How to play Fidchell (aka Gwyddbwyll)
Learn the rules to the board game Fidchell (aka Gwyddbwyll) 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 connect the center circle to the outer edge of the board though a continues chain of adjacent pawns. Layout the board and each player takes a set of 27 matching colored pawns. Pick a player to go first, then turns alternate.
On your turn, you must place one of your pawns on any empty intersection of lines on the board. If you sandwich one of your opponent’s pawns between two of your own in a continuous line with no gaps in between, then you get to remove their pawn from the board and take another turn. Captured pawns are removed from the game and may not be re-placed on future turns. You may capture again on your bonus turn, and continue to gain successive extra turns. If you capture multiple pieces in one move, you only gain 1 extra turn. You may not capture through the center.
You may safely place a piece sandwiched in between two enemy pieces without it being captured. Once you have placed all your pawns, then your movement phase begins.
On your turn, move 1 piece in a single direction following 1 line through vacant intersections as far as you like or until you run into an obstacle. You may not move through or into obstacles or through the center. You capture pieces by creating sandwiches in the same way as before, gaining an extra turn for each one. There is one new feature, the center of the board acts as half the sandwich for either player when capturing pawns in the innermost ring.
The first player to connect the center circle to the outer edge of the board through a continuous chain of adjacent pawns, wins.
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How to play Monopoly
Learn the rules to the board game Monopoly quickly and concisely - This video has no distractions, just the rules. Check out other Monopoly versions here: https://youtube.com/playlist?list=PL1J4a71zJINb5LDYBDsXP9SVB95lrPaW4
Vea este vídeo en español aquí: https://youtu.be/M6r-3zcbi9g
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RULES:
The object of the game is to be the last player standing.
Lay out the board and each player picks a token and places it on Go. Give each player $1,500 divided as follows: 2 $500s, $100s, and $50s, 6 $20s, and 5 $10s, $5s, and $1s. All the remaining money stays with the game and is called the bank.
One person is the banker and manages the money of the bank, which must stay separate from their player money. Place the property cards, houses, and hotels with the bank.
Each player rolls the dice and the player with the highest total goes first, then play proceeds clockwise.
On your turn, roll both dice and move your token exactly that many spaces clockwise around the board. If you land on an unowned property you may buy it from the bank for the listed price. You receive the property card and place it face up in front of you. If you do not wish to buy it, then the bank sells it at auction to the highest bidder.
If you land on a property that another player owns, pay them rent according to the price on their property card. If they own all the properties of the same color, then you must pay them double rent on unimproved properties. An unimproved property is a spot that doesn’t have any houses or a hotel on it.
If the player does have houses or a hotel, you must pay them the corresponding price. The property owner may not collect rent if he fails to ask for it before the next player rolls the dice. If you do not have enough money to pay another player or the bank, you must sell off your hotels, houses, and mortgage property until you can pay the creditor. To mortgage a property you own, flip it face down and collect the mortgage price from the bank. If a player lands on a mortgaged property, they do not pay any rent and they are not allowed to buy the mortgaged property. To unmortgage a property you must pay the bank the mortgage price plus 10%. Unimproved properties in a monopoly still receive the double rent bonus even if some of the properties are mortgaged.
If you sell and mortgage everything and still don’t have enough money to pay, you are bankrupt and are out of the game. You give all that you have to the creditor. Mortgaged properties remained mortgaged. A player may never give or lend money or properties to another player.
As you travel around the board several things can happen. If you land on chance or community chest, you draw 1 card from its respected draw pile and follow the instructions on the card. If you land on a tax space, you pay the bank the proper amount. If you land on free parking, nothing happens. When you land on or pass GO you collect 200 dollars from the bank. If you land on Go to jail, you go immediately go to jail and do not pass GO and do not collect 200 dollars. If you land on the jail space, you aren’t in jail, but are visiting.
If you roll doubles, you get to roll and move again. Unless this is the 3rd time you’ve rolled doubles in a single turn, then, you go straight to jail.
