How to play Monopoly Space Jam A New Legacy
Learn the rules to the board game Monopoly Space Jam A New Legacy 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 banker is called the referee and money is called points. Position the basketball hoop on the board near free parking and the launcher on the free-throw line. Power up and hoop cards replace chance and community chest.
Whenever you land on the same space as another player, then, starting with you, you both take a shot with the basketball. If you both make it, then you each collect 100 points from the bank. If only one of you makes it, then you collect the 100 points from the other player. If no ones scores, then nothing happens.
Properties are called characters that you can recruit. Houses and hotels are replaced by stamina and speed character upgrades. Mortgaging a character is called benching them but is treated the same way.
When you land on or pass go take 3 shots from the 3 point line. Collect 100 points for each shot made and an additional 200 points if you made all 3 shots. When you land on a force-field rebound, you may pay the bank 50 points and move to any space between your current space and the next force-field rebound space and perform the action of that space. If you pass go while doing this, do not take any shots. If you don’t want to move, then pay nothing and end your turn.
If you land on go to jail, take a shot from the free-throw line. If you make it, do not go to jail but stay where you are and end your turn. If you miss, then go to jail like you normally would. You have 2 options for getting out of jail: a get out of jail free card or shooting. Instead of rolling at the start of each turn, shoot a free-throw. If you make it move to just visiting and end your turn. If you don’t make it after 3 turns of trying, then pay 50 points and move to just visiting and end your turn. You may not pay 50 points to get out of jail sooner.
Going bankrupt is called being ejected from the game. The last player standing wins.
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How to play Sovereign Chess Arena
Learn the rules to the board game Sovereign Chess Arena quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Sovereign Chess, check out this video: https://youtu.be/rhq7oppTUuc
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RULES:
The rules are the same as regular Sovereign chess except for these changes. Layout the board and, using the pieces from your sovereign chess game, place the colored pieces next to their matching spaces on the board, following the arrows for the knights placements in the corners. Place pawns in front of their matching colors. Queens, bishops, and rooks may not travel more than 6 squares in a single turn. They may not check a king that is greater than 6 squares away. Pawns promote when reaching the center 2x2 area. The first player to checkmate their opponent, wins.
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How to play Uno No Mercy
Learn the rules to the card game Uno Show 'em No Mercy 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/FkuqYtE1rw0
RULES:
The rules are the same as regular uno except for these changes. An additional way to win the game is to be the last player remaining. When you do not have a playable card, then you must draw cards from the top of the deck until you get a playable card, then you must play it.
You are allowed to stack draw cards by playing a draw card of equal or higher value than what was just played, they do not need match color or symbol. If you stack, then add that draw card’s value to the running total and it passes to the next player. The first player unable to add to the stack draws the total stack value then loses their turn. If you the last card stacked is a Wild draw card, then the player who played it picks the color that resumes play.
If ever a player has 25 or more cards in their hand, then they are immediately eliminated from the game. Add their cards to the bottom of the discard pile. Whenever you play a 7 of any color, you must swap your hand with another player of your choice, even if you don’t want to; and, whenever you play a 0 in any color, then all players must pass their hands to the next player in the current direction of play. Play then continues to the next player like normal.
The new action cards are:
Discard all. Discard all the cards in your hand that match the color of the “discard all” card. Place the extra cards under the “discard all” card.
Draw four. The next player draws 4 cards then loses their turn.
Skip everyone. Skip all the other players and take another turn.
There are new wild action cards. All wild action cards can be played on any other card and after playing one, you pick the color that resumes play. The original uno rule for being allowed to challenge a wild draw 4 card has been removed.
Wild reverse draw 4. Reverse the direction of play, then the next player in that new direction must draw 4 cards then loses their turn. When playing with just 2 players, the reverse forces you to draw the cards instead of your opponent. However, you are still allowed to stack and send the penalty back to them.
Wild draw 6 and wild draw 10. The next player draws the indicated number of cards and loses their turn.
Wild color roulette. The next player chooses a color, then they must reveal cards from the top of the draw deck one at a time until they reveal a card of the chosen color. Revealing a wild card does not count. Once the correct color card is revealed, then all the revealed cards are added to their hand and they lose their turn. This card may not be used in draw stacking.
When playing for points, numbered cards are worth their face value, every action card is worth 20 points, and every wild card is worth 50. When a player is eliminated from the game for having too many cards, then points are not scored based on the cards left in their hand, instead the player who caused them to be eliminated immediately earns 250 points. The first player to 1000 points wins.
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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 Monopoly (2023 Rules)
Learn the rules to the board game Monopoly 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 remaining after everyone else has gone bankrupt.
Lay out the board and each player picks a token and places it on Go. Shuffle the chance and community chest decks and place them on their spots on the board. Give each player 1,500 money divided as follows. All the remaining money stays with the game and is called the bank. One person is the banker and manages the bank’s money, which must stay separate from their own. Place the property cards, houses, and hotels with the bank.
Each player rolls the dice and the player with the highest total goes first, then play proceeds clockwise.
On your turn, roll both dice and move your token exactly that many spaces clockwise around the board. If you land on an unowned property you may buy it from the bank for the listed price. You receive the property card and place it face up in front of you. If you do not wish to buy it, then the bank must sell it at auction to the highest bidder. Bidding starts at 10 money and can increase in any increment. If no one bids then the title stays with the bank.
If you land on a property that another player owns, that player must ask you for rent. Pay them rent according to the price on their property card based on the status of that property. A colored set is when you own all the properties for that color. If the player doesn’t ask for rent before the next player rolls the dice, then you do not need to pay them.
