How to play Time Control Chess
Learn the rules toTime Control Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. If you run out of time you lose the game. Set the chess clock to the side of the board in easy reach between the two players. The playing going second presses their button to start the game. During your turn, your time counts down. Press your button to stop your time and start your opponent’s time. If your time reaches zero, you lose; unless opponent has insufficient material to win, then the game is a draw instead.
There are multiple types of speed chess that change the constraint for the amount of time each player gets to make their moves. You can choose to play with or without time increments if you like. A time increment is the amount of time, usually in seconds, that is added to your time after you complete a move. You can play with “partial time” so that your increments can never bring your time higher than the amount of time you began your turn with. You can play with “limited time”. Limited time means that each player must make each single move within a certain time limit or they lose. The limit resets after each move. You can play with “Time Buffer” which means that a player is not allowed to end their turn until a specified minimum amount of time has passed. You can configure the players to have different amounts of time in order to accommodate for difference in skill.
During setup, configure a chess clock to the appropriate time according to the variant you are playing. Rapid Chess is anywhere from 10 to 60 minutes per player and is commonly played with 10 second time increments. Blitz Chess is 10 minutes or less per player, but typically uses 3 minutes with 2 second increments. Bullet Chess is anything less than 3 minutes per player, with lower time controls being called hyperbullet for 30 seconds per player and ultra bullet for 15 seconds per player. Bullet typically plays with 1 or 2 second increments.
If you play online you don’t have to worry about knocking over pieces and you can also allow pre-moving, which is the ability to make your move before the opponent has taken their turn, thus automatically moving your piece on your turn, using up very little time.
Armageddon chess is a variant of Blitz chess where black wins drawn games but white gets more time on the clock. Common times are 6 minutes for white and 5 minutes for black. Lightning chess limits each move to 10 seconds or less, with the time resetting after each move.
Determine which rules you will play with before beginning a game.
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How to play Shotgun King The Final Checkmate
Learn the rules to the video game Shotgun King The Final Checkmate 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 beat the 10th floor then final boss, by killing the enemy king on each level. The only piece you have is a king armed with a shotgun. Left click an adjacent space to move your king. Left click on an enemy or in the direction of an enemy to fire your gun. Your weapon’s stats are seen here. The power of your weapon decreases the farther away your target is, but you will be able to hit multiple targets.
Each time you move, your weapon will reload your gun from your reserve. If you gun is fully loaded, then it will generate 1 ammo to your reserve, unless that is also full. If your gun has no loaded ammo, you will need to either manually reload by clicking the gun icon or pressing the spacebar; or you will need to move your king to a new space.
If you are about to take an action that will result in you losing, the game will make this sound. And one of your shields will be consumed. Move your king to a new space to regenerate your shields. When you run out of shields you will no longer be warned about losing. If your king dies, you lose the game.
Hover over an enemy to see its health, movement, and time. Time is the number of turns you will take before that piece moves. The turn right before a piece moves, that piece will start shaking, to indicate it will move after your next action. Multiple enemy pieces can move each turn. A pieces remaining time is ignored if you move to, or remain in, a threatened square, resulting in it immediately capturing you.
When a piece’s health reaches 0, the piece is destroyed. If that piece isn’t a pawn or king, then you will capture its soul if you don’t already have one. You can left click a soul card then an indicated space on the board to move your king as the captured piece 1 time, consuming the card. Right click while using a soul card to cancel using it and save it for later. There is no limit to the number of soul cards you can capture and use in a game.
After you eliminate the enemy king, you get to pick between 2 upgrades paths. Each upgrade has 2 cards, 1 black and 1 white. Each black card benefits you while each white card benefits the enemy. However, some white cards can benefit you too. Each card says what it does and will permanently benefit you for the remainder of the game. Hover over a card to read what it does.
After you beat the final boss, you will unlock the next difficult. Throughout playing, you can also unlock different weapons your king can use to help aid you in your quest.
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How to play Wizards' Chess
Learn the rules to the board game Wizards' 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 either checkmate or spellmate your opponent.
Shuffle the spell deck and deal 2 cards facedown to each player. Players look at their own spell cards but keep them hidden from their opponent. At the start of your turn, if you hold less than 5 spell cards in your hand, then you draw 1 spell card. On your turn, Instead of moving a piece, you may cast a spell, cancel a spell, or counter a spell.
To cast a spell, lay the card you wish to cast faceup on the table and indicate which piece is performing the spell. There are 3 spell caster ranks: Apprentice, Conjurer, and Wizard. Pawns are rank apprentice. Knights, Bishops, and Rooks are rank Conjurer. Queens and Kings are rank Wizard.
Each spell card indicates the caster’s location on a 5 by 5 board. The highlighted squares indicate the range of the spell. The Apprentice can only target the lightest colored squares. The Conjurer can target the two lighter shades of colored squares. The Wizard can target any colored square. Spells can affect 1 or more pieces on the board. Whenever multiple pieces are within range of a spell, then the piece with the lowest rank is targeted first. Ranks from lowest to highest are: Pawn, Knight, Bishop, Rook, Queen, King. If multiple pieces of the same rank are targeted, then the caster picks which ones are targeted. Spells do not affect friendly pieces in their range.
After you cast your spell, your turn ends but the spell is not resolved, and no pieces are removed yet. Your opponent’s turn begins with drawing a card and they can now use their turn to either cancel the spell, counter it, sacrifice, or ignore it. You may not move a targeted piece out of range to protect it.