If you’re in jail, you still are allowed to buy and sell houses, trade with players and collect rent. However, at the start of your turn you may pay $50 to be released from jail. If you do this, pay, then roll the dice and continue your turn as normal. Or, if you choose not to pay, you still roll dice, if you roll doubles you are released from jail and move that many spaces, then your turn ends, you do not get to roll again. IF you fail to roll doubles by your 3rd turn in jail, you must pay the $50 and move the number of spaces you did roll.
During the game you may only trade with other players: cash, “get out of jail free cards”, and properties that do not have any houses or hotels on them. You may not sell buildings to players. You may not trade “free rent” or loan players money. You may not gift players money.
When you own all the properties of the same color you have a monopoly. You are now allowed to build houses and hotels on those properties. The price per house is listed on each property. You must build and sell houses evenly across all properties in a monopoly, you are not allowed to build up or break down just one property. If the bank runs out of houses for you to buy, you must wait until another player sells houses before you can buy houses; or you must buy straight up to hotels. When you sell houses back to the bank, they give you half the value you purchased them for. You may buy and sell houses during your turn or in between other players’ turns...
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How to play Count Your Chickens!
Learn the rules to the board game Count Your Chickens! quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is for all the players to work together to put all the baby chicks back in the coop before the mother hen reaches the last space. Lay out the board, and place mother hen on the start space. Scatter the baby chicks around the farm, but not on the path or chicken coop. Place the spinner nearby. Pick a player to go first, then play moves to the left.
On your turn, spin the spinner and move mother hen to the next space that matches the picture spun. As you move mother hen, count aloud the number of spaces, then move that many chicks from the farm to the chicken coop. Then the next player goes.
If mother hen lands on a blue space, then you get to collect 1 additional chick. If the spinner lands on the fox, then you must take 1 baby chick out of the coop and put it back on the farm. If the fox is spun and there are no baby chicks in the coop, then nothing happens. The game ends when mother hen reaches the last space on the board. If all the baby chicks are in the coop, then everyone wins, if not, then everyone loses.
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How to play Laser Chess
Learn the rules to the board game Laser Chess quickly and concisely - This video has no distractions, just the rules.
Play chess online for free here:
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RULES:
The object of the game is to be the first player to hit your opponent’s king with the laser. Layout the board between the two players with the notched corner spot located in the bottom right of each player. The types of pieces are as follows: Laser, Deflector, Defender, Switch, and King.
Each player pick a color and arranges their pieces on the board as indicated by the setups found on page 10 of the rule book seen here. Beginners should begin with the ACE configuration then advance to Curiosity, grail, mercury, and Sophie. Once you’ve mastered the game you can invent your own starting positions.
The blue-white player goes first, then turns alternate. On you turn you must perform one of 3 actions.
Action 1. You must move 1 of your pieces 1 space in any direction, including diagonally. The destination space may not be occupied, unless the piece being moved is the switch. The switch is allowed to switch positions with a defender or deflector piece of either color that is adjacent to it. A switch may not switch places with the king, laser, or another switch. When a piece moves, or is switched, all pieces moved retain their original orientation and may not be rotated. The board has red and white helix symbols along the edges, no player may move a piece onto a space that has their opponent’s helix color.
Action 2. Instead of moving you may rotate 1 piece 90 degrees in either direction.
Action 3. You may rotate the laser to point in its alternative direction. The laser may only point up a column or across a row.
Once you move or rotate then you must fire the laser by pressing the button on its top. Whatever piece lights up, if any, by the laser hitting its non-mirrored side, that piece, regardless of who controls it, is removed from the board and may not be used for the remainder of the game. The defender will not light up when hit from the shield side which can be used to block a laser. The switch has mirrors on both sides and can never light up and therefore is never removed from the board. The deflector has a mirror on one side and can only be lit up from the non-mirrored sides. And the laser can never be removed from the game.
The laser is only fired once per turn. You may not test fire the laser mid-turn while deciding a move. Once a piece is moved, the move cannot be taken back and the laser must be fired.
When either laser beam lands on a king token, that king is removed and the game is over. The player with the remaining king wins. If you are in a situation where the same pieces of the same colors occupy the same spaces in the same orientations 3 times in the same game, then the player making the next move may declare a stalemate if they want. If they do, then the game ends in a draw.