When you own all the properties of the same color you have a monopoly. You are now allowed to build houses and hotels on those properties at any time, even on another player’s turn. The price per house is listed on each property. You must build and sell houses evenly across all properties in a monopoly, you are not allowed to build up or break down just one property. A property may not have more than 4 houses on it.
When a player has 4 houses on each of their properties in a monopoly, they may upgrade those properties to hotels for the cost of another house, replacing the 4 houses on the property with a hotel. A property with a hotel may not be improved further. When you sell buildings back to the bank, they give you half the value you purchased them for.
If multiple people want to purchase the last house, then it is auctioned off starting at 10 money. If the bank runs out of houses for you to buy, you are allowed buy straight up to hotels. If there are no buildings left, you must wait for some to be sold back to the bank before you can purchase them.
If you do not have enough money to pay another player or the bank, you must sell off your hotels, houses, and mortgage property until you can pay the creditor. To mortgage your property, if it is a part of a color set, then no property in that color set may have buildings on it. Flip the property facedown and collect the mortgage price from the bank. If a player lands on a mortgaged property, they do not pay any rent and they are not allowed to buy the mortgaged property. The other properties in a color set still receive their bonus rent level even if some of the set is mortgaged. To unmortgage a property you must pay the bank the listed price.
If you sell and mortgage everything and still don’t have enough money to pay, you are bankrupt and are out of the game. You give all that you have to the creditor. Mortgaged properties remained mortgaged. Any time a player receives a mortgaged property they must either pay back the mortgage or upkeep the mortgage by paying 10% of the mortgage value, keeping the property mortgaged.
As you travel around the board several things can happen. If you land on chance or community chest, you draw 1 card from its respective draw pile and follow the instructions on the card, then place the card at the bottom of its deck. If you land on a tax space, you pay the bank the proper amount. If you land on free parking, nothing happens. When you land on or pass GO you collect 200 money from the bank. If you land on Go to jail, you go immediately go to jail and do not pass GO and do not collect 200 money. If you land on the jail space, you aren’t in jail, but are visiting.
During the game you may trade with other players: cash, “get out of jail free" cards, and properties that do not have any houses or hotels on them for any agreed upon price. You may not sell or trade buildings to players. You may not trade “free rent” or loan players money...
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How to play Monopoly Scrabble
Learn the rules to the board game Monopoly Scrabble quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Scrabble, check out this video: https://youtu.be/K1KgvZwwJqo
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RULES:
The object of the game is to have the most wealth at the end. Layout the board and each player takes a token a places it on go. Give each player a tile rack mix up the tiles in the bag, then each player secretly draws 7 tiles to their rack, keeping them hidden from others. Give each player one 500 and five 100 bills. Place 1 500 bill under free parking. Give the bank a tile rack with 7 random tiles that are visible to all the players. Shuffle the chance and community chest decks and place them face down on the table.
Each player draws a tile from the bag and the player with the letter closest to “A” goes first, then play proceeds clockwise. If there is a tie, try again. A blank tile beats every letter. On your turn you must play a word like you would in normal scrabble to the center board then move your token clockwise based on the value of the word, or words, scored. For a refresher of the normal rules of scrabble, check out this video.
You may purchase any number of letter tiles from the Bank for 100 money each. When replenishing tiles at the end of your turn, refill the banks rank before refilling your own. If you have the matching letter for a blank tile, you may pay 500 money to swap it and add it to your rack. The blank tile may be played that turn or saved for a future turn. You are allowed to pay 100 money plus 500 in take a blank tile in play to your rack and replace it with one from the bank.
If you form a word that covers a monopoly property group, then you collect that property group card from the bank or take it from its current owner. If a player lands on a property group space that another player owns, they must pay them rent as indicated on the board. If the property group is unowned, then nothing happens, and they may not purchase it.
If you land on a chance or community chest space, then draw the top card of the respective deck and do what it says, then put the card at the bottom of the deck. When you land on or pass go, collect 2 thousand money from the bank. If you land on “advance to free parking” then you move to free parking but do not pass go. When you land on free parking, collect all the money under it, then refill the space with 500 from the bank.
If you land on go to jail, then move directly to the in jail space. On your next turn you must pay 100 and continue your turn as normal. This space when you land on go to jail normally, you remain in the just visiting section and nothing happens.
If you owe money to another player or the bank and cannot pay, then you can sell property cards back to the bank for half of their value.
The game ends when all the letters from the bag have been drawn and when 1 player uses their last tile OR when all possible plays have been made. If you can’t make a play but another player can, then your turn is skipped. When the game ends each player must pay the bank 100 money for every unplayed letter in their rack. However, if one player had played all their tiles, then all the other players pay them instead. Each player then combines the sum of all their money with the value of all their properties and the player with the most wealth wins.
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How to play The Game of Life Generations
Learn the rules to the board game The Game of Life Generations 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 most cash at the end. Lay out the board and attach the spinner. Shuffle each of the 8 decks separately, then place them facedown on the table. Each player picks a generation and takes the matching generation card, car, and spin to win token. Each player places an orange people peg in their car then places it on start. Players must arrange themselves in this turn order, clockwise, based on their generation: Greatest, baby boomer, gen x, millennial, gen z. Give each player 200 thousand dollars. Pick a player to be the banker who manages the game’s money, which they keep separate from their own.
The Greatest generation goes first, then play proceeds clockwise. At the start of your very first turn, you must pick a direction to go. If you pick the college path, take two 50-thousand-dollar loan certificates. If you pick career, then draw the top 2 career cards and pick one to keep, placing the other at the bottom of the deck, unless you are the Gen Z player, take a Life Opportunity Card instead and keep it facedown in front of you so the “Delay Life” side is faceup.