To cancel a spell, the defending player must play an opposing spell of the opposite element of equal or greater value as indicated by the spell card’s value number in the top right. 1 is the highest value and 9 is the lowest. If the spell is cancelled, then discard both spell cards and nothing happens. Pieces may use any spell card to cancel with, regardless of that targeted piece’s caster rank.
To counter a spell, you must play a card of with the same name that is of a different element. When you do, you discard the original spell and now your piece that had been targeted, uses the spell you played for the counter back against your opponent, targeting the lowest rank piece. If you had countered a spell that was targeting multiple pieces, then the highest rank piece is the one to perform the counter spell. Your turn ends and your opponent goes, with the same options to respond. Card levels 7 to 9 cannot be countered.
To sacrifice, move a lower rank piece than what your opponent’s spell is currently targeting into the spell’s range to force the spell to recalculate its targets. When done correctly, the lower rank piece will be hit instead or a higher rank one. Your turn ends and the spell resolves by removing the proper pieces from the board in the targeted area and the spell is discarded. In order to sacrifice, the piece must use its traditional chess move and not a spell move.
The final option is to ignore it. In this case, after drawing, remove the targeted pieces from play and discard your opponent’s spell. Then you perform the rest of your turn like your normally would. You are allowed to ignore a spell even if you could have cancelled, countered, or sacrificed.
Whenever your King is targeted by a spell, it is considered to be in check. If you cannot protect the King from this spell then it is spellmate and your opponent wins. There are 2 special spells in each element that allows the King to escape check or checkmate. Only the King can use those cards to escape capture.
Once a card is played you may not take it back to do something different. If the draw deck runs out of cards, do not shuffle it into a new draw deck, but continue playing without drawing new cards.
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How to play Face-off Chess
Learn the rules to the board game Face-off 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
Play chess online for free here:
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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. Kings are not allowed to be orthogonally across each other either vertically or horizontally without a piece in between. Doing so is illegal and not a valid move, so a player would be unable to move the sole piece in between two kings. The first player to checkmate their opponent wins.
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How to play Scrabble (2023 rules)
Learn the rules to the board game Scrabble 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 when the game ends. The game ends once 1 player has emptied their rack of all letters when the bag is empty, or if all the players pass twice in successive turns.
Lay out the board and give each player a tile rack. Mix up all the tiles in the bag and each player takes 1 tile. The player whose tile is closest to the letter “A” goes first. If it is a tie, try again. A Blank tile beats any letter. Return the tiles to the bag, then beginning with the starting player and proceeding clockwise, each player secretly draws 7 random tiles and adds them to their rack. Tiles should remain hidden from your opponents.
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. The total quantity of each letter is printed on the board.
After each player has their starting tiles, the game begins. On your turn, you must form 1 new word on the board, or discard and draw new letters, or skip your turn. The very first word of the game must be at least 2 letters long and cover the center start square. After that, you must form words on the board that are horizontally or vertically connected to a previously formed word. Words always read from left to right and top to bottom, never backwards, upwards, or diagonally.
All placed letter tiles must be adjacent to each other in a straight line and be a part of the same word, you cannot place letters in multiple locations across the board in a single turn. You are allowed to create multiple words, by placing tiles adjacent to multiple words already in play. If you do, then all touching letters must form complete words. If even one word is incomplete, but the rest are good, you may not play there.
You may have any number of duplicate words on the board. After you place your word, you then score points based on the combined value of all the letters in all the new words you formed that turn. At least 1 letter needs to be added to a word for it to be considered a new word. Letters that are a part of 2 different words will be scored twice, once in each word.
If you covered a premium square, then that word will score 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 first, before applying premium word bonuses. Blanks on premium word squares still activate the bonus. You can only score premium bonuses the turn you place a tile on that bonus. If you make a new word from an existing word that already had bonuses from a previous play, then you do not score those bonuses.
The center start square is a double word bonus. If you create a word using all 7 letters on your rack in a single turn, then that is called a “bingo”, and you receive a bonus 50 points after the word has scored. After you place your tiles, record your score on a score pad, then draw back up to 7 tiles and the next player goes.
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 that word before the next player starts their turn. Look up their word in the dictionary. If the word is illegal, then the illegal word is returned to that player’s rack, and no points are scored and their turn ends. If the word is legal, then the word remains and points are scored, but the challenger loses their next turn.
If you are unable to play a word, or choose not to, you may trade in tiles for new ones from the bag. Place all the tiles you wish to trade facedown on the table, then draw the same number of tiles from the bag, then return the facedown tiles to the bag and end your turn. If you want, you may also choose to skip your turn without playing or discarding.
Keep playing until the bag runs out of tiles, then play continues without players replenishing their racks. Then the first player to play all the tiles in their rack ends the game. Or if all the players pass two times consecutively, then the game ends. Either way, players now subtract points from their score based on all their remaining tiles left in their rack. If a player had played all their tiles, they add the sum of all the other players’ unplayed tiles to their score. Then the player...
