How to play Tacocat Spelled Backwards
Learn the rules to the board game Tacocat Spelled Backwards quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to move the tacocat to the goal space on your side of the board by having the lowest card at the end of each round. Unfold the board, longways, between the 2 players. Put the 7 tiles in a stack next to the board. Place the tacocat on the center place. Shuffle the cards and deal cards to each player based on the number on the space that tacocat is standing on. Players look at their own cards but keep them hidden from their opponents. Put the rest of the cards face down on the table to form a draw deck.
At the start of each round, look at the arrow on the board that tacocat is standing on. Whichever player the arrow points at, that player can discard any number of cards from their hand. Discarded cards are always placed face up to a central discard pile. You can choose to not discard any if you want. That player now draws the same number of discarded cards from the draw deck. Then their opponent may discard up to that same number of cards from their hand and draw new ones if they want. For the first round of the game, both players simultaneously discard as many cards as they want. They may only discard cards one time.
To determine who goes first, the players dual by each selecting a card from their hand and places it face down on the table. Both players reveal their card at the same time and the player with the highest number goes first and both cards are discarded. If it is a tie, then discard the cards and dual again. If you dual all the way to a final card, then both players flip over their final card and the player with the lowest number wins the round.
Otherwise, on your turn, you attack. To attack, place any card from your hand face up in front of you. Your opponent must now either defend or sacrifice. To defend, they must play a card from their hand that is equal to or higher in value, thus winning the fight. To sacrifice, they must place down their absolute lowest card in their hand, thus losing the fight. In either outcome, both cards are then discarded.
The player who won the fight gets to attack their opponent with any card from their hand. On your turn to attack, you may also play a jumbo attack. A jumbo attack is either: 2 or more cards of the same number, or 3 or more cards in sequential order. The defender must play a card from their hand for each card in a jumbo attack. The defender decides which of their cards defend which. If the defender sacrifices at least 1 card in the fight, then they lose the fight, and their opponent will get to attack again. You may not play your final card in a jumbo attack, and you do not have to play a jumbo attack if you don’t want to.
This process of attacking repeats until both players get down to their last card, then both cards are revealed simultaneously and the player with the lower card, wins the round. If the final cards are a tie, then the player with the arrow pointing at them wins the tie. If you tie the very first round of the game, then tacocat stays where it is, and a new round is played. Otherwise, move tacocat 1 space towards the winner of the round then cover up the space tacocat was just on with a tile. Tacocat skips over any space with a tile in it.
The first player to move tacocat to the closest space on their side of the board, wins!
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How to play Uno (2023 Rules)
Learn the rules to the card game Uno quickly and concisely - This visually rich video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to get rid of all the cards in your hand. Pick a dealer who shuffles the deck and deals 7 cards facedown to each player. Players look at their own cards but keep them hidden from others. The dealer places the remaining deck facedown on the table as a draw deck and flips over the top card to start a discard pile. If this card is an action card, then ignore it and flip over another card until you get a non-action card.
The player to the left of the dealer goes first, then play initially proceeds clockwise. On your turn, you may play 1 card from your hand to discard pile, if you want. You can only play a card if it matches at least one attribute of the top card on the discard pile: its color, number, or symbol. If you cannot make a play, or you choose not to, then you must draw the top card of the deck and add it to your hand. If the drawn card is a playable card, then you are allowed to play it if you want. If there are no cards in the draw deck, then shuffle all but the top card of the discard pile into a new draw deck.
After you play or draw your turn ends and the next player goes. The moment you only have 1 card in your hand, you must yell “UNO” to alert of the other players you are about to win. However, if someone beats you to it, and calls “UNO” before the next player takes their turn, then you must draw 2 penalty cards.
There are special action cards you can play. When you do this is what happens:
Draw 2: The next player must draw 2 cards and loses their turn
Skip: the next player loses their turn.
Reverse: change the direction of play so it goes in the opposite direction
Wild: this card can match to any card in the discard pile. After playing a wild, you get to pick the color that continues play.
Wild shuffle hands: this card is a wild and can be played on anything. Once played, collect every card from all the players’ hands and shuffle them together. Starting with the player to your left, deal out all the cards to all the players. Players may end up with more or fewer cards than what they started with. Play continues in the current direction of play with you picking the color.
Wild draw four: this card is a wild and can be played on anything, however you are only allowed to play this card if you do not have any other cards in your hand with the same color as the top card in the discard. Once played, the next player may either draw 4 cards and lose their turn or they may challenge. If you challenge a draw 4, then the player who played it must reveal their hand. If they do not have the color in their hand that matches the discard pile they played to, then you must draw 6 cards and lose your turn. If they do have the color, then they must draw 4 cards instead and it is your turn. Regardless of the outcome of a challenge, that player picks the color that continues play.
Wild customizable: Before the game begins, remove these 3 cards and write with a pencil on them your own rule that must be followed when played. This card is a wild that may be played on any other card and you get to pick the color that continues play.