On your turn, spin the spinner, then move the number of spaces spun along the path toward retirement. If you pass a payday space, collect your salary from the bank. If you land on a payday space, then collect an additional 100 thousand bonus. If you are the Gen Z player, and have the “delay life” side in front of you, then, every time you pass a payday space, collect 10 thousand from every other player who has a college career card in front of them, then collect money from the bank until the total collected is 60 thousand. If you land on a payday space, flip your life opportunity card face up and collect the new salary listed on it, as well as the additional 100 thousand bonus. Then the Life Opportunity Card remains on the Career side.
When you land on one of following spaces, perform these actions. Action space. Draw an action card and perform the action as indicated by your generation, then keep the card. It’s worth money at the end of the game. Spin to win. All players choose a different number on the spin to win wheel and place their token on it. You get to place the extra silver token. Then, spin the spinner until it lands on a number that a player is on, then that player collects 200 thousand from the bank.
Baby, friend, and pet: add the indicated number of orange people, purple friends, or green pets to your vehicle. If you run out of space, collect any extra in front of you, they are worth money at the end of the game. House. You can choose to buy a house, sell a house, or do nothing. To buy, take the top 2 cards from the house deck and pick one. Pay its price to the bank and place the card faceup in front of you. Return the other card to the bottom of the deck. You are allowed to own multiple houses. To sell a house, spin the spinner and collect money from the bank based on what you spun as indicated on the card, then place the sold house at the bottom of the deck.
Generation space: perform your unique action at the top of your generation card. Certain generations have access to unique cards. Boomers receive Coupon cards that can be used on action cards to increase the amount of money earned or decrease the amount of money needed to pay. Gen X uses Pay Bump cards to permanently increase their salary, even if they change careers. Millennials use Side Hustle cards to force other players to pay them money.
Stop spaces require you to stop moving, even if you have more moves remaining. Refer to the corresponding section of your generation profile card for what to do next. If the stop action is multiple choice, match the colored arrow on the card to the one on the board to know which direction to travel and which action to take.
If at any time you don’t have enough money to pay for something, then you must take out a loan in increments of 50 thousand. Take the money and loan certificates from the bank. To pay off a 50-thousand-dollar loan, you must pay 60 thousand to the bank anytime during your turn.
When you reach the retirement space, your turns are skipped until all the other players join you. Cash bonuses are given to players based on the finishing order: with 400 thousand to the first player, down to 100 thousand for the 4th player. Once everyone has finished, players must pay off their loans, sell their houses, cash in their Action cards and pegs, and add up their wealth.
Each player collects 100 thousand for every action card they have. Millennials and gen z collect 100 thousand for every orange people peg they have, 100 thousand for every green pet peg they have...
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How to play Qwirkle Cubes
Learn the rules to the board game Qwirkle Cubes quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to score the most points by strategically adding cubes to the grid. Mix up all the cubes in the bag, then each player takes 6 of them and rolls them in front of themselves to create their hand. Everyone plays with open hands, with all their cubes visible at all times. The oldest player goes first, then play proceeds clockwise. On your turn, choose any of the cubes in your hand to re-roll. You may reroll all of them or none of them if you want.
Next, you may add any number of the cubes from your hand to the grid that you want. The top face of a cube is the only face of the cube that matters when matching to the grid. On your turn, you must add at least 1 cube, if you cannot, then you must re-roll all your cubes until you can.
The grid is the central play area where everyone collectively plays. The very first turn of the game, the first player must play down 2 or more cubes. If they are unable to play, then they must reroll all their cubes until they can play. Lines happen in horizontally or vertically adjacent cubes, never diagonally. Each line may only have 1 attribute in common: either color or shape. Lines may not have any duplicates. To add a cube to a line, you must match to its existing attribute.
You can only connect to multiple lines at the same time so long as all these restrictions in all lines are followed. Except for the first play of the game, all cubes must be placed adjacent to lines already present in the grid; you may not create multiple grids. If you play multiple cubes to the grid, all the cubes must share one attribute and be added to the same line. However, they do not have to touch one another.
When you create a line, you score 1 point for each cube in that line. When you add to an existing line, you score 1 point for each cube in that line, including the cubes that were already a part of that line. One cube can score 2 points if it is part of 2 different lines. You score an additional 6 bonus points whenever you complete a line of 6 cubes: this is called a Qwirkle. A qwirkle is worth 12 points. 1 point for each of the 6 cubes in it, then another 6 bonus points. Lines of more than 6 cubes is never allowed.
At the end of your turn, draw back up to 6 cubes then roll them to form your hand. When there are no more cubes in the bag, play continues without players replenishing their hands. Then the first player to play all their cubes ends the game and receives a bonus 6 points. The player with the most points wins.
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How to play Rubik's Spark
Learn the rules to the electronic game Rubik's Spark quickly and concisely - This video has no distractions, just the rules.
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RULES:
Shake and tilt the spark to wake it up. Keep the rubik’s logo clear, if it gets too dark the spark will go to sleep. Alternatively, you can pull off the top and manually turn the spark on and off. When the cube first turns on it will cycle between all the centers being lit, for single player, and all the corners being lit, for multiplayer. Tilt the spark so the desired game mode is lit to select it. While in multiplayer, after each level there will be a brief pause to allow you to pass to the next player. Rotate the cube when the next player is ready.
The center cube on each face show a different symbol. Rotate the cube and the flashing light will float to the highest point like a bubble. This is called bubble control. Move the flashing light to the center cube symbol for the game you want to play. There are 5 games. Each game you have 3 lives. After 3 lives the game ends and your score is shown.
The lightning bolt is “Tilt ,n zap”. In this game, the flashing cube stays on the top face. A lit cube will move around the spark and you must tilt the spark when the lit cube is adjacent to the flashing cube. If you miss you lose a life.
The question mark is “Follow the path”. In this game the spark will show you a path which you must remember then repeat by moving the bubble.
The cross hairs is “seek and destroy”. Use the bubble to guide the flashing cube to destroy the other lit cubes.
The snake is “snackin snake”. Guide the flashing cube to the blinking cube before it disappears. As you eat the lights you grow a tail that you have to navigate around.
The light bulb is “light the cube”. The spark will show you a pattern, you must then guide the flashing cube to light up the indicated cubes.
The rubiks logo is the “DJ”. This isn’t a game but rather you rotate the cube to make different sounds and music for fun.
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How to play Scrabble Pass
Learn the rules to the board game Scrabble Pass quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to score the most points by spelling a word each round. Give each player a scrabble pass card and tile rack. Use the side with the 5 rows for a standard game or flip it over for a shorter game. Put all the tiles in the bag and mix them up. Place the timer in the middle of the table.
Each letter tile has a value as indicated by its number. Blank tiles have no value but can be used as any single letter. When played, you must declare its letter and you cannot change its letter later.
There are no turns, all play happens simultaneously. At the start of each round, each player draws 7 random tiles and adds them to their rack. Next, once everyone is ready, all players pass their racks to the player to their left. Now, each player must form one word that is 2 to 5 letters long with the tiles passed to them.
The first letter of a word must start in the far-left space on any empty row. The first player to complete a word yells “Lock!” and flips the timer. All the other players now have until the time runs out to form their word and place it. Once you form your word on the card, you may not change it. When the time ends, tiles may no longer be played. Return all the remaining tiles in all the players’ racks to the bag, then points are scored.
The player who completed a word first and yelled “Lock”, receives 5 bonus points. Everyone scores points based on the combined value of all the letters in the word they formed that round. If you covered a premium square, then you will receive bonus points. The Premium letter bonus only applies to the letter on top of it, while the premium word bonus applies to the total value of the word. Apply bonuses to premium letters before premium words. Blanks on premium word squares still activate the bonus. If you created a word with all 5 letters, then you receive a bonus 5 points after the word has scored. Record the scores on a score pad.
You are allowed to use any word in the official Scrabble dictionary, or any agreed upon dictionary of your choice. Players may only consult a dictionary during a challenge. Illegal words that are not allowed, are: any word that is misspelled, made up words, proper nouns and proper names, foreign words, abbreviations, acronyms, freestanding prefixes and suffixes, hyphenated words, and words with apostrophes.
If you think someone’s word is illegal, you may challenge them and look up their word in the dictionary. If the word is illegal, then the illegal word is returned to the bag and it scores no points. If the word is legal, then the challenger returns their word to the bag instead and they don’t score that round. If the player who “locked” their word first played illegally, then they do not receive the bonus 5 points.
The player with the most points after 5 rounds, or 3 rounds in the shorter game, wins!
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How to play Uno Quatro
Learn the rules to the board game Uno Quatro 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 match by color or number, 4 in a row horizontally, vertically, or diagonally. Layout the tray upright against the stand. Mix up the tiles in the bag and each player secretly draws 3 tiles to form their hand. Players look at their own tiles but keep them hidden from others. The youngest player goes first then play proceeds clockwise.
On your turn you place a tile from your hand at the top of a tray column and let it drop down into place. Once a tile is in play, it may be used by any player. If the tile you placed is adjacent to any other tiles, either horizontally, vertically, or diagonally; then you must match to many one of them either by color or number. You do not need to match all sides, just one.
If you are unable to play a tile from your hand, then you must discard a tile to the bag and draw a new one. If the drawn tile is playable, then you may play it. After you play or discard and draw, your turn ends and you draw back up to 3 tiles.
These symbols are for colorblind players. Some tiles have special action symbols on them. They are: Swap. After playing, swap the position of any two column trays by sliding them up and out then back into their new positions. Push. After playing, push down on that tile to pop the bottom most tile out and return it to the bag. The push tile must match at least 1 adjacent tile, if any, for this final pushed position.
If the push tile is the bottommost tile, then you do not push it out. You are allowed to play a push tile into a column that is full. Minus 2. After playing, take 2 random tiles from the next player and place them back in the bag, leaving that player with only 1 tile for their next turn. After which they will draw back up to 3.
The first player to get 4 tiles in a row either horizontally, vertically, or diagonally, wins!
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How to play Skip-bo Masters
Learn the rules to the card game Skip-bo Masters quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Skip-bo, check out this video: https://youtu.be/Z-b_XTnMRck
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RULES:
The rules are the same as regular Skip-bo except for these changes. During setup give each player 12 coins. Coins are used 1 of 3 ways. First, you can pay coins equal to the numerical value of the next card in a building pile in lieu of playing that card. If you do, you must play the next numerical card in sequence. Put the spent coins next to that building pile. You may not pay for multiple cards in succession, you must play a physical card in between payments.
Second, you give another player 1 coin to play the topmost card from one of their discard piles or their stock pile to any building pile. The player may not refuse and the bought card must be played, it cannot be added to your hand or a discard pile.
Third, some cards have a toll as indicated by the number of coin icons on them. This is how many coins you must pay to continue your turn after playing that card. If you do not pay, then your turn ends immediately, even if you had other cards you wanted to play. If you do pay, then place the coins next to the building pile where you played the toll card then continue your turn.
Whenever a building pile is cleared that has coins next to it. Then, starting with the player who cleared that pile and proceeding clockwise, all those coins are dealt out to all the players 1 at a time. Some players may get more coins than others.
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How to play Minecraft Legends
Learn the rules to the video game Minecraft Legends quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the campaign is to drive back the piglin army from the overworld. Move around with the “w” “a” “s” “d” keys and move your mouse to change where you look. Use “space” to jump and press “shift” to toggle run mode. Left click to attack with your sword.
To interact with an object in the world, go up to it and a “q” icon will appear, hold down “q” for the indicated time to interact with it. Press “tab” or “m” to open the map. You can set a marker to help you find places you want to travel by using the compass at the top of your screen. Hovering over locations or biomes in the map can give you additional information as well. Hover over a friendly village, wellhouse, or the main “Well of fate” and press space bar to fast travel to that location. Question marks on the map indicate special points of interest you may want to explore to uncover useful things that will help you in your quest.
The “z” “x” “c” “v” keys change your hotbars at the bottom of the screen. You can select a hotbar item by pressing the numbers 1-9 or by scrolling your mouse wheel. Press “r” to bring up the book menu. Hover over an object to get a detailed description of that object and you can also manage your hotbar items.
With an item in your hotbar highlighted, press and hold right click to select the item for use in the overworld. Drag the mouse around to change its location, then left click to confirm and place the item. If the item is in red, then it is in an invalid location. To gather resources, place the correct gatherer type near its matching resource. A plus number will display to show you the total amount of resources remaining to be gathered. Add more gatherers to more locations to increase the gathering speed and/or total gather amount of the resources. You are only capable of holding a certain amount of each resource as indicated in the bottom right. A maxed out resource will highlight and will need to build improvements to increase the capacity.
Prismarine can only be collected by destroying pinlin structures and opening chests. Gold can be found by destroying piglin mining structures and chests. You can also collect resources from villager chests. There are bonus chests you can find throughout the world too.
Buildings are constructed in the same way. Buildings only take a few moments to construct, unless they are under attack, then the construction speed slows down. Some buildings, like walls and ramps, require you to pick a valid start and end point for the construction. Before confirming a building, it will show you how many resources will be used should you accept. Ramps are the only building that may be built on netherrack and are useful for attacking piglin bases.
You may not place down more gatherers or use more builders than the maximum quantity you have available. You do not need to be near a gatherer or builder for them to continue to work, you can be anywhere in the world. When a gatherer or builder finishes, they instantly appear in your inventory to be used again.
Player improvements may only be constructed around the buildings in the main Well of fate area. There is limited space so you can only have as many improvements as you can fit. You can sell improvements and buildings back for their full value by standing next to it and holding F. Damaged buildings give back less resources. You also cannot collect resources greater than what you can hold so any extra will be wasted.
While near friendly mobs, press or hold “q” to rally the friendly mobs to your control. Press “e” to issue a generic attack to all your controlled mobs in the direction you are looking. You can press and hold down the control key to enter the advanced commands mode called “banner view”, which allows you to have your mobs target specific units or structures. While in banner view, you can use the number keys to select specific class types as well as the arrow keys to change the specifics of who you issue commands to.
You can build mob spawners of various types. Stand on the spawner type you want and hold down “q” to spawn that type of mob. There is a limit to the number of mobs you can summon as indicated by the flame icon in the bottom right. There is also a limit to the number of summoned mobs you can control at a single time. Friendly mobs spawning in the world do not count towards either of these limits. You can upgrade these numbers by building certain...
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How to play Dos Second Edition
Learn the rules to the card game Dos Second Edition 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/FkuqYtE1rw0
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RULES:
The rules are the same as uno, except for these changes. For a refresher of those rules, check out this video. After dealing create 2 discard piles. You may play to either discard pile or both in the same turn. If you play 2 action cards, then both actions apply only to the very next player in turn order. You can combine the numerical values of two cards of the same color from your hand together to match the number of the top card in a discard pile and play to that pile. All number 2 cards are called wild dos cards and they are a 2 in any color you choose, however they do not allow you to control the color the next card must be unless they are played on top of another wild dos card.
The requirement for yelling “uno” is removed and replaced with yelling “dos” when you have 2 cards in your hand. When you play a wild play 2 card, you pick the color that resumes play for the discard pile. Then the next player must play at least 2 cards on their turn. If they can’t, then they play nothing, draw 2 cards then end their turn.
If playing for points, Wild dos and wild play two cards are worth 50 points each.
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How to Play Chess
Learn the rules to Chess quickly and concisely - This video has no distractions, just the rules.
Para verlo en español, mira este video: https://youtu.be/Jn6pllrbz_w
Para assistir em português, confira este vídeo: https://youtu.be/BgK-oePcZxE
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RULES:
The object of the game is to checkmate the other king. Checkmate happens when the king is in a position to be captured and cannot escape from the capture.
Layout an 8x8 checkered board between two players with a lighter colored space in the bottom right. Setup the second row with white’s pawns. On the first row, from left to right, setup: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook. On the opposite side of the board, mirror this setup for the black pieces. Each player picks a color and the player playing as white moves first, then turns alternate. On your turn you must move one of your pieces that is on the board, even if you don’t want to.
Pieces may not share a space, instead, you may move your piece to the same space as an enemy piece to capture that piece and remove it from the board. Pieces capture the first enemy piece they move into, and, with the exception for the knight, pieces are not allowed to move through any other piece.
The queen can move any number of spaces in a straight line in any direction. The rook can move any number of spaces horizontally or vertically. The bishop can move any number of spaces diagonally. The knight jumps over all pieces and moves 2 spaces either horizontally or vertically, then 1 space at a right angle from the last one, so the move resembles the letter “L”.
Pawns can only move 1 space forward, toward their opponent’s side of the board, but can only capture 1 space diagonally forward. A pawn may not capture a piece directly in front of it. A pawn’s first move of the game, it is allowed a double step move, and can move 2 spaces forward instead of one. However, if a pawn performs a double step move, and in so doing moves passed a space that an opponent’s pawn could have captured if that pawn had only moved one space. Then the opponent may choose to perform “En Passant” on their very next turn and capture to the passed over space with their pawn and remove the double step pawn from the board. En passant may only be used the very next turn, it cannot be saved for later, and only a pawn may perform it.
When a pawn reaches the farthest row of the board, it is promoted to either a knight, bishop, rook, or queen; the owner of the piece decides what it is promoted to. The choice is not limited to previously captured pieces. Remove the pawn from the board and replace it with the promoted piece. Promoted pieces move as a normal piece. There is no limit to the quantity of any type of piece you can promote to, other than when running out of pawns.
The king can move 1 space in any direction, but it may never move to a space that an opponent’s piece could capture. The king can perform a special move called “castling”. To castle, move your King two spaces towards either rook, then move that rook to the other side of the king. To castle, it must be the King’s very first move. It must be that Rook’s very first move. There cannot be any pieces in between the king and the rook. And the King may not be in check, pass-through check, or end on a space in check; but the rook can pass through a threatened space or be threatened.
Whenever a move threatened to capture a king, the attacking player must say: "Check". The other player must then use their turn to protect the King by either:
• moving the king out of check.
• Moving a different piece to block the path of the attack.
• Or by capturing the piece that threatens the king.
If the king cannot escape the threat and there is no move to protect the king. Then it is Checkmate, and the game is over and the attacker wins.
A draw occurs in one of the following ways:
• Players at any time may agree to end the game in a draw.
• If your king is not in check and you cannot legally move any of your pieces.
• There is an impossibility of Checkmate from either player
• If an identical position for all the pieces on the board occurs at least 3 times in the same game, then a draw may be claimed by either player on their turn. After 5 identical positions, then it results in an automatic draw.
• If in the previous 50 moves by each side...
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How to play Space Checkers
Learn the rules to the board game Space Checkers quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to capture all your opponent’s checkers. Setup the board like so. Checkers always go on the textured spaces. Place Black’s on the bottom 2 levels on one side and red’s on the top 2 levels across from black’s. All checkers begin the game king side facedown.
Red’s topmost 2 edge-most squares, and black’s bottommost 2 edge-most squares, are their kings rows. Red goes first then turns alternate. On your turn you must move 1 checker. The first piece you touch you must move unless moving that piece is impossible. Checkers always move forward, towards their opponent’s king row. Checkers can move diagonally forwards on the same level, Diagonally forwards and vertically towards their opponent’s king row either up or down one level, or move sideways and vertically towards their opponent’s king row up or down one level. A checker can only move one space.
If an opposing checker blocks your path and there is an available space beyond that space that would be a legal move for your piece if it was on the space where the opponent checker is, then your checker may jump the opposing checker and land on the open space, capturing the opponent’s checker and removing it from the board. If after completing a jump, there is another legal jump available, you may make a subsequent jump and capture another piece. You can string together as many jumps as you want so long in a single turn.
If you have a legal jump, you do not have to jump if you don’t want to, this is called “Huffing”. However, if you “huff”, then on your opponent’s very next turn, they may respond one of three ways: 1st, they can ignore it and make a normal move of their own. 2nd they can force you to make the jump. 3rd, they can remove your piece that missed the opportunity to jump. If the “Huff” was ignored and remains in effect after your next turn, then your opponent can still respond to it in the same way.
When a checker reaches its opponent’s king row, it becomes “kinged”. Flip the piece over and stack another on top of it to show this. Kinged checkers are allowed to travel in any direction 1 space and can jump in any direction.
The first player to capture all their opponent’s checkers wins. If you blockade your opponent so they cannot move, then you win. If it is impossible for either player to win, then the game ends in a draw.
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How to play Bad Opinions
Learn the rules to the board game Bad Opinions 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 earn 7 or more points. Shuffle the topic cards and deal 5 to each player. Players look at their own cards but keep them hidden from others. Place the rest of the topic deck facedown in the middle of the table. Give each player an A and B voting card and one interrupt card. Put the Rantmaster B card in the middle of the table and give the Rantmaster A card to the oldest player.
The player with the Rantmaster A card goes first, then play proceeds clockwise. On your turn pick a topic card from your hand and play it to the table, reading it aloud. Then, give your opinion on that topic. Your stated opinion may be as long or short as you want and there is no limit or requirement to how the opinion is given. Once finished, the next player clockwise from you either claims the Rantmaster B card or passes. If they pass, then the option goes to the next player until it gets back to you or someone takes the Rantmaster B card.
At anytime during this process, any player, besides you, may play their interrupt card to take the Rantmaster B card. Put the played interrupt card to the box, it may not be used again. If multiple players try to interrupt, then whoever take it first gets it.
Whoever takes the Rantmaster B card must now give their opinion on either what Rantmaster A said about that topic or they may give an entirely new opinion about the topic. Once finished, everyone else votes for the opinion they prefer by placing their matching vote card facedown on the table. Once everyone is ready, all the votes are revealed and the Rantmaster with the most votes receives 2 points recording them on the scorecard. Then every player who voted in the majority scores 1 point. If the vote is a tie, then both Rantmasters each score 1 point instead and everyone else scores none. If all the players pass on the opinion, so that no player picks up the Rantmaster B card, then the Rantmaster A player receives 2 points and all the other players receive 0.