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How to play Marble Circuit
Learn the rules to the puzzle game Marble Circuit quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to collect the correct number of marbles in the 5 targets as indicated by the challenge card. Slide the gate into the channel at the top of the board and place 1 marble at the top of each track behind the gate. Choose a challenge card and place the starting tiles on the board as indicated in color on the card. Each number in the target areas on the card indicate how many marbles you need to get into that space to win.
By predicting the path of the marbles, place the remaining tiles on the board. Tiles may only be placed in one direction; they may not be rotated. When you are ready, slowly remove the gate to release the marbles. If the correct quantity of marbles are in the matching targets, you win and can try the next challenge card. If not, reset the marbles and try again. The difficulty of the challenge cards increases as you progress.
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How to play ChessUp
Learn the rules to the board game ChessUp quickly and concisely - This video has no distractions, just the rules.
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RULES:
This board will teach you how to play chess, or if you already know how to play, it will teach you new skills to improve your game if you want. Setup the board and turn on the unit. Setup the pieces like so, as you normally would, with the white pieces on the blue glowing squares and the black on the green. Touch, or pick up a piece and its available moves will light up on the board. Move a piece to one of these spaces and it will update within the gameboard computer. Return a piece that you just moved back to its previous spot to undo your move. The king will flash red when in check.
Press the settings button, on either side, to change the game settings for that side. The settings are “player assist” and “AI level”. Each notch increases the level for that setting. The player assist will highlight squares in different colors, based on the level, to help assist you finding good moves. Purple always indicates your selected piece, then based on the player assist level, the other meanings of the spaces are: blunder, mistake, inaccuracy, good, excellent, best. The color code of red, blue, and green will change as indicated based on which level you select.
The AI mode allows you to play against a computer. It’s move will highlight in blue indicated which piece you need to move. The glowing logo indicates the computer is calculating a move. The settings notches will increase the AI difficulty. Each notch is a level, and each level is the approximate Elo equivalent of that number multiplied by 100. Green is 1 to 6. Blue is 7 to 12. Purple is 13 to 18. Orange is 19 to 24. And red is 25 to 30.
You can adjust these settings during the middle of a game too for more dynamic play and you can force the computer to do specific moves for you to practice against. The gameboard is equipped to provide up to “player assist level 3”, and “AI level 12” without being connected to the app. Connect your phone to the board through the ChessUp app to increase the notches available for the “player assist” and AI difficulty.
When connected to the app, you can play against other people online and review previously played games. There are also a host of lessons you can take to have the board help teach you concepts and techniques. Playing with player assist will teach you the game too.
When a player is checkmated, the board will make this color pattern. Stalemate is this color pattern. And 3 move repetition is this color pattern. Replace the pieces at any time to their starting locations to start a new game. You can calibrate the board by removing all the pieces then holding down both settings buttons until the board lights turn off and the logo lights up. Once it finishes you can place the pieces back on to play your game.
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How to play Q-Bitz
Learn the rules to the board game Q-Bitz quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to collect the most cards after 9 rounds. The object of each round is to be the first player to correctly arrange their cubes to match the pattern on the card. Give each player a tray and 16 same-colored cubes. Shuffle, then place the stack of q-bitz cards facedown in the center of the table. Before each round, all cubes start out of the trays.
There are no turns, all play happens simultaneously. In the first round, any player turns over the top b-bitz card then all the players race to recreate the pattern shown on the card using only their own set of colored cubes, rotating them any way they wish. The first player to complete the pattern yells “q-bitz” and all the other players stop and verify the pattern is correct. If it is, then that player collects the card. If it is incorrect, then play resumes for everyone.
In the 2nd round, play as before except this time all players must roll their cubes like dice and then may only use the top faces of the cubes. Player may reroll their dice as many times as they want. In the 3rd round, it is the same as the first round, except the card is flipped face up for only 10 seconds, in which the players must memorize the pattern, then it is flipped face down. Once a player thinks they have it they yell q-bitz and can check the card. If they are incorrect then play resumed for the other players. If no one gets the pattern perfectly, then once everyone has checked then the player with the most cubes in the correct location wins the round. If it is a tie, then the player who had shouted “q-bitz” sooner, wins.
Play 3 sets of 3 rounds. Then the player with the most cards at the end, wins.
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How to play the BEST iPhone Prank!!
Learn how to play the BEST iPhone Prank quickly and concisely - This video has no distractions, just the instructions.
Every time this iPhone is plugged in to charge, even if do not disturb or vibrate is on, it says this… Every time the user open the messages app, there is a 1% chance that the phone will text their mom or dad a random word… whenever the snooze is hit on an alarm, it set the volume to 100% and says this… that’ll freak em out! And, my favorite, every day at sunset it plays the same song while doing a little dance party and there is nothing you can do to stop it or mute it. If you try turning down the volume, it just turns it back up.
This is the best iPhone prank ever and it is native to iOS so you don’t need to install anything! If you have access to their iPhone, or know their lock screen password, you can set any of these pranks, and so much more, in less than five minutes. And I’m going to show you how. This is “How to play the best iPhone prank”
Warning! This prank is so powerful you could really ruin someone’s life, job, relationships, phone, etc... So please be aware and smart about how you implement it. Be creative and remember the target needs to find it funny too. Test everything before you implement it so you know exactly how it is going to work and you can fix any issues you might run into.
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Instructions:
The phone needs to be on iOS 15 or later. Swipe down on the home screen and search for “Shortcuts”. Launch the shortcuts app and tap automation. Tap the plus in the top right then “create personal automation”. Next you need to pick a trigger, this determines when the prank runs. Time of day allws you to pick sunset or sunrise, and even several hours before or after it, which is great because then the prank won’t be at the same time each day. You can also pick alarms or sleep. I was unable to get the location triggers and message triggers to work because the phone requires input from the user to run, which would defeat the purpose. Scroll down and you can set it so when any app, or multiple apps are open, as well as airplane mode, and all things battery. I haven’t tested the focus triggers and was unable to get the sound recognition to work. Pick your trigger, I will show you 2 examples. First is the charger when it “is connected”. Hit next.
Now we are on the actions screen, you swipe up from the bottom and select all actions to browse through and explore them, but I am going to search for “file” and select file. Next we are going to swipe out of the app then open “voice memos”. Make a recording for whatever you want, then stop and tap the 3 dots and hit “edit recording”. Hit the trim button and isolate out just what you want by moving the yellow bars then hit “trim” then “save”. Tap on the title, then rename it. Then hit “done”. Tap the 3 dots and scroll down to “save to files”. Select “on my iphone” then hit “save”. Tap the trashcan to delete the recording then swap back to the shortcuts app.
Tap the greyed out file, then select your file. If you don’t see the file in recent, hit browse and navigate to it. Next add the action “play sound” then the action “stop this shortcut”. If you don’t have the stop, the audio will play twice. Hit “next” then turn off “ask before running” and hit "don’t ask".
Turn on notify when run then hit "done", then test the automation by plugging it in. This should generate a notification. Open up settings and select "screen time" then "see all activity". Scroll to the bottom to the notifications and select "shortcuts", if you can't select it, then toggle left and right arrows at the top. Then then turn them off. This step only needs to be completed once, not every time you setup an automation. Quit out of settings to hide your tracks then go back into shortcuts and edit the automation by tapping on it and turn "notify when run" off. You can also edit the "when" and "do" by selecting them.
For example, I can add a “set volume” action, then tap and hold and move it to the top. Actions are run from top to bottom. If you see a line between two actions that means they are connected and the bottom one is referencing the one above it. Also, be careful if you choose to set the volume, currently at the time of this recording, nothing can silence the audio from happening. Do not disturb, vibration, turning the volume all the way down, nothing will work. You can test your actions by pressing the play button in the bottom right, and undo and redo and in the bottom left.
If you want a completely different trigger, you will need to create a new automation. Let’s do a more complex one that involves texting people. We’ll pick app as the trigger, then select all the apps that begin with the letter “a” and hit done. We’ll pick “is opened” and hit “next”....
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How to play Clue Suspect Card Game
Learn the rules to the card game Clue Suspect Card Game quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to figure out “who did it”, “with what”, and “where”. Give each player reminder card and a set of 15 case file cards as indicated by a matching symbol in the bottom right. Separate the orange evidence cards into Location, Weapon, and suspects; then shuffle each group face down and, without looking, secretly put one card from each into the confidential envelope so no one can see them. Shuffle all the remaining evidence cards together then deal them all out to all the players. Players look at their own cards but keep them hidden from others. Any extra cards are placed faceup in the middle of the table. Based on your evidence cards in your hand and others you see throughout the game, players place the corresponding case file cards from their deck to a face down pile next to them.
Pick a player to go first then play proceeds clockwise. On your turn ask the player to your left one question about any 2 evidence cards. If that player has any of those cards, they must secretly show you one of them. If that player has none, then the next player to the left must show you one. Keep going until 1 player has shown you a card or until every player has been asked, then your turn ends and the next player goes.
On your turn you may make an accusation to which 3 evidence cards you think are in the confidential envelope by placing the 3 corresponding case file cards facedown. Ask if any other player wants to accuse. If any other player does, then all the other players must they lay down their accusation cards too. If you are the only player accusing, then you secretly look at the cards in the confidential envelope. If your 3 cards match, then you win. Otherwise, place the cards back in the envelope and play continues but your turn is skipped and you must still show evidence cards to other players. If everyone is accusing, then pick an order and each player 1 by 1 reveals their accusation and the first player to guess correctly wins. If no one guesses correctly, then you all lose.
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How to play Mind Reader
Learn the rules to the board game Mind Reader 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 13 or more points. Shuffle the mind reader cards and place them on the table along with the spinner. Set 2 chairs back-to-back. Gather around the spinner and spin it to determine who goes first. On your turn, place the top 3 cards on the table for all to see. Now, you must either: pick one of the cards, or pick one other player to be your partner. If you pick the card, then the remaining players gather around the spinner and spin it. Whoever it points closest to is your partner. If you pick your partner, then the remaining players pick one of the 3 cards.
Sit back-to-back with your partner and each of you has an answer pad and pencil. Another player reads the questions on the back of the chosen card. You and your partner write down answers to each question without speaking or signaling each other. If the card says “Social Soiree” then the “who” it refers to is someone in your group.
Once finished, the answers are read aloud, compared, and points are scored. If you and your partner had zero matches, then you both score 0 points. If you had one answer match, then you each score 1 point. If 2 match, then you each scores 3 points. And if all 3 match, then each you each score 6 points. The first player to score 13 or more points, wins!
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How to play The Queens Gambit Board Game
Learn the rules to The Queens Gambit Board Game quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to have the most points when the last chess token is taken. Lay out the board. Pick a random setup card and set out the chess tokens on the board as indicated. The color of each piece does not matter. The number on each token indicates that token’s point value. Each player takes a gambit token and matching colored deck. Beginning with the oldest player places then proceeding counterclockwise, each player places their gambit on any available start space. The player who places last will move first when the game begins.
Gambits have the movement ability of the card you play. The card options are: Bishop: move any number of spaces diagonally. Rook: move any number of spaces vertically or diagonally. Queen: move any number of spaces horizontally, vertically, or diagonally. And Knight: move 2 spaces in 1 direction then 1 space at a right angle to that one. The knight jumps over any pieces in its way while the other pieces slide to their destination and cannot travel through other pieces. Move your gambit to the same space as a chess token to capture it, placing it in front of you. You may not move through or capture another player’s gambit. Only the players’ gambits can move on the board, the chess tokens do not move.
All the players shuffle their decks then draw 5 cards. Each player places 3 cards face down in front of them, one next to the other. Then each player draws 1 card from their own deck. On your turn, flip your leftmost face down card faceup to a discard pile then move your gambit based on the card you revealed. Then place 1 card from your hand face down to the right of your last facedown card. Draw 1 card from your deck then your turn ends. The next player clockwise takes a turn. If your draw deck runs out of cards, shuffle your discard into a new one.
Play continues until the last chess token has been captured then the player with the most points wins. In the event of a tie, then the tied player who had the closest to last turn wins.
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How to win chess FAST (8 moves) | Legal Trap
Learn the how to win chess in 8 moves quickly and concisely - This video has no distractions, just the technique.
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Moves:
When playing as white, open with pawn to e4. Black mirrors and you move your knight to f3 then they move their knight to c6. Take your bishop to c4 and black moves their pawn to d6. Take your knight to C3 and black takes their bishop to g4, pinning down your knight. Take your pawn to h3 and if black moves their bishop to h5, capture their pawn with your knight sacrificing your queen. Black takes your queen and you move your bishop to f7 for check. Black’s king can only move to e7 and you move your knight to d5 for checkmate. This is called the Legal trap.
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How to play FPS Chess
Learn the rules to the video game FPS Chess quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Play 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. Every time you try to capture a piece you will engage in a first person shooter combat between the two pieces. Each piece has a different weapon and abilities. The winner of the fight occupies the square on the board. En Passant is allowed like normal, and if the defending pawn wins, it is returned to the passed over square. Castling is allowed like normal. There is no check or checkmate.
The first player to destroy the enemy king wins.
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How to play 4D Illusion Chess
Learn the rules to the chess variant game 4D Illusion 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
Buy a 4D Illusion Chess board here: https://buy.triplesgames.com/4DillusionChess
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You will need extra material in order to play, up to a complete extra set.
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RULES:
The rules are the same as regular chess except for these changes. The object of the game is to capture your opponent’s king, there is no check or checkmate. Layout the board longways between the two players. Each space on the board is considered a square, regardless of its perceived shape. On your 2nd row setup 9 pawns like so. On your first-row setup: rook, knight, bishop, king, bishop, knight, rook. On your bottom-most bonus square, place your queen.
Squares along the edge of the board are not diagonally connected to each other. Squares inside the board are only diagonally connected to the corners of adjacent squares that are not orthogonally adjacent to it. In certain locations, this results in preventing further diagonal movement in a specific direction, while in other cases, it allows for multiple diagonal movement options.
Movement across multiple squares must always be in a straight continuous line, though the perception of that line may curve. A straight line is considered moving across a square to the opposite line, or corner, from where you entered. Moves strung together this way are considered straight, though they may curve across the board.
Colored squares are grouped into sets of 9, with each set having a matching-colored set on the other side of the board, making a pair. Each colored set is conjoined with its pair so that the 2 sets are considered a single set of 9 squares. Any piece to occupy a colored square actually occupies both colored squares in the same set simultaneously. Use the board markers to identify the correct orientation of the sets and add an extra identical piece marker to the square of the other set to indicate this.
A piece beginning its turn on a colored square, can move from either of its conjoined locations on the board. In a single move, a piece may travel through colored squares like it traditionally would, or, it may travel through a colored square’s conjoined location and continue in the same relative direction it was traveling. You may not perform an infinite move nor return to the space that you started on. When a piece on a colored square is captured, remove both copies of it from the board.
Pawns always move orthogonally forward towards their opponent’s side of the board. If a diagonal space is directly in front of it, then it may travel to either of the 2 orthogonally forward spaces or capture forward, right, or left. En passant is allowed like normal. Pawns promote like normal when reaching any of their opponent’s higher rank starting positions.
Castling is allowed like normal by moving the king 2 spaces towards the rook, then the rook to the other side. You may castle even if your king is threatened, and you may castle through a threatened space. Kings may move to a threatened space. The first player to capture their opponent’s king, wins.
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How to play Rifle Chess
Learn the rules to Rifle Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/iPXcfS0UDlI
Play chess online for free here:
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Rules
The rules are the same as regular chess except for these changes. Pieces no longer move to an opponent’s square when capturing. Instead of moving to capture, your piece remains where it is and you remove an opponent’s piece that is on a square that your piece could reach in movement. You may only capture 1 piece a turn and you do not have to capture a piece if you don’t want to. A pawn performing En passant remains where it is and removes the passed over piece. Your king is allