy piece, it blows up and both the cruise pawn and the enemy piece are removed from the board. You are also allowed to Self-immolate and choose to move 0 spaces, targeting no enemy piece but instead just removing your cruise pawn from the board.
Each square entered by a Cruise Pawn, except it's starting and ending squares, leave it open to being shot down. As you move your cruise pawn, you must move it slowly 1 square at a time. If the defending player has a way of attacking the space the pawn moves to in its journey, they may do so and capture the cruise pawn while en route, moving their piece to that space and removing the cruise pawn from the board. Shooting down a cruise pawn does not cause it to destroy the piece that captured it. You may not shoot down a cruise pawn if the move is illegal, for example if it would expose you to check. You may also not shoot down a cruise pawn after it has passed the square and moved to the next one, you may ask your opponent to wait while you think, but they do not need to indicate the final target of the cruise pawn.
After firing a cruise pawn your turn ends and your opponent goes, even if your opponent shot it down by moving a piece. Cruise pawns may not attack friendly pieces. Cruise pawns promote like normal when performing a standard pawn move to the opposite side of the board. Once promoted, they lose their cruise pawn ability.
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How to play Q-bitz Extreme
Learn the rules to the board game Q-bitz Extreme quickly and concisely - This video has no distractions, just the rules.
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RULES:
The rules are the same as regular Q-bitz except for these changes. The patterns are extreme. Two cubes in each set have different patterns. Play 8 rounds instead of 9. In the 4th and 8th round, players must make the pattern with inverted colors. The player who collects the most cards after 8 rounds, wins!
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How to play Los Alamos Chess
Learn the rules to Los Alamos 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/fKxG8KjH1Qg
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RULES:
Layout a 6 by 6 board with the white square in the bottom right and arrange the 2nd row with paws. On the first row from left to right is: rook, knight, queen, king, knight, rook. Mirror this arrangement for black. Pawns are not allowed the initial 2 step move option. Pawns may not promote to a bishop. There is no castling. The first player to checkmate their opponent, wins.
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How to play Doodle Heist
Learn the rules to the board game Doodle Heist 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 earn 7 or more points. Lay out the board and divide into 2 teams, with at least 2 people on each team. Shuffle the green adjective card deck then place 1 adjective card at the top and bottom of each column. Do the same the same with the white noun cards except with every row. Shuffle the key card deck and place it facedown on the table along with the timer. Each team takes two matching colored guess tokens. Each team selects their first artist and lead guesser.
At the beginning of each round, each team’s artist takes 1 facedown key card and secretly looks at it so no one else can see. The letter on the card corelates to a space on the board indicating which row and column for the words they need to draw to help their team guess their key letter. After both players see their card, play begins and both artists draw.
The artists may not draw letters or numbers, use dashes to indicate word length, speak words other than a “yes” or “no” after an official guess, use gestures, or use the drawing to indicate the physical location of the key letter. All the non-artists are allowed to talk openly with each other and may observe the other team’s drawings and conversation.
Your team’s lead guesser can place a guess token on any space at any time. When they do, your artist immediately stops drawing and clearly states if the guess is correct or not. If your guess is correct, then your team scores 1 point and you can immediately try to steal the other team’s point by guessing their key letter while they are still trying to guess it. Your artist may participate this guessing. If you correctly guess their key letter before they do, then you score 1 more point and the round ends. If you guess their letter incorrectly, then flip the timer. Your opponents now have 60 seconds to guess their key letter. If they guess it correctly, they score 1 point and the round ends.
BUT, if your team’s guess for your own key letter had been incorrect, then you flip the timer and your team stops talking, You don’t score anything and you may not guess anymore this round. Now, once your opponents have correctly guessed their own key letter, they will have however much time is remaining to guess your key letter. If they guess correctly, then they score 1 more point. If incorrect, then they score nothing.
When the time runs out the round ends and no one may make any guesses. Record the scores on a scorepad. Flip all the adjective and noun cards, or replace them with new ones from the deck, clear the boards, return the guess tokens, and shuffle all the key cards. Rotate the role of artists and lead guesser with new players and play another round. The first team to get 7 or more points, wins! In the event of a tie, continue playing until there is a winner.
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Behind the scenes: The process for each video
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How to play Monopoly Chance
Learn the rules to the board game Monopoly Chance 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 longest skyline at the end. Layout the board. Give each player a reference card and matching colored token deck and skyline rack. Each player shuffles their deck and places it facedown in front of them. Shuffle the chance deck and place it near the board. Place the buildings on their matching color properties around the board. Put the gray buildings in the middle of the board. Each player rolls the die and highest goes first, then play proceeds clockwise.
On your turn roll the die. If you roll the chance icon, draw the top chance card from the deck and do what it says, then roll again. If you rolled a number, then flip over up to that many cards from the top of your deck face up one at a time in a row. You can choose to stop flipping at any time by saying “cash out”. If you flip a bankrupt card, then your turn ends immediately. Put all the cards you flipped this turn into a discard pile and your turn ends and the next player goes.
Otherwise, if you flipped any cash cards, you must place them all on properties. Each cash card must have a higher value than the value of the property or the topmost cash card already on that property. You are allowed to place on top of your own cash cards. If it is impossible to place a cash card, then discard it to your discard pile. You may not combine cash cards together to increase their value, each cash card is played individually: one at a time.
If you flipped any non-cash, non-bankrupt cards, then you save them in front of you to use this turn or a future turn. The Lucky break protects you from a flipped bankrupt card the turn it is flipped. Discard the lucky break and the bankrupt to your discard pile. Flip 2 is played on another player’s turn and forces the current player to flip two more cards. Then the flip 2 is discarded. Nope is played in response to a flip 2 played against you. That player takes back their flip 2 and cannot play it against you this turn. You then discard the nope. Nope can also be used to protect a property that you have the highest value cash card on from being played on by the current player. Then you discard the nope.
The token card can only be played on your turn after you have rolled and flipped cards. It allows you to place that card on any unoccupied corner space to gain a special effect. The effects are: Go. play 1 cash card from your draw deck, then shuffle your deck. Free parking. Place any single cash card you flipped this turn on any 1 property regardless of its value or whatever cash cards are currently there. Go to Jail. Remove any single cash card from another player from the board and put it in their discard. Just visiting. Play one cash card from your discard pile. Token cards remain on the board until the end of the round.
Once all properties on the board have at least one cash card on them, then the player who placed the last cash card finishes their turn. Now, every other player gets one final turn then the round ends. If a cash card on a property gets removed during this time so that a property is uncovered, then the round still ends.
At the end of the round, each player with the highest value top card on a property, collects 1 building from that property and adds it to their skyline rack, starting at the end farthest from the finishing mark. The placement order doesn’t matter. If any player has a pair of matching colored buildings, then they collect 1 gray building from the middle for each pair. If there aren’t enough, then priority goes to the color set with the largest buildings first, down to the smallest ones. If a property doesn’t have any buildings on it, then no player needs to play cash on it in order for the round to end.
The round is now over. All the players collect all their cards and shuffle them into a new draw deck and a new round is played. Do not shuffle the chance deck in between rounds, but rather only when it runs out of cards. Play rounds until at least one player’s skyline reaches or exceeds the finishing mark, then the game ends and the player with the longest skyline wins. If there is a tie, then the tied player with the fewest buildings wins.
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How to play Simon Says
Learn the rules to the party game Simon Says quickly and concisely - This video has no distractions, just the rules.
RULES:
The object of the game for the group is to be the last player standing. The object for Simon is to eliminate all the players. Pick one person to be Simon, and the other players follow Simon’s instructions. Standing in front of the group Simon tells the players what they must do. The players must obey all commands that begin with the words “Simon says”. For example, if Simon says, “Simon says touch your nose” then all the players must touch their nose and continue to touch their nose until Simon says otherwise. Any player who fails to follow Simon’s instruction is eliminated and must sit down. Simon is not allowed to give an impossible command.
If Simon says a command without saying “Simon says” then any player who follows that command loses and is eliminated and must sit down. Simon does not have to follow their own commands and they can try and trick players into getting eliminated by misleading them with their own actions. For example Simon could say something like this: “Simon says to touch your nose. Simon says to touch your chin… Grab your ear.”
The last player standing, wins and becomes the new Simon for the next game. If the all of the players are eliminated at the same time, then Simon wins and plays as Simon for the next game.
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How to play Monopoly Revolution
Learn the rules to the board game Monopoly Revolution 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. Lay out the board and put the game unit in its center. All money is digital and each player takes a bank card.
Press any button on the game unit to turn it on. Hold the “c” button to clear the balances from the previous game. Whenever you need to add money to your account, put your card in the green side. Whenever you need to spend money, put your card in the red side. If you need to pay another player, then they put their card in the green side while yours is in the red. Always wait until the new balance shows on all cards before removing any card from the game unit. To view your balance, insert your card into either side then remove it without pressing any buttons.
When you land on or pass go, insert your card and press the go arrow. Money increments in thousands and millions, indicated by the K or M respectively. When typing in money, you must include the proper increment after the numbers to enter it. Press the c to delete a mistake and reenter it.
The game is divided into 4 zones: walking, cycle, car, and rocket. GO, free parking, jail, and go to jail and not included in these zones. When you land on a zone space, press the zone button. Pick to either choose any single zone and every player in that zone gets a chance; or you may travel to the next unowned property and put it up for auction. To perform the chance option, wait until the game unit shows the zone icon you want to affect then press the zone button and every player in that zone must follow the change message.
If you pick the other option and every property is owned, you can “force a deal” and swap one of your properties that isn’t in a complete set with any other player’s property that also isn’t in a complete set.
To auction a property, press the deal button to start a timer. When the timer ends the auction ends and the highest bidder wins. If the auction ends before the timer, then press the deal button again to stop it.
Randomly throughout the game the game unit may show a question mark and give out a chance. The chance applies to the player who has just taken their card out of the game unit. If the chance comes up when your in the middle of a transaction, then follow the instructions immediately and lose out on that transaction.. If a chance sends multiple players to an unowned property, then the property is auctioned. Auctions start at 10 thousand and increase by any amount.
There are 4 utilities on the board instead of 2 and they function just like railroads. When repaying a mortgage, round up to the nearest 10 thousand. The price to get out of jail is 500 thousand and it must be paid before you roll. If the game unit displays get out of jail on any player’s turn, then all players in jail are immediately released.
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