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How to play Cheaters Chess
Learn the rules to Cheaters Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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Rules
The rules are the same as regular chess except for these changes. For a refresher of those rules, check out this video. During the game each player is allowed to perform 1 illegal move by creating a new rule that both players must follow for the rest of the game. You may only create your rule while it is your turn, and you may only create 1 rule. The rule may only apply to 1 piece, and it must be the piece you are currently moving, in the illegal way you are moving it. After you perform your illegal move you must state out loud the rule you are creating. Your rule applies to all the pieces of the same type on the board, as well as future promotions, regardless of who controls them. You may not create limitations on which pieces are affected by your rule. Your rule may not limit or change a piece’s traditional chess moves, but you may add movement to it. Your rule may not allow pieces to capture more than 1 piece a turn. Your rule may not affect a piece that is out of play, so that you add it to the board, apart from promotions. Your rule may not result in your immediate victory on the turn you created it, and your rule may not negate, change, or alter your opponent’s rule. Rules that are created around specific locations on the board are mirrored for their opponent. For example, if Black’s rule is that pawns promote on the 6th row, then White’s pawns would promote on the 3rd row.
You may not create a rule to escape checkmate or make checkmate impossible. The first player to checkmate their opponent. Wins.
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How to play Skip-bo App
Learn the rules to the mobile app game Skip-bo quickly and concisely - This video has no distractions, just the rules. #UNO #SkipBo #Familygame #Cardgame
Play the game online for free here:
iOS: https://link.triplesgames.com/Skipbo-iOS
Google Play: https://link.triplesgames.com/Skipbo-GooglePlay
RULES:
The object of the game is to be the first player to play all the cards in your stockpile to the central piles. The top card of your stockpile is faceup so all the players can see it. There are 4 central piles that cards are played to in ascending order from 1 to 12. All piles must start with a 1 and once a pile reaches 12 it is removed, and a new pile can be started in its place. Each player has 4 personal discard piles. Only the top card in each pile is allowed to be played to the center piles. A skip-bo is a wild that can represent any number.
Tap any one of your playable cards to play it to a correct center pile. You can also drag cards to play them. If a card isn’t playable, you cannot play it. To play a skip-bo, you must manually indicate which pile it plays to. If you play all the cards in your hand, then you immediately draw 5 new cards and continue your turn. To end your turn, you must discard 1 card from your hand by dragging it to any discard pile. Cards in discard piles can be discarded in any order you choose; they don’t need to be sequential. At the start of your turn, you will draw back up to 5 cards. In online play, each player has a 20 second time limit. Play a card to reset the time. If the time runs out then a random card from your hand will be discarded automatically, ending your turn.
The first player to play all the cards in their stockpile wins and earns the gold. Gold is used for playing other players online and levels in the adventure mode. In the adventure mode, you play a little different. The goal is to clear cards from the top of the screen with a limited number of facedown cards. As you progress, more rules and features will slowly be unlocked to keep you challenged. Completing a level earns you gold. There are also special events you can participate in as well.
Check out the links in the description for where you can play for free.
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How to play Double Kings Chess
Learn the rules to Double Kings 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 all your opponent’s Kings. There is no check or checkmate. During setup, replace each Queen with a King. Pawns may not promote to Queens, but they may promote to a King. Kings may castle in either direction two spaces towards the rook then the rook to the other side, so long as the spaces in between are vacant. You may castle a King ignoring all threats. Kings may move to a threatened space and do not need to move if threatened. The first player to capture all their opponent’s Kings, included all pawns that were promoted to Kings, wins.
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How to play Poop Wars
Learn the rules to the board game Poop Wars 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 one with your piece on the board when all the other players are flushed. Shuffle the toilet cards and lucky cards together, then place them in a 6 by 6 square so the open toilets and lucky cards are faceup. Place the sewage swirl in the center of the square. Shuffle the actions cards and deal one to each player. Players look at their own action card but keep it hidden from others. Each player picks a poop personality and takes its 3 matching pieces. Beginning with the youngest player and proceeding clockwise, each player places 1 of their pieces at a time on any empty open toilet space until all their pieces are placed. Pieces may not share spaces nor be placed on lucky cards.
Once all the pieces have been placed, then the player who pooped last goes first and play proceeds clockwise. On your turn, roll the die then move any one of your pieces exactly that number of spaces in either direction around the cards. You may not change directions mid move and you may not move a piece that is in the sewage swirl. If you land on an open toilet space that has another player’s piece on it, then your opponent’s piece gets flushed to the center sewage swirl. Multiple pieces may share a lucky card without being flushed to the sewage swirl.
If you roll the flush icon, then flip one unoccupied toilet card over. You can flip an open toilet to a flushed toilet or a flushed toilet to an open toilet. You may never flip over a lucky card. If you land on a flushed toilet, then your piece is immediately flushed into the sewage swirl in the center.
There are 3 Lucky Cards. If you land on the “surf back up” card, take one of your pieces from the center and place it on any unoccupied open toilet. If you have no pieces in the sewage swirl, or if there are no unoccupied open toilets, then do nothing.
When you land on “turd toss”, then move one piece from any player, including yourself, to any unoccupied open toilet space. If you land on “lucky roll”, then say a number 1 through 5 out loud then roll the die. If you rolled the called number, perform a “surf back up”. If you roll the flush icon, then flip a toilet card.
After you roll and move, and complete any actions, your turn ends and the next player goes. Each player has an action card they can use once per game. After playing your action card, it is removed from the game and may not be used again. The actions are as follows:
“Surf back up.” On your turn, instead of rolling, perform a “surf back up”.
“Out of order”. On your turn, instead of rolling, flip any one of your own pieces so it is facedown. That piece remains facedown until your next turn and cannot be moved by any player, and that space may not be flipped. At the start of your next turn, flip the piece faceup.
“Naaaaah”. When another player tries to perform an action against you, like a turd toss or a flush, play this card to negate that action and protect your piece. This includes protecting your piece if another player moves to your space, in that case, their piece returns to its starting space and their turn ends without them moving. Playing this card, does not count as your turn.
There are 3 “secret surf” flushed toilet cards. Whenever you flip a secret surf card, perform a “surf back up”. Secret surf cards can be activated multiple times in a game each time they are flipped; however, once flipped, a secret surf acts like a regular flushed toilet for any piece that lands on it.
When all your pieces are in the center, you are not eliminated from the game, but instead keep playing. On your turn you may either play an action card or perform a “lucky roll” to see if you can rescue a piece or roll a flush icon. Once all but one player’s pieces are in the center, then the game ends and that player is the winner.
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How to play Senet
Learn the rules to the board game Senet quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to bear your pieces off the board first. Layout the board. Pieces move round the board like so, with the invisible numbers 1 through 30 assigned as so. Setup the pieces alternating like so, with a darker piece on the 10 square. Piece movement is determined by throwing 4 two-sided dice sticks. One flat side up is 1. Two is 2. Three is 3. Four is 4. And all four rounded sides up is 6. Alternatively, you can play with a die but you ignore 5s.
Players take turns rolling to see who can roll a 1 first. The first to roll a 1 takes control of the darker pieces for the remainder of the game and moves the piece on square 10 forward 1 square. Then that player rolls again. On your turn, you move a piece exactly the number rolled. If you rolled a 1, 4, or 6; then you get to go again. If you rolled a 2 or 3, then after moving your turn ends.
If you move to the same square as an opponent’s piece, their piece is “under attack”. Move their piece back to your piece’s starting position and you take its spot. Two pieces of the same color may not occupy the same square; but 2 pieces of the same color that occupy consecutive squares next to each other protect each other from being attacked. If you have 3 of your pieces in consecutive squares, then you form a block and your opponent may not attack or pass pieces over your block.
If you are unable to move a piece forward, then you must move a piece in reverse, still swapping locations of an opponent’s piece you land on. If you are unable to move either direction, then you do nothing and your turn ends.
Square 27 is “water” and it is a trap. Any piece that lands on this square must return to square 15. If square 15 is already occupied, then the piece returns to the closest to the start of the board that is available. Squares 26, 28, and 29 are safe, and pieces there may not be attacked. When a piece would move to a square beyond 30, it is called “bearing off” and the piece removed from the board. You may not bear off a piece while you still have pieces in the 1st row. If you bear off a piece with a roll larger than the number of squares needed, then you transfer the remainder of the roll to moving another piece.
The first player to bear off all their pieces wins. If you want, you can play for points over multiple rounds. The player who wins the round scores 1 point for each of their opponent’s pieces in the 3rd row, 3 points for each piece in the first or second row.
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How to play Chessapawn
Learn the rules to the chess variant Chessapawn 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 be the first player to promote any piece without it being immediately captured or stalemate your opponent. There is no check or checkmate, therefore a king may move to a threatened space.
Each piece is a pawn in addition to its ordinary piece type. So, no piece is allowed to move backwards. Also, Pieces that can move sideways may only do so with a capturing move. Knights can move 1 square forward without capturing and capture 1 space diagonally forward, in addition to their normal chess move. Bishops gain the ability to move, without capturing, 1 square forward. Rooks gain the ability to capture, but not move, diagonally forward 1 square.
All Rear rank pieces are allowed to use the pawn’s initial double-step move if you want. En passant can be performed against any piece that uses their pawn’s double-step move by any piece.
If a king is captured, the game continues like normal. You are not allowed to castle. The first player to promote a piece without it immediately being captured wins. If you are stalemated, then you lose.
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How to play AlQuerques
Learn the rules to the board game AlQuerques 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 pegs, or, form a position so they are unable to move. Layout the board. Each player takes 12 pegs of one color and places them in their 2 closest rows, and the 2 spots on the right of the middle row, leaving the center spot open. Pick a player to go first, then turns alternate.
On your turn, you must move 1 of your pegs along any line to an open space. Or you may jump a single opponent peg in a straight line to an open space behind it, capturing that piece and removing that piece from the board. You do not have to jump if you don’t want to. After you jump a piece and remove it from the board, if your piece now has another available jump, you can make another jump in the same turn if you want. There is no limit to the number of jumps you can chain together.
The first player to capture all their opponent’s pegs, or form a position so their opponent is unable to move, wins!
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How to play Monopoly Fortnite
Learn the rules to the board game Monopoly Fortnite 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 person to run out of HP. Layout the board. Give each player 15 HP and place the remining HP chips in the center of the board. A player may never have more than 15 HP, if they would collect more, instead they collect nothing. Shuffle the storm and loot chest decks and place them face down on the board. Place the location cards next to their matching board spaces. Each player chooses an outfit then rolls the numbered die. The highest roller picks any spot on the board and places their character there, then placement moves to the left, with each player placing their character on any space on the board. On your first turn of the game, do not perform the action of your starting space.
The player who placed their character first, goes first then play proceeds clockwise. On your turn, roll both dice and move your character clockwise around the board exactly that many spaces. Then follow the instructions on the space you landed on and carry out the action from the action die.