The first player to get rid of all the cards in their hand, wins. There is an optional victory method you can play which is for points. At the end of each hand, the player who went out scores points for each card remaining in their opponents’ hands. All number cards are worth their face value. Skip, reverse, and draw 2 are each worth 20 points. Wild cards are worth 50 points each. The first player to 500 points, wins.
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How to play Pawns of Power Chess
Learn the rules to the board game Pawns of Power 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
Pawns of Power web app:
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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. Using paper or the Triple G Games web program, players may only perform moves based on how much power they have.
At the start of the game, each player begins with 0 power. At the beginning of each of your turns, for each pawn, and promoted pawn, you have in play, you receive + 0.5 power. Tap the app to give yourself the correct amount of power based on your pawn count. You may not have more than 10 total power.
In order to move a piece, you must spend 1 full power per space it moves. If you don’t have enough power to move a piece, you may not move it. Half-powers cannot be used. You are not allowed to move a piece a distance that is greater than the amount of power you have available. Therefore, you do not check or checkmate a king, if you would not have enough power on your next turn.
A Knight always uses exactly 3 power to move and castling requires enough power to move both the king and rook the total number of spaces, either 4 or 5 power depending on which side you castle.
If you don’t have enough power to perform a move, or you may choose not to move, then your turn is skipped and your opponent goes. If you are in check and don’t have enough power to move your king, then you lose. If both players run out of pawns and promoted pawns, then the game ends in a draw.
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The Worst How to Play video
Learn how not to teach someone the rules to tic tac toe.
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How to play Monopoly Jurassic Park
Learn the rules to the board game Monopoly Jurassic Park 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. During setup, layout the board and place every title deed card face up next to its matching board space. Place the t rex token on free parking. Place the electronic gate near Go. The chance and community chest decks are now called Storage cards and impact tremor cards. At the start of your turn you may pay to repair any damaged properties you own, then you roll both the white and amber dice. Before moving your piece you must move the t-rex clockwise around the board based on the amber die. Then you move your pawn clockwise around the board based on the total of both dice rolled.
If the t-rex lands on or passes YOUR token, then you must pay the bank $50. If you pass the t-rex, then you pay nothing. If you are in jail when the t-rex passes you, then you do not need to pay. If the T-rex lands on a property space, owned or unowned, then that space is damaged and that space’s title deed card is flipped facedown. However, if that property is owned and part of a complete color set, then it is not damaged. If a property has a fence on it, then instead of damaging the property, remove the fence. If the property is already damaged then nothing happens. If every property is damaged at the same time, then the game ends and everyone loses.
No rent may be collected on damaged properties. Unowned damaged properties can still be bought and auctioned, but they must be repaired before the new owner can collect rent. To repair a property, the owner, at the start of their turn, must pay the repair cost listed on the card to the bank, then flip the card faceup. If you received the damaged properties by a bankrupt player, then you may repair them immediately if you wish. Also, any property that is in a complete set automatically repairs all damaged properties immediately for free.
There are 3 types of properties: Dino Paddocks which replace colored sets, park roads which replace railroads, and utilities. 4 park roads is a complete set and both utilities are a complete set. There are no houses or hotels instead there are fences. Fences may only be built on dino paddocks and you may only build one fence per property. You don’t need to wait until you have a complete colored set, you may build fences on any property you own. Fences are the only way to charge more rent.
Whenever you land on or pass go, press the Jurassic park button on the electronic gate. If you hear the movie theme song, then collect $200. If you hear the roar of a dinosaur, then collect $100 instead. The last player in the game once everyone else goes bankrupt, wins.
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How to play Donut Dash
Learn the rules to the board game Donut Dash 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 player to collect the most donuts that match your donut box. Put the driver in the car and fill the engine in a random order with donuts. Turn on the game unit and place the car in the middle of the table. Give everyone 1 donut box.
Pick a player to push down on the driver’s head and the car will spin in circles and shoot out donuts. Players race to collect the donuts that match their donut box. You may only grab 1 donut at a time and the first player to touch a donut gets to take it. Rainbow donuts are wild that any player can take.
When the car comes to a stop, the closest player it is pointing at must return one of their donuts, if they have any, back to the engine of the car, then they push the driver down. Continue playing until the car starts honking, then the car loses control and all the player must race to push the driver’s head to stop the car. The first player to push the driver gets to take 2 donuts from the other players. The game is now over and the player who collected the most donuts that match their donut box, wins!
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How to play Uno Madness
Learn the rules to the board game Uno Madness quickly and concisely - This video has no distractions, just the rules.
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RULES:
The rules are the same as regular uno except for these changes.
The object of the game is to be the first player to score 500 points by get rid of all the tiles in their rack first. Mix up the tiles facedown and give each player a tile rack. Each player draws 5 tiles and adds them to their rack, keeping them hidden from others. Place the game unit in the center of the table and turn it off. Wind the knob clockwise as far as it will go. Press the purple playboard down until it catches. Draw a tile from the pile and place it faceup on the first space of the board. If this tile is not a number tile, return it to the pile and try again. Then turn the game unit on.
Pick a player to go first, then play proceeds clockwise. On your turn, you must play a legal tile from your rack to the next place in the board, following the arrows, like you would in normal uno. After you play your tile, you must say “madness” to indicate your turn is over. If you are unable to make a legal play, then you draw 1 tile from the pile. If that tile can be played then you may play it, otherwise your turn ends.