After scoring points, the turn is over. Everyone takes their vote cards back, return the Rantmaster B card to the middle of the table, and discard the topic card. The player who was Rantmaster A draws a replacement card from the deck then gives their Rantmaster A card to the next player in turn order. Then that player takes a turn. Repeat this process until 1 player has 7 or more points, then that player is the winner. If it is a tie, then keep playing until there is only 1 winner.
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How to play Monopoly Mega
Learn the rules to the board game Monopoly Mega quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Monopoly rules, check out this video: https://youtu.be/IPYH4dnhdHg
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RULES:
This version of monopoly uses the same rules as the regular rules of monopoly except for these changes. For a refresher of those rules, check out this video. Each player is given an extra 1000 dollar bill in addition to their starting cash. Roll only the two white dice to determine turn order. On your turn roll all 3 dice. The blue die is the speed die. If dots appear on all 3 dice, then add them all together and move. If you roll mr monopoly, after to move and take your turn according to the white dice, you get to move to the next available unowned property and buy it. If all the properties are owned, then move to the first property where you need to pay rent. If all your opponent’s properties are mortgaged, then stay where you are. An opponent can’t build or trade until your Mr. Monopoly move is completed.
If you roll the bus, then first make your normal move with the white dice, then after that you may either take a bus ticket or move to the nearest community chest or chance space in front of your token.
Refer only to the white dice when determining doubles. If doubles entitle you to roll again, you may use a Bus Ticket in place of rolling the dice. While in JAIL, roll only the two white dice. If you pay beforehand to get out, roll all three dice. If you roll TRIPLES move ahead to ANY space on the board. Do not roll again. You do not go to Jail if you’ve rolled doubles twice before rolling triples.
Each color group has one additional property. You may build houses and hotels once you own all but one property in a color group. If you own all of the properties of a color group, and have built hotels on each, you may then build SKYSCRAPERS. Refer to the property’s Title Deed for the cost of a Skyscraper as well as the amount of rent you can collect from having one. You are entitled to collect TRIPLE rent on any unimproved property in a group once you own all of its properties. You may not mortgage any property of a group until all houses on it are sold back to the bank. If you acquire the final property of a group, after previously building on its other properties, you must un-mortgage this property immediately, if it is mortgaged, and build it up according to the “even” building rule or, if you can’t afford to do so, you must redistribute existing houses among all properties of the group. You may need to break down hotels to do this. You may sell a Skyscraper back to the bank for half its value and revert it to a hotel.
You may improve your Railroads by building a TRAIN DEPOT on it for the cost of $100. A Train Depot doubles the rent due for the Railroad. You don’t need to own multiple Railroads before building a Train Depot on one. Train Depots may be sold back to the bank for $50 each.
On any turn, you may choose to use a Bus Ticket, if you have any, instead of rolling the dice. If you do, move forward to any space on the same side of the board. Corners are the final
space on each side, as well as the first space of the next side. After using a Bus Ticket, it is removed from the game and may not be used again. When an “All Tickets Expire” card is drawn, all other Tickets in the hands of the players are lost to the bank. If a Bus Ticket or Mr. Monopoly roll causes you to pass GO, collect $200 as usual. All Bus Tickets should be revealed as collected and kept face up.
If you land on the auction space, pick an unowned property for the Banker to auction off. If all of the properties are owned, you must move ahead to the property on which you need to pay the highest rent. If there is a tie, then move to the closest one.
If you land on the birthday gift space, collect $100 from the Bank, or draw a Bus Ticket for use on a later turn. Your choice. If you land on the bus ticket space, take a Bus Ticket and keep for use on a later turn. Do nothing if no Bus Tickets remain. Apart from these chances, the rest of the rules are the same as regular monopoly.
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How to play Chess the Lost Pieces
Learn the rules to Chess the Lost Pieces 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. For a refresher of those rules, check out this video. Customize your army by swapping out for different pieces. Hover over a piece says what it does. Only certain pieces can replace certain types of pieces. You can rearrange their starting positions too. You are allowed to remove non-king pieces on your first row if you want. Each piece has a weight, your army’s total weight cannot exceed 150 for online play.
In the campaign, you begin with a limited number of pieces. You can purchase new pieces with the gold you gain from beating levels as well as earn some for free. Move your king along the path. As you reach different destinations you can collect gold, unmake, items, free pieces, and battle. You can only move to the right; you cannot move backwards. While battling, hover over a piece and hold down the shift key to see its available moves. Hold down control to see a piece’s card description.
During a battle you can use an unmake token to undo your last move. Items are consumable pieces you can drop onto your half of the board to use for the rest of the battle. Consumed items won’t be available after the battle. Make your way through the campaign and beat the final level to win!
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How to play Qwirkle Rummy
Learn the rules to the card game Qwirkle Rummy quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to make the most quirkles. A quirkle is a run of 6 cards that are all either the same shape or all the same color, without any duplicates. Shuffle the deck and deal 9 cards to each player. Put the remainder of the deck facedown to the side as a draw deck. Players look at their own cards but keep them hidden from others. The player with the largest set of cards that are all one shape or color, without duplicates, goes first, then play proceeds clockwise. If it is a tie, then the older player goes first. If no player has a set of at least 3 cards, then all the cards are reshuffled and dealt again.
The first player does not have to play their largest set. On your turn, you can play cards from your hand to form a new set, add to an existing set, or switch cards to make new sets. You can any of these multiple times on your turn if you want. A set must contain at least 3 cards that share 1 attribute: either color or shape. There cannot be duplicates in a set. To start a new set lay it to the table with the cards overlapping.
To add a card to an existing set, the card added must contain the matching attribute and there cannot be any duplicates. Whenever a quirkle of 6 cards is formed, the player who made the quirkle collects all the cards to overlapping stacks near them for easy point counting later. All completed quirkles, and cards in those quirkles, must be visible to all players at all times.