When you land on an unclaimed location that hasn’t been taken by the storm, you may claim it for free by taking the location card and placing it in front of you. If you have claimed both locations in a color set, anytime you land on one of those locations, you may collect 2 HP from the bank. If you land on a location claimed by another player, pay the number of HP shown on the board to the bank. If you land on a location that has been taken by the storm, then you will pay HP as indicated on the storm side of the location card.
If you land on or pass go, collect 2 HP from the bank. Additionally, at the end of your turn, you must flip over the top storm card from the deck and place the storm card on the indicated space. If the storm has taken the go space, then you no longer collect 2 HP for landing on or passing go. When you land on a space that is being taken by the storm, you must pay the number of HP shown on the card to the bank. When you land on any other space with a storm card, then you lose 2 HP. You do not carry out actions on spaces taken by the storm. Once a storm card is played, it may not be moved. If the storm takes a space while you are on it you do not lose 2 HP
If you land on free parking or just visiting then nothing happens. Campfire gives you 1 HP and spike trap takes 1 away. If you land on loot chest, then draw the top loot card from the deck.
There are 2 types of loot cards, those that stay with you for the rest of the game and those that are a one-time use you can use later. You may use more than 1 item at a time, but you may only use them on your turn. After you use a one-time item, place it at the bottom of the deck.
If you land on go to jail then put your character in jail and draw a storm card. Do not collect 2 HP for passing go. If the jail has already been taken by the storm, then you lose 2 HP and are released from jail and your turn ends. If the jail is taken by the storm while you are in it, then you do not lose HP and you are immediately released from jail for free. While you are in jail, other players may still attack you.
To get out of jail, pay 2 HP to the bank before you roll, then roll and move like normal. Or you can roll the numbered die and if you roll a 6, then you are released and roll and move like normal. If you fail to roll a 6, your turn ends. After your 2nd attempt at rolling, you may exit jail for free and roll both dice normally on your next turn. Fi the jail space has been taken by the storm, you do not continue to lose HP each turn you are in jail, you only lose the 2 HP once.
The action die lets you perform a special action on your turn. If you fail to complete the action before the next player rolls the dice, then it is too late and you may not use the action. The symbols are as follows: bandages: collect 2 HP from the bank. Crosshairs: pick 1 player in your line of sight, that is, they are on the same side of the board as you, to lose 1 HP. If you are on a corner space, you have line of sight to two sides of the board. You may instead target a wall and destroy it. Boogie bomb: All the other players lose 1 HP. Brick: move and complete the space’s action, then place a wall on any of the spaces you were on this turn, including your starting space.
Walls are folded and placed vertically on a space. When you reach a space that has a wall on it, no matter who placed it there, you must stop moving on that space and carry out that space’s action....
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How to play Deal or Death
Learn the rules to the board game Deal or Death quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game for the executives is to make more deals with the shareholders than the other executive. The Shareholder’s objective is to close a deal with the winning executive as well as to collect the most paperclips. The anarchist and intern’s objective is for the executives to tie or fail to close any deals. The entrepreneur’s objective is to collect at least 5 paperclips (or 6 paperclips in a 9 or more-player game). The consultant’s objective is for the anarchist or entrepreneur to win. All roles are allowed to lie if they want except for the consultant, the consultant is not allowed to lie to the executives but may lie to any other player.
Each game must contain 2 executives, the anarchist, and 2 shareholders. When playing with more than 5 players, add extra roles to the game either randomly, or by picking which ones you want to add. Shuffle the role cards and deal 1 facedown to each player. Players secretly look at their role but keep it hidden from others. The players with the executive roles reveal their card and each of them takes 5 paperclips plus an additional paperclip for each player playing. Each shareholder secretly takes a paperclip token. All the other players secretly take a skull token. If playing with 7 or more players, each executive also takes a VP star token.
All the players close their eyes. The anarchist opens their eyes. Now the intern opens their eyes so the anarchist and intern can see each other. Then the intern closes their eyes and then every player simultaneously reveals their identity card faceup on the table so that only the anarchist can see them so they can identify who the entrepreneur and consultant are. After a long moment, everyone hides their card, then everyone can open their eyes.
Now, each executive picks a player to negotiate with. They can establish an order of who picks first, and if both executives want to negotiate with the same player, then that player can pick which executive to go with. Flip the 2-minute timer to start the negotiations. Both executives should be simultaneously and privately negotiating with different people. Players are allowed to physically distance themselves to keep their conversations private. Once the time is over, then the negotiations must stop, and each executive must negotiate with a different player whom they haven’t talked to yet. Each executive is allowed a single time extension for another 2 minutes that they can use once per game. Only the executive that used the extension is allowed to continue talking in their negotiation, the other executive may not talk to anyone unless they also use an extension. No paperclips are actually given to players during any of the negotiations but offers and prospective deals can be made. Executives may also give away their VP star if they want.
During negotiations, the players can write down notes. While the executives are negotiating, all the other players, called board members, are allowed to talk with each other, which is called networking. While networking, you are allowed to talk privately to another player, but you may not text or exchange hidden notes. During networking, a player may discard their token (without revealing the other side of it) or a VP star, to secretly see the identity card of the player they are talking to.
Once each executive has talked to every board member, then both executives get one final negotiation where they get to talk to any single board member they have already talked to, a second time, for 2 minutes. During this negotiation, Executives may not give out vp star tokens nor use their time extension. After the final 2-minute negotiation, the executives may secretly look at the discarded tokens, if they want, then the board meeting happens.
During the board meeting, each executive secretly writes down the deals that they are going to fulfill in the form of proposals. Executives may only propose to give out as many paperclips as they possess. Every board member must now secretly write 1 proposal for only 1 executive on what they are willing to accept. Once complete, all the players simultaneously reveal their proposals and deals are checked to see if any close. A deal closes if the paperclip amount offered by the executive matches or exceeds what the board member wrote to receive from that specific executive. Executives give out paperclips to their closed deals then the winners are determined.
The executive that closed the most deals with shareholders wins, and the shareholder with the most paperclips in that group wins as a majority shareholder. Paperclip tokens that were not discarded, count towards a shareholder's total score, while skull tokens do not. If the executives tie or fail to close any deals, then the anarchist, intern...
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How to play Knightmare Chess
Learn the rules to the board game Knightmare 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. Shuffle the deck deal it out to the players. Each player now constructs a deck from their cards equaling 150 points or less. Each card’s point value is seen in the top right. If the value has a red asterisks, then that card is considered unique. If you are playing with multiple decks, you may not have more than 1 copy of a unique card in your deck. Once each players deck is constructed, the remaining unused cards are set aside and will not be used.
Pick a player to go first, then turns alternate. Each player now shuffles their deck, then draws 5 cards, forming their hand. On each of your and your opponent’s turns, you are allowed to play 1 card if you want and it allows. At the bottom of every card is text indicating when and how that card may be played. You may never play more than 1 card on your move, or on your opponent’s move. You may choose to play no cards on your turn if you want.
When you play a card, put it into your own discard pile and perform its described action immediately. That Some cards are continuous effects that remain in play to the right of the board instead of going to the discard pile. In those cases, those cards remain active until their end condition is met, they are discarded by another card, or the game ends.
After you play and perform a card’s effect, draw cards from your deck until you are back up to 5 cards. When you run out of cards in your deck, then no longer draw and continue to play with the cards remaining in your hand. When you run out of cards in your hand, then continue the game as you would in traditional chess while incorporating any continuous effect cards that are in play.
Some cards transform pieces. Unless the card specifies otherwise, a transformed piece can still be affected by cards that target the original piece name. If a transformed piece is captured but immediately rescued on that move or the following one, then that transformed piece retains its special powers; but if it is rescued on a later turn, then it is returned as its original type of piece.
After you move a piece without playing a card, you are allowed to discard 1 card from your hand, if you want, to draw a replacement. Cards discarded in this way are not activated and you may not discard a card on your opponent’s turn.
Except for continuous effect cards, no card may directly cause a checkmate or capture of a king. This rule takes precedence over every other rule or anything on a card. If a played card would break this rule, then that card has no effect, but is still considered played. So you can’t force your opponent to move a piece so they are in checkmate, but you could use a piece with transformed movement to checkmate your opponent. Cards that limit movement can be used to remove the threat of check or checkmate.
The checkmate rule trumps every other rule. When a card conflicts with the regular rules of chess, the card overrules it. If two cards conflict with each other, then the card most recently played overrules the other, and that card is discarded if it isn’t already.
IN the bottom of center of the cards image are symbols indicating what type of piece is affected. The symbols are: pawn, rook, knight, bishop, queen, king, all, and special.
Some special terminology on the cards to know is:
Adjacent squares are all squares orthogonally and diagonally around the target square.
Legal move is a move that follow all normal chess rules and any active cards.
Lost pieces are the same as captured pieces.
Dead pieces are removed and set aside and may not return to play.
Move can refer to either a player’s turn and/or the play of a card; or it can refer to the movement of an individual piece. Unless the card specifies that the move must be legal, then the move can be illegal as specified on the card
Piece includes pawns
Regular card is any card without a continuous effect.
Replace means to remove a piece from play and put another piece in its place.
Return means to take a piece that had been captured and put it back in play.
Swap means to exchange the positions of 2 pieces on the board.
A transformed piece is one that has been given a new name and new powers by a continuing-effect card.
The first player to checkmate their opponent wins. Some variants you can play are...
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How to play Monopoly L.O.L. Surprise!
Learn the rules to the board game Monopoly L.O.L. Surprise! 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. Shuffle the surprise cards and place them face down on the board. Properties are now called Dolls and Pets. Colored sets are called “clubs”. When you land on the surprise space draw the top card of the surprise deck and do what is says, then return the card to the bottom of the deck. If you land on roll again, roll the die and move again. If you land on a tax space, pay the amount indicated on the space.
Since there is only 1 die, to get out of jail by rolling you only need to roll a 6. Instead of houses and hotels, you use stars and emojis. These are called badges. You cannot sell or trade badges. The last person remaining in the game wins.
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How to play Disc Golf
Learn the rules to the sport game Disc Golf quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to have the fewest total strokes. One throw, called a stroke, is counted each time the disc is thrown and when a penalty is incurred. Each hole begins with a tee throw and is completed when the disc comes to rest in the designated disc golf basket called the hole. Tee throws must be completed within or behind the designated tee area. Once all players have thrown, the player whose disc is farthest from the hole is always the next to throw. A player can use any of their discs for each throw, or use the same disc for multiple throws, so long as they only throw 1 disc at a time. You may throw the disc however you like.
The lie is the spot where the player’s previous throw landed. Mark each lie with a mini marker disc or leave the thrown disc on the ground where it landed. That player’s subsequent throw is made from directly behind the marked lie.
The fairway is any location that is more than 10 meters away from the hole. Fairway throws must be made from directly behind the lie. A run-up and normal follow-through, after release, is allowed, unless the lie is within 10 meters of the hole. Any shot within 10 meters of the hole requires that the player maintain balance and not move past the lie until the disc comes to a complete rest.
A mandatory, also called a mando, is one or more designated trees or poles in the fairway that must be passed on the correct side as indicated by an arrow. If you pass your disc to the wrong side of mandatory, you must either play from the previous lie, or from a marked drop zone area if applicable, and add a one penalty stroke to your total.
If the disc lands out of bounds, as indicated by the out of bounds terrain being visible between the disc and the out of bounds line, then the disc is considered out of bounds and it must be played from a point up to 1 meter in-bounds from where the disc crossed over the out of bounds line. Permanent water hazards, public roads, and most park boundaries are almost always out of bounds.
A disc that comes to rest in the disc golf basket or is suspended in the chains constitutes the successful completion of a hole and the disc is removed before another player takes a throw. Once all players complete the hole you all move onto the next hole and the player with the fewest number of strokes from the previous hole is the first to tee off on the next hole, followed by the next lowest and so on.
At the end of the course, the player with the fewest total strokes, wins.
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How to play Carreras Chess
Learn the rules to Carreras Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. Layout a 10 by 8 board with a white square in the bottom right. Setup pawns on white’s first row. On their second, from left to right, setup: rook, centaur, knight, bishop, queen, king, bishop, knight, champion, rook. Mirror this setup for black.
The centaur has the combined moves of a bishop and knight. The champion has the combined moves of a rook and knight. You are not allowed to castle. En passant is not allowed, but, you are not allowed to perform a pawn’s double step move if it blocks a check and that pawn would land next to an opponent’s pawn.
The first player to checkmate their opponent wins.
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How to play Double Queens Chess
Learn the rules to Double Queens 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 all your opponent’s queens. There is no check or checkmate. During setup, replace each king with a queen. Pawns may promote to any piece, including a king. Queens may not castle. Queens may move to a threatened space and do not need to move if threatened. The first player to capture all their opponent’s queens, including all pawns that were promoted to queens, wins.
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How to play Spell Chess
Learn the rules to the board game Spell 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 checkmate or capture your opponent’s king. Before you make a move, there are 2 spells you can use if you want: Jump and Freeze. Jump allows you to target any unit on the board, for your next more and your opponent’s next move, that piece may be passed through by other pieces.
Freeze allows you to target a 3 by 3 area and prevent all pieces in that area from moving during your current turn and your opponent’s next turn. You can use this spell to escape check or checkmate if you want. When it is your turn again, those pieces may move again. Frozen spaces may be passed through, and frozen pieces may be captured. If you king isn’t frozen, but your rook is, you are still allowed to castle.
Each spell has a number indicating how many times you can use it each game. After you use a spell, there is a 3-turn cooldown you must wait before you can use it again. You can only use a maximum of 1 spell per turn.
You don’t have to respond to check or checkmate if you can capture the enemy king. The first player to capture or checkmate their opponent, wins.
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How to play Color Cube Sudoku
Learn the rules to the puzzle game Color Cube Sudoku quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this single player puzzle game is to flip and rearrange the 9 color cubes into a 3 by 3 square so that teach of the six colors appear only once in every row and column. Each cube has exactly 4 colors. No 2 cubes contain the same 4 colors. The arrangement of the colors is different on each side of a cube, but all the cubes follow the same pattern. Once each color only appears once in each row and column you win. For added complexity, try solving the puzzle with these variations: 1. No square can be diagonally next to another of the same color. 2. Create a diamond pattern where each side of the cube is the same color. 3. Create 2 diagonal lines of the same color that are 5 blocks long that intersect one another.
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How to play Monopoly Electronic Banking (2009)
Learn the rules to the 2009 board game Monopoly Electronic Banking 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
Don't own the game? Buy it here:
https://buy.triplesgames.com/MonopolyElectronicBanking
RULES:
The rules are the same as regular monopoly except for these changes. 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 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 price to get out of jail is 500 thousand.
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How to play Trivial Pursuit Generations
Learn the rules to the board game Trivial Pursuit Generations 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 win 6 wedges of different colors then answer a final personal trivia question correctly.
Layout the board. Each player takes a wedge holder and places it in the center circle on the gameboard. Each player picks one generation from this list. You don’t have to pick your generation and multiple people can pick the same generation. The generation you pick will determine the questions you will answer for the duration of the game.
The oldest player goes first, then play proceeds clockwise. On your turn roll the die and move your wedge holder that many spaces in any direction. You may not touch the same space multiple times in a single move. The center circle counts as 1 space.
If you land on any wedge space, the player to your left draws a matching-colored category card and reads the question in your corresponding generation, keeping the answer hidden. If you answer correctly, collect a matching wedge of that color and end your turn. If you already have that colored wedge, then collect nothing and take another turn. If you answer the question incorrectly, then nothing happens and your turn ends. The question card is then returned to the back of its respective deck.
If you land on the center circle or a personal space, then you pick any other player to draw a card from the personal trivia deck. If that card is blank, then that player secretly fills in their name on the question side, or the name of someone else everyone personally knows, then writes the answer on the answer side. For an easier game, they can write down 3 multiple choice answers. Once completed, or if the drawn card was already filled out, then that player reads the question as normal. If you guess the correct answer, then you receive a wedge for any color you do not already have, then your turn ends.
If you land on the roll again space, then take another turn. Once you have filled your wedge holder with 6 different colors, you must move to the center space by exact count and answer 1 final personal question correctly. If you earned your final wedge on the center space, you must leave that space before you can return to it to win.
When you land on the center space for your final question, all the other players pick a player to draw the personal question card. If you answer correctly, you win. If not, you must leave the center before you can return for another chance. The first player to collect 6 wedges of different colors then answer a final personal trivia question correctly, wins.
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How to Solve a Rubik's Cube | Easy Beginner's tutorial | Layered Method
Learn how to solve a Rubik's Cube with the layered method quickly and concisely - This video has no distractions, just the solution.
To learn more about solving Rubik's Cubes, check out: https://link.triplesgames.com/RubiksCube
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0:00 Intro
0:05 Daisy
0:18 White Cross
0:36 Layer 1 Corners
1:40 Layer 2 Prep
1:54 Layer 2 Algorithm
2:47 Layer 3 Prep
3:01 Layer 3 Top
3:19 Yellow Cross Prep
3:40 Yellow Cross Algorithm
4:10 Layer 3 Corners Prep
4:24 Layer 3 Corners Algorithm
4:59 Final Step Prep
5:10 Final Step Algorithm
5:32 Top Center issue?
5:39 Top Center Algorithm
5:56 Outro
Solution:
Flip the cube so the yellow center is faceup. Ignore the corners and manipulate the cube until you get the 4 white middle edges next to the yellow center, kinda like a daisy. Rotate the top until the center color on the side matches the color above it, then rotate that face all the way to the bottom. Rotate the top for each of the sides until you form a white cross on the bottom.
Flip the cube over so the white cross is on top. First, focus on removing all the white corners from the top that are incorrect by rotating the side down, then the bottom over, then rotating the side back up. Repeat this process until all the white corners are all on the bottom row. Now rotate the bottom until the correct white corner matches the 2 adjacent sides center colors. Slide the bottom white in the direction towards its 2 partner tiles on the bottom row. Then slide the opposite vertical side from the white down. Slide the bottom back and then the side the side back up. Repeat this process for each corner. If the white tile is facing down then you will need to rotate the bottom away from you, the side up, the bottom back, then the side back down. If a white corner is incorrect because of this, perform the previous process to get it to the bottom. The top should be completely white and the first row on each side should match its adjacent center color.
Flip the cube over so the yellow side is up. Rotate the top until you make a vertical center line of one color, with the top side color matching the center color of an adjacent face of the cube. This will be the target side. Rotate the top row in the direction away from the target. Rotate the target side up, then rotate the top back and the side down. The top corner side color should match the original vertical line color and include a white tile. Now slide the top towards the target side, then rotate the front face up so that the 2 white tiles are on the bottom. Rotate the top back, then the face back down so the bottom is white again. Repeat this process until the entire 2nd row is complete. During this, if no colored tile matches a target side because there is only yellow then perform these steps with any side to move the needed tiles out. Then you can complete the 2nd row.
Flip the cube so yellow is up if it isn’t already. Ignore the corners and orient the face so that it shows a dot, horizontal line, or a right angle in the top left. Rotate the face clockwise, the top to the left, the right side up, the top back to the right, the right side down, then the face counter clockwise. You can remember this step by FUR says URF meaning you move the Front, then Upper, then Right, followed by upper right front, with these 2nd rotations being in the opposite directions as the first.
If the top does not show a yellow cross, reorient the cube and try again as many times as it takes. Once you have a yellow cross, if one corner is yellow, making a fish pattern, you “feed the fish” by holding it so the fish eats out of your left hand. If none of the corners are yellow, hold the cube with a yellow side facing left. If 2 corners are yellow, then hold the cube with your left thumb on one of the empty corners with the yellow facing you, remember this with the saying “I see 2, my left thumb’s on you”.
With the correct orientation, rotate the right up, the top left, the right down, the top left, the right up, the top left two times, then the right down. You can remember this because the right rotations always alternate direction and the top rotation always goes to the left. Just remember to rotate the top left twice on the third time because “three strikes and you’re out”. If the top isn’t entirely yellow, reorient the cube and repeat this process as many times as needed until the top is entirely yellow.
Now, rotate the top until 2 corners are in the correct location, then put those corners at the back, like tail lights on a car. If the matching corners are in opposite corners just but one to the back. Rotate the right side down, the front face clockwise, the right side down, the far back face to the left twice, the right side up, the front face counterclockwise...
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How to win Chess in 7 moves! (or at least capture their Queen)
Learn the how to win chess in 7 moves quickly and concisely - This video has no distractions, just the technique.
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Moves:
Playing as black, follow a standard open to white’s pawn to E4 with your pawn to E5. White moves their knight to F3 and you take your knight to c6. White moves their bishop to C4 and the trap is ready. Take your knight to D4 sacrificing your pawn to White’s knight. Bring your queen out to G5. White will most likely move their knight to capture your pawn at F7. Move Queen to capture the pawn at G2. White saves their rook by sliding it to f1. Move your queen to capture the pawn at e4. If White doesn’t sacrifice their queen to your knight, they will lose when they block the check with their bishop. Then instead of taking their bishop you fool your opponent and move your knight to F3 for checkmate. Your queen prevents black from capturing your knight with their bishop.
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