When you play your 2nd to last tile you must say “uno”. If you don’t, and someone catches you before the next player ends their turn, then you must draw 2 penalty tiles. A player’s turn officially begins when the preceding player says “madness” or “uno”. If the playboard pops up on your turn, then you must take 4 tiles from the playboard and add them to your rack. Any remaining tiles are placed facedown in the pile. The player who the game popped up on resets the timer and board and draws the starting tile. The timer starts and the next player from them goes.
The special action tiles behave the same as in regular uno. You are not allowed to make suggestions as to how another player should play. If you do, then you must draw 4 penalty tiles. The round ends when a player runs out of tiles in their rack or when the played tiles reach the center of the board. In both instances the player to make the final play scores the point of the remaining tiles in other players’ racks.
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How to play Uno Super Mario
Learn the rules to the card game Uno Super Mario quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Uno rules, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
This game plays the same as regular Uno, except for these changes.The new rules are as follows: Each type of card is themed with different image.
At the beginning of the game, remove the blank wild customizable cards and, using a #2 pencil, write any house rule on each of them. All players must agree to the rule. These cards are wilds and may be played on any other card, even if you have a playable card in your hand. The rule on the card must be followed then you pick the color that resumes play. Because the rules are written in pencil, you can erase and change them with each new game.
The super star card may be played in response to any draw 2 or draw 4 card that another player played on you. Now the player who played the draw card on you must draw the cards instead of you. This card is also a wild, so you pick the color that resumes play.
If either the super star or customizable wild cards are the first card flipped at the beginning of the game then the player to the left of the dealer may play any card on it. At the end of the game, these cards are worth 50 points each.
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How to play ChessNut Air
Learn the rules to the ChessNut Air 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. Setup the board and launch the app on Android, iOS, mac, or windows. Turn on the board by holding down the power button until the green light turns on. In the app, connect to the board over Bluetooth in the top right or you can use a wired connection. Once connected. Begin a new game with your desired settings. When the game starts, if the pieces aren’t arranged correctly, they will light up. Fix any corrections and the game begins.
To move one of your pieces, pick it up then set it down on its destination. The board automatically detects the locations of all the pieces based on unique built-in chips in each piece. Do not slide pieces when moving them as you may accidentally trigger an unintended move. Your opponent’s move will be indicated by lighting up the space of the piece and its destination. You then move that piece, then take your turn.
The app will show the board positions in real time and can be used to reference moves, get hints, or switch sides for the pieces you are controlling. If you try and move a piece illegally, or accidentally move multiple pieces. Return the pieces to their starting positions then try again. All pieces in incorrect locations will light up. To castle, move the king and rook like you normally would and the game will detect it. En passant is allowed like normal.
At the end of the game, the board will light up all the pieces for the player who won. You can access stockfish analysis of your games within the app as well as connect your board directly to your computer to control it. The independent piece recognition chips enable you to track specific pieces throughout the entire game for detailed end game analysis of specific pieces.
The chessnut air can also record games locally between 2 players to be reviewed later. Setup the board, without connecting it to a device, and when all the pieces are in the correct starting locations the status light will turn on, indicating the game is ready. If you want to play with a custom starting setup, arrange the pieces however you like then press the new game button one time to begin play. After completing a game, press and hold the new game button until it beeps to record the played game to storage, which you can then open on your computer to review.
You can use the board editor to create a custom setup to then play against the computer. You can also play with other people online and connect to 3rd party accounts like lichess or chess.com. You can use the computers live playback feature to get a lag free digital display of the board for live chess events or you can share a game’s url link to others so they can watch the game live online. To turn off the board, press and hold the power button until the green light turns off.
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How to play Auto Chess
Learn the rules to the video game Auto Chess quickly and concisely - This video has no distractions, just the rules.
Play the game for free here: https://link.triplesgames.com/AutoChess
RULES:
The object of the game is to defeat your enemy by winning multiple rounds. At the start of each round, 5 random characters will generate for you to purchase from if you want. Click on a unit to purchase it. The cost of the unit is below it and the amount of gold you have is in the top right. Purchased units go on your bench. You can click and drag them to the field. If you purchase 3 identical units, they will upgrade to a higher, stronger level.
Each unit has a rarity. Your level, indicated in the bottom left, determines the probability of the rarity of the 5 random units that are generated. Rarer units are more powerful but not unlocked until you reach higher levels. You can pay 2 gold to refresh the list of units. You earn gold at the end of each round. Click your gold icon to see the estimated earnings for the next round.
You can drag units to the field. These units will fight for you automatically. You can see there attack range. If you select the unit you can see its stats as well as special ability. Throughout the game you will collect equipment you can attach to your units. If you click this button it will automatically rearrange all your equipment to maximize the best benefits based on your army.
Once the time reaches 0, the fight begins and no more units can be added to the board. Units fight automatically, you cannot control them. Units gain special bonuses based on having different types with matching symbols. If you click this side button you can examine your opponent’s armies in further detail. Clicking on an opponent will show you their board and units.
At the end of the round, the losing player will take damage equal to the combined value of their opponent’s remaining forces.
The last player surviving after everyone else has been eliminated, wins.
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How to play Chaturaji
Learn the rules to the board game Chaturaji quickly and concisely - This video has no distractions, just the rules.
Play Chaturaji 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. The object of the game is to get the most points, there is no checkmate. You earn points by capturing pieces and checking kings:
Pawns are worth 1, knights & kings are 3, and bishops & sailboat are 5.
Checking 2 enemy kings simultaneously is worth 1 point and checking 3 kings simultaneously is worth 5.
In the bottom left of the board, setup 4 red pawns on the 2nd row. On the first, from left to right, set up: Sailboat, Knight, Bishop, King. Rotate this setup 90 degrees around the board with blue, yellow, and green like so. The sailboat moves like a rook.
Red goes first then play proceeds clockwise. Pawns still move forward, in the direction away from their rear rank starting pieces, towards the far side of the board, capturing diagonally forward. Pawns may not perform their initial double step move, therefore En passant is not allowed. Pawns must promote to a rook went they reach the far side of the board.
Castling is not allowed. Kings may move to a threatened space and do not need to move out of check. Once your king is captured, your turns are skipped. All your pieces remain on the board and are considered “dead”. Dead pieces no longer move, cannot be passed through, but they can still be captured. Capturing dead pieces earns 0 points, except for Kings, which still yield 3.
The game ends when 3 kings have been captured then the player with the most points wins, even if their king had been captured. Alternatively, if you are so far ahead in points, you can claim victory and end the game, earning 3 points for every remaining king on the board. If the remaining material on the board, and the current scores, determine it is only possible for 1 player to win, then the game ends automatically.
Players are not allowed to team up or work together; or suggest moves or strategy. The player with the most points at the end, wins.
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How to play Dutch Blitz
Learn the rules to the card game Dutch Blitz 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 score 75 or more points. Sort the cards into their matching decks and each player takes a deck and shuffles it, then places the top 3 cards next to each other face up in front of them. These are called your post piles. Each player then counts 10 cards and places them in a face up pile to their right. This is called your blitz pile. The rest of the cards remain face down in your hand.
When everyone is ready someone says go and the game begins. There are no turns, all play happens simultaneously. You may only touch your own cards. You may perform any single action at a time, any number of times, in any order. The actions are:
• You may count off the top 3 cards of your hand and flip them all over together into a discard, called your wood pile. If your hand doesn’t have enough cards to count off 3, then you count off however many are remaining. If your hand is empty you may pick up your wood pile and without shuffling turn it over and it becomes your hand.
• You may place any exposed number 1 card to the center play area to form a new dutch pile. An exposed card is the topmost card of a pile so that it has no card on top of it.
• You may play an exposed number card of the same color that is next in sequential order to a dutch pile, on top of that dutch pile.
• If a post pile is empty, you move the top card from your blitz deck onto it. You may not have more than 3 post piles.
• You may add the top card of your wood, post, or blitz pile to a post pile by alternating the genders on the card from boy to girl or girl to boy while also descending in sequence. All post card numbers and colors must be visible to all players at all times.
You may only move 1 card at a time. You may only use 1 hand at a time. You may not toss or throw cards. You may not start a dutch pile with a number other than a 1. You may not shuffle any pile. If a player misplays, then any player may shout “dutch” and all play stops. Return cards to their owners until the error is corrected, then play resumes.
The first player to use the last card in their blitz pile shouts “blitz” and all play immediately stops. Each player gains 1 point for each card they have in any dutch pile. Each player loses 2 points for each card remaining in their blitz pile. Players gather up all their cards and play another round. The first player to get 75 or more points, wins. Or if more than one player accomplish this at the same time, then the player with the most points wins! Still equal, then it is a tie.
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How to play The Waffle House has found its New Host
Learn the rules to the prank game The Waffle House has found its New Host quickly and concisely - This video has no distractions, just the rules.
RULES:
The object of the game is to prank the audience. After watching a video on YouTube. Search the comments for the phrase: “the waffle house has found its new host.” then like that comment. If the comment doesn’t exist, create it. You are not allowed to create the comment if it already exists but you may reply to it if you want.
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How to play Amazon Chess
Learn the rules to Amazon 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
Play chess online for free here:
https://link.triplesgames.com/Play-Chess-Online
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Rules
The rules are the same as regular chess except for these changes. During setup replace the queen with an Amazon. The Amazon has the combined movement of a queen and knight. The first player to checkmate their opponent, wins.
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How to play Classified
Learn the rules to the board game Classified quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
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RULES:
The object of the game is for all the players to work together to win more photos than they lose.
Give every player a dry erase marker. Layout the mission tokens faceup in a row. Shuffle the photo cards and put them in the middle of the table, then take the top 6 and place them beneath the mission tokens. Place 1 stand below each photo. Shuffle the code cards and deal 1 to each player. Whichever side is faceup is the one they will use. Place the remainder of the deck next to the photo deck. Shuffle the mission cards and give one to each player. Put any remaining mission cards to the side without revealing them.
Each player now secretly looks at their mission card to determine which corresponding photo card is theirs. Then they put their mission cards facedown. Players may not reveal or give clues as to which photo is theirs. Now, all the players simultaneously draw on their code card with their markers, covering up parts of the digits until they form a single word that acts as a clue to which photo is theirs. You are allowed to orient your card 180 degrees if you want. Players must keep their code card hidden from others.
Once everyone has finished, each player carefully passes their code card to the player to their left, so only that player sees it, being careful not to smudge the ink. Now all the players simultaneously look at the word on their card and discern which photo it belongs with. Once you decide, you place your code card facedown, below the photo with one end of it resting on the stand, to keep the ink from smudging. Only 1 code card may be assigned to each photo and once a code card is placed it may not be moved.
Once all the code cards have been placed, then they are all flipped faceup along with each players’ mission card. Every code card in the correct place is removed and set aside faceup next to one another, without erasing them. All the incorrect code cards are erased and placed at the bottom of the deck. The round is now over. Flip over all the photo cards and place them at the bottom of the deck, replacing them with new ones. Gather all the mission cards, shuffle, then redeal. Each player draws a new code card, and you play another round. Continue this process until you have completed the number of rounds as indicated by the number of players, setting the correctly matched, marked-up code cards to the side each round, growing the collection.
Once finished, each player will be the target player 1 time then the game will end. If you are playing with 2 players, then they will each be the target player twice instead. Pick a player to be the target player. Reset the picture cards then shuffle the mission cards and give them one. The target player then may use any number of the previously won code cards, that are all marked up, to get the rest of the players to guess the correct photo. The target player is NOT allowed to mark up the code cards, they must use the code cards as they currently are. If a code card is accidentally smudged, you must restore it to its previous state before continuing. Each code card can only be used once as a clue by any target player, so if you run out of code cards, the target player may not give any clues. You may choose to use zero code cards for your clue if you want.
Once the target player presents the clues, the players discuss and agree to the photo they think it is and it is revealed. If correct, then collect the photo to the side in a win pile. If incorrect, then place the photo in a loss pile. Erase all the code cards that were used as clues, if any, and return them to the deck. Then pick a new player to be the target player and play another round with the target player selecting code cards from the remaining amount. Continue this process until each player has been the target player once, then the game ends. If you have more photos in the win pile than the loss pile, then you all win. If it is a tie or less, then you all lose.
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How to play Hues and Cues
Learn the rules to the board game Hues and Cues 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. Lay out the board and give each player 3 pieces of the same color. Players place one of their pieces to the left of the score track. Shuffle the color cards to form a face-down draw pile. Set the scoring frame to the side. The player wearing the most colorful outfit is the cue giver first, then the role rotates clockwise each round.
On your turn as the cue giver, draw 1 card from the top of the deck and secretly look at it. Pick one color on the card then tell all the other players a one-word cue that will help them guess the color you picked. The cue may be any single word except:
• It may not be a color name from this list: purple, blue, green, red, pink, yellow, orange, brown, white, black, gray. Abstract colors like “lavender” or “seafoam” are acceptable.
• You may not refer to the color’s position on the board, or the letters, or numbers.
• You may not refer to any object in the room.
• You may not repeat a clue already used earlier in the game.
Now, starting with the player to your left and proceeding clockwise, all the other players must make a guess to what your color is by placing one of their pieces on any empty color square on the board. Players may not guess a color that already has a piece on it and pieces may not be moved. Once all the other players have placed their first piece, then you may give a two-word cue. The two words must follow the same guidelines as before. This includes not using words like “lighter” or “darker” to suggest a position on the board relative to the first guesses made.
Now, this time, in counterclockwise order from you, every other player makes a second guess with their piece on any unoccupied space on the board. Once all the other players have guessed, you then reveal your color and place the scoring frame centered around that space. Use the letter and number grid to properly align it. You, as the cue giver, receive 1 point for every player piece that is located within the scoring frame. In a 3-player game, receive 2 points per piece instead.
All the other players receive points based on each of their piece’s proximity to the correct color. An exact guess of the correct color is worth 3 points. A guess that is off by one space in any direction is worth 2 points. A guess off by 2 spaces is worth 1 point and all other guesses are worth 0 points. Use the scoring frame to help you calculate points quickly. Players advance their pieces along the scoring track the appropriate number of spaces.
The cue giver is allowed to pass on giving the second two-word cue if they want. If that happens, then all the other players do not place down their 2nd pieces, but instead, scoring happens immediately.
After scoring, all guessing pieces are removed from the board and the role of cue giver rotates clockwise by one and a new round is played. In a 3 to 6 player game, the game continues until each player has been the cue giver twice, or, in a 7 or more player game, each player is the cue giver once. Then the game ends and the player with the most points wins. In the event of a tie, play tie breaker rounds until you get a winner.
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How to play Chess Evolved Online
Learn the rules to the video game Chess Evolved Online 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 online for free here:
https://link.triplesgames.com/ChessEvolvedOnline
RULES:
The rules are the same as regular chess except for these changes. The object of the game is to reduce your opponent’s Morale to zero, there is no check or checkmate. Each time you capture a unit, your opponent loses morale based on that unit’s value. Click on a unit to see how it moves, its value, and any special ability it might have. If you capture your opponent’s king, they will immediately lose 25 morale plus an additional 3 morale every turn thereafter. There is no stalemate or draw by move repetition. Instead, after 50 moves, as indicated in the top right, each player will lose 1 morale after each of their turns. Click on your profile name to surrender a game.
Click on a unit to see its movement and abilities. Take special note that the word “move” does not mean “attack” and vice versa, just like how a pawn can’t move diagonally but only forward, while it can only attack diagonally and not forward. The word “unblockable” means it jumps over other pieces and moves straight to that space, just like a knight.
Click and hold on a unit to have its available moves highlight. Since there are so many custom units, with so many unique moves, the board will display a danger grid to allow you to play faster. Blue marks indicate available spaces you can move to that are not threatened while red marks indicate threatened spaces. After you move a unit, blue circles may appear to indicate protected units, with blue lines showing which unit is protecting them. Likewise red indicates pieces you are threatening. You can toggle these visuals in the settings.
Units on your 2nd row are called minions and units on your 1st row are called champions. Minions promote to specific champions, as indicated in their description, upon reaching the other side of the board. When building your army, your first row may only have champions while your second may only have minions. All spaces in the first 2 rows must be occupied to have a complete army. You may not battle with an incomplete army. Your army’s value may not exceed your allowed total points. As you level up this number will increase. You can
In the store, you can use dragon coin and rubies to buy specific individual units or groups of random ones. Units can be upgraded into stronger versions of themselves by combining your available inventory together. Upgraded minions promote to upgraded champions.
Some units have abilities that happen automatically while others you need to activate manually. If an ability says you need to pay, then you subtract the cost from your morale to use it. Castling has been replaced with giving the King a similar, yet more powerful, ability. En passant is currently not allowed.
If you make an in-game purchase, you will receive crowns. Crowns slowly generate royal power. You can use your royal power to send another player contribution. Contribution can then be redeemed for rubies.
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How to play Past & Present Pairs
Learn the rules to the board game Past & Present Pairs quickly and concisely - This video has no distractions, just the rules.
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0:00 Intro
0:05 Game 1: Matchy Matchy
0:48 Game 2: Lone Stocking
1:51 Game 3: Tall Tales
RULES:
There are 3 different ways to play. Game 1: Matchy Matchy. The object of the game is to be the first player to get the most matching pairs. Remove the lone stocking card as it will not be used. Shuffle the deck and deal the cards, facedown, in a 5 by 6 grid. The oldest player goes first then play proceeds clockwise. On your turn, flip over any 2 cards faceup so all the players can see them. If it is a match, then collect the cards to a pile in front of you and take another turn. If it isn’t a match, then return the cards facedown and end your turn and the next player goes. Once all the cards have been collected, the game ends, and the player with the most cards wins!
Game 2: Lone Stocking. The object of the game is to be the first player to discard all the cards in your hand and not be left with the lone stocking. Add the lone stocking card to the deck and shuffle it. Deal out all the cards to the players one at a time. Players look at their own cards but keep them hidden from others. Some players may have more cards than others.
Every player now places all their matching pairs faceup on the table in front of them. Then the oldest player goes first and play proceeds clockwise. On your turn, fan out your cards facedown to the player to your left. That player then secretly pulls one card and adds it to their hand. If they now have a match in their hand, they can discard it in front of them. Then, your turn ends, and the next player goes. Repeat this process and when someone runs out of cards, then their turns are skipped. Once all the cards have been matched and the lone stocking card is left, then the game ends and the player with the lone stocking card loses and everyone else wins.
Game 3: Tall Tales. The object of the game is to be the first player to score 5 points by guessing whether other players’ stories are true or false. Remove the stocking card and shuffle the deck and deal 2 cards to each player. Place the remainder of the deck facedown in the center of the table. The oldest player goes first, then play proceeds counterclockwise. On your turn choose 1 of the 2 cards in your hand and play it faceup in front of you for everyone to see.
Now, tell a story about the card. The story can be true or false. It can be short, simple, dull, or exciting, but it should be inspired by the card. Once you finished telling your story, every other players now needs to guess whether they think that story was true or false. Each player states their guess then you reveal if it was true or false. Each player who guessed correctly receives 1 point, which is recorded on a scorepad. Discard your card and draw a new one from the deck, your turn is now over and the next player goes. Continue playing until 1 player has 5 points, then that player is the winner.
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How to play Faerie Chess
Learn the rules to Faerie Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/fKxG8KjH1Qg
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RULES:
The rules are the same as regular chess except for these changes. For a refresher of those rules, check out this video. Before beginning, determine the point total for the armies players will build. Beginners should use 60 to 65 points; intermediate is 65-70 points, and advanced is 75 points. Each piece has a reference card that has all the rules for that piece. Each piece’s point cost is indicated here. You can mix and match pieces, adding up their total point cost to customize your army so that it falls within the range for the predetermined totals. Players do not need to have an identical army to their opponent.
Each piece has a rank indicator on its reference card indicated by 1, 2, or 3 dots here. This rank indicator determines where that piece can be placed on the board when building armies. Rank 1 is your second row where pawns traditionally start. Rank 2 is the 6 outermost squares on your back row. Rank 3, also called royalty ranked, is the centermost two squares on your back row where your king and queen traditionally start.
Pieces may be placed or rearranged on any space in its correct rank. You are allowed to have empty spaces in your starting positions if you want. Once both players have finished constructing their armies and placing them, the game begins. If the game ends in a stalemate; then each player adds up the stalemate value from each of their remaining pieces as indicated on the reference card here. Then the player with the highest stalemate score, wins. You are still allowed to castle even when the pieces are rearranged. To do so, move the king 2 spaces towards the castling piece then move the castling piece to the other side of the king. All other castling rules still apply.
Unless otherwise specified, the new pieces capture the first piece they move into. Moving multiple spaces means to pass through each space in the movement while “jumping” means to move over any pieces in the way. Unless otherwise specified, moving and jumping is always in a straight line. The new pieces are as follows:
Peasant. Rank 1. Cost 2. Moves 1 space diagonally forward and captures 1 space directly in front. It may not move backwards. May move 2 spaces in a straight line on its first move. Can promote at the 8th row like a pawn can.
Soldier. Rank 1. Cost 3. Moves 1 space in any direction.
Herald. Rank 2. Cost 6. Moves horizontally or vertically exactly 2 spaces. The herald cannot capture. All adjacent pieces to the herald of both players cannot move. The game ends in a stalemate if the herald is adjacent to the enemy king. The herald begins the game on the outside most space of your 2nd row, moving that pawn to the adjacent 1st row corner space.
Tower. Rank 2. Cost 10. Moves any number of spaces horizontally or vertically; or can move 1 square diagonally. The Tower may castle.
Chamberlain. Rank 2. Cost 6. Jumps 2 spaces horizontally or vertically. Captures 1 space diagonally. The chamberlain may swap positions with a rank 3 piece if both pieces occupy the same row and there are no other pieces in between them.
Thief. Rank 2. Cost 5. Jumps 2 spaces horizontally, vertically or diagonally, and captures the following space in the same direction but it does not move to that space upon capture.
Lancer. Rank 2. Cost 5. Jumps 3 spaces horizontally or vertically, then 1 space at a 90 degree angle from that one, like a taller version of the “L” movement from the knight.
Catapult. Rank 2. Cost 3. Jumps 3 spaces horizontally or vertically.
Inquisitor. Rank 2. Cost 8. Moves 2 spaces horizontally or vertically or 1 space diagonally. The Inquisitor cannot capture. All adjacent enemy pieces to the Inquisitor cannot move. The game ends in a stalemate if the Inquisitor is adjacent to the enemy king.
Pontiff. Rank 2. Cost 8. Moves any number of squares diagonally and may bounce off of the board boundaries at a right angle and continue moving. It may not end a turn moving to the same space it started the turn on.
Courtesan. Rank 2. Cost 6. Moves 1 space horizontally or vertically; or jumps 2 spaces diagonally...
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How to play Battleship Outer Space
Learn the rules to the board game Battleship Outer Space quickly and concisely - This video has no distractions, just the rules. For a refresher of original rules of battleship, check out this video: https://youtu.be/q0qpQ8doUp8
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RULES:
The rules are the same as regular battleship except for these changes. Assemble the boards and shield. The top board is called sector 1, the middle is sector 2, and the bottom is sector 3. You may place your ships on any of the 3 boards. Ships may not be placed overlapping a letter or number, nor be placed in the tracking column or row.
Shots are tracked on the top row and far right column on a sector. Instead of targeting a single space you target an entire row or column on one board. To do so, call out the sector then row or column you are targeting. Your opponent simply replies with “hit” or “miss” and then you mark that column or row accordingly. When you call a row or column, all open holes in all your opponent's ships in that row or column are hit. Your opponent does not need to specify which ship you hit, how many holes were hit, or even if multiple ships were hit.
When all the holes in a ship are hit, that ship is vaporized. That ship’s owner announces which ship was vaporized. The first player to vaporize all their opponent’s ships first, wins!
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How to play Adjutant Chess
Learn the rules toAdjutant 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. Add 2 extra squares to the board on the first and last row, one next to each rook. Kings are allowed to castle 2 or 3 squares on either side with the rooks going to their normal square. You can castle 3 spaces on the king side by moving your king to your rook’s space. Or you can choose to castle the traditional 2 spaces if you want. The first player to checkmate their opponent, wins.
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How to play Dark Chess
Learn the rules to the computer game Dark Chess quickly and concisely - This video has no distractions, just the rules.
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RULES:
The rules are the same as regular chess except for these changes. For a refresher of those rules, check out this video. The object of the game is to capture your opponent’s king. Parts of the board are hidden from view. You can only see your pieces, 1 space around each of your pieces, and the spaces any of your pieces could move or attack to. At the top of the screen is the time you have remaining before you automatically lose the game. On the side of the screen is a list of enemy pieces you’ve captured. You are allowed to castle through a threatened space.
If you play the campaign, you’ll face opponents that have special unknown rules for you to figure out, like fighting an army of knights, traps in the floor, or they’ll have the ability to swap the location of their pieces. There are also checkmate puzzles to solve, unique board setups, and possibly more. Click the rules button in the top right to see the objective for the level you are playing. The mystery and challenge is yours to discover.
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Channel Trailer
How many times have you looked up a “How to play” video and found yourself skipping forward to find what you’re looking for, the actual rules to the game?
You don’t want an intro about their channel or what makes that game great. You aren’t looking for a history lesson about the significant cultural impact of the game. You don’t want to know strategies, hear rambling repetition, video plugs, nor unrelated sponsorship promotions about pool cleaners. All you want, is the rules presented in a visual way that’s easy to understand.
Subscribe to this channel and that’s what you’ll get: Short, concise, and visually rich tutorials. Learn new games quickly. And for the games you already know but are tired of constantly explaining, or maybe you’re not very good at explaining rules, these videos will help you teach other. You can focus on setting up the game while your friends are watching the video. Afterwards, you can clarify a few questions they may have and begin. Simple. Easy. Efficient.
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301
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How to play Scrabble Bingo
Learn the rules to the board game Scrabble 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 complete a 4-letter word horizontally or vertically. Give each player a random bingo card, which they then pick a side to use. Put all the tiles in the bag and mix them up. The oldest player goes first, then play proceeds clockwise. On your turn randomly draw 1 tile from the bag for each player playing and place the tiles face up in the center of the table for everyone to see. Then, starting with you and proceeding clockwise, each player takes 1 tile from the middle that matches a letter on their card, and adds it to that spot on their board. If they don’t have a match, then they are skipped. Blank tiles are wilds that can represent any letter.
Once all the players have either taken a tile or been skipped the round is over. Return any unused tiles back to the bag and mix them up. Pass the bag to the next player and the process repeats until one player has completed a word, then that player yells “bingo” and wins.
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How to play Monopoly Animal Crossing
Learn the rules to the board game Monopoly Animal Crossing 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 nook miles. Instead of cash, bells are used. A single bell is worth 1 money and a bag is worth 5. At the start of the game, give each player 10 bells. Shuffle the change cards and place them here. Shuffle the decoration cards and place them here. Flip over the top three decoration cards and place them here. Shuffle the nook miles cards and place them here. Separate the resource chips by type and color and place them resource side up next to the board space that matches. Place the 4 skill cards by GO. Give each player 10 player markers that match their token.
On your turn roll both dice and move your piece according to the numbered die and perform the action from the space you landed on. Properties are called islands which you discover. If you land on an undiscovered island, place one of your player tokens on that space and collect 1 matching resource from that island and place it in front of you. You are allowed to look underneath the resource and see how many bells it is worth. If you land on an island that another player discovered, then you each collect 1 resource from that island. If there is only 1 resource left, then you, as the player visiting the island, get to take it. If you land on an island that you discovered, then you take 2 resources from that island. If there are no more resources left for that island, then you collect nothing.
After moving and performing actions, you then you can sell any number resources you have, of the type you rolled on the other die, to the bank. Collect the number of bells on the back of the resource and place the resource back in the pile by the matching-colored island. The leaf is a wild that allows you to sell any single type of resource of your choice. You don’t have to sell anything if you don’t want to. You can buy, sell, or trade resources with other players at any time. After that your turn ends and the next player goes.
The first time you land on or pass go, pick one of the skill cards available and place it in front of you. You know have that ability and can use it as indicated. You may only have 1 skill card and you may not trade them. Throughout the game when you land on or pass go, you get to shop at Nook’s Cranny. First follow the rules of the space you landed on. Then you may, if you want, purchase any number of the decorations in the center of the board for the price listed on the card. Place all purchased decorations in front of you. When you purchase a decoration, do not immediately flip a new one to replace it. Only once your turn ends, or if no more decorations are available, do you flip over new decorations to fill the empty spaces. Then your turn ends.
Chance cards must be completed immediately then returned to the bottom of the deck. If you don’t have enough bells to cover the cost of a chance card, then you can raise money by selling resources to the bank, returning sold resources next to their island space. If you have no more resources to sell, after paying all you have, then you do nothing and your turn ends. You are still in the game.
If you land on the Dodo Airlines, then you may advance forward to any space of your choice before the next dodo airlines space and follow the rules of that space. If you pass go while doing this, then you may shop at nook cranny if you want.
When you land on a nook miles space, take a nook miles card from the top of the deck and place it faceup in front of you. At any point before the game ends, you may pay the requirement on the card to earn nook miles. If you don’t pay before the end of the game then you score nothing for that card, or some will give you negative nook miles.
It costs 5 bells to get out of jail, or you can roll a 6. The first player to purchase their 7th decoration ends their turn and waits for all the other players to reach go. When they do, they must stop and buy decorations. No player may have more than 7 decorations. The game is now over. All the players add up their nook miles from their decorations and nook miles cards and the player with the most nook miles wins.
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