To switch cards, you must add at least 1 card from your hand to the play area. Next, rearrange any number of cards already in play so as to make new sets. When finished, all the sets must still have at least 3 cards and one common attribute with no duplicates. You are allowed to switch cards into quirkles and score points.
You must play at least one card on your turn if you can. If you are unable to play, then your turn is skipped, and you do nothing. After playing cards, your turn ends, and you draw back up to 9 cards. When the last card is drawn, each player gets 1 more turn, with the player who drew the last card getting the final turn, then the game ends and the player with the most quirkles wins. If it is a tie, then the tied players rejoice in their shared victory.
There is a colorblind friendly version of the game you can also play with.
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How to play Minecraft Magnetic Travel Puzzle
Learn the rules to the game: Minecraft Magnetic Travel Puzzle, quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to place the correct pattern on the crafting table. Pick a puzzle and arrange the magnetic symbols on the crafting board into the correct single solution by using the clues for that puzzle. The clues are: A colored square determines the color of the item but not the shape. A Black and white symbol indicates the shape of an item but not the color. And a fully colored symbol indicates that specific items shape and color. A blank space means any item can be there but shows you the precise location of some of the clues. A negative clue appears on a darker background and shows you a pattern that you are not allowed to have in the final crafting solution. Correctly solve every puzzle to win.
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How to play Chosen Chess
Learn the rules to the chess variant: Chosen 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. The object of the game is to capture your opponent’s king or stalemate your opponent, there is no check or checkmate. Kings are allowed to move to a threatened space.
On each player’s first turn they choose one of their pieces and place a marker on it. Now, on all future turns you must move your piece with the marker on it, then select any new different piece and place the marker on that one. You may not place the marker on the exact same piece you just moved, but you could place it on the same piece type for another piece you didn’t move.
To castle, you must choose the king for the move. You are allowed to castle when your king is threatened. And you may castle through a threatened square.
You must move the piece you marked in the previous turn, if you are unable to, then you lose the game. At the end of your turn, if you are unable to choose a new different piece, then you lose. The first player to stalemate or capture their opponent’s king, wins.
An alternative rule you can play with is to have the piece selection process hidden from your opponent by writing down the chosen piece’s coordinates on a paper each turn then revealing it.
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How to play Monopoly Jackpot
Learn the rules to the board game Monopoly Jackpot 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 have the most cash when the bank runs out of money. Layout the board and place the spinner in the middle, where there arrow points initially is irrelevant. Give each player $2000, 1 token, and 10 houses of the matching color. Each player sits in front of their color zone on the board. Place the remaining money on the bank space. Pieces move clockwise around the outer ring of the board. If you roll a chance question mark then you can either spin the chance spinner or move like normal with the number on the other die.
There are no title deeds, instead your houses determine which properties you own. Whenever you buy a property, you put the money in the jackpot instead of the bank, then place one of your houses on the properties. There may only be 1 house per property. If you don’t have any available houses you can move a house from another property to the new one. That property is now on the market to be bought. Property auctions start at $100 and increase by any amount. All money to be paid, except for rent, goes to the jackpot.
Rent is the purchase price of the property, and it is paid to the player who owns the property. Rent is doubled if you own a colored set. If you don’t have enough money to pay for rent, keep what money you do have and give that player 1 property you do own. If you have no properties, give them all your money. If you have no money, then do nothing, you are still in the game.
The cost to get out of jail is $100. If you land on free parking on your turn then you collect all the money in the jackpot. If you land on a chance space, or you chose to use your rolled chance question mark, you get to spin the spinner. First, every player decides if they want to risk any money on the chance spin by placing any amount of their money they want against their color zone. Then you press down on the spinner. When the arrow stops first look at the property it is pointing to, if there is a house on that space then it is called a hot house and the owner of the property takes double the rent from the bank. If it is part of a complete set then apply the that double bonus as well. If the owner is in jail then they may not collect money from a hot house.
Next check the inner circle chance spaces and follow the instructions on that space. If it is a payout space of times 1, 3 or 4, then all the players who played, take that multiple of money that they risked from the bank, then they take their risked money back from their color zone. For example, if you bet $200 and a times 2 pay out was hit, then you collect $400 from the bank in addition to the money by your color zone. Payments are paid out to each participant in player order, moving clockwise from the player who spun.
The other types of spaces you can spin are as follows:
Jackpot, you win all the money in the jackpot plus all the money that other players risked on their color zones. The other players do nothing.
Bankrupt: Put all you money, not just what you risked, into the jackpot. The other players take back their risked money.
Pass left and right: all players who risked something pass their risked money to the next player who risked in the indicated direction. If no one else risked, then take your money back.
Pay Jackpot: all players put their risked money into the jackpot.
Go to jail: you go directly to jail and the money you risked goes into the jackpot. All other players take their risked money back.
Build house: Place one of your houses on any unowned property on the board. All players take their risked money back.
Steal house: take a property someone else owns and swap their house out for one of yours. All players take their risked money back.
Swap house: swap properties with another player.
Swap cash: first everyone takes their risked money back. Then you pick any single player, and the two of you swap all the cash you both have.
If a chance space is impossible to perform, then do nothing. The game ends immediately once the bank runs out of money. Then the player with the most money wins.
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How to play Alphabet Bingo
Learn the rules to the board game Alphabet Bingo 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 cover 4 letters in one row or column. Give each player a board and some chips. Put the tokens in the bag and mix them up. Pick a player to pull out a random token from the bag and announces the letter to everyone and shows them the letter side only. Now everyone who has that letter on their board, places a chip on that space. The first player to fill one row or column with chips shouts “Bingo” and wins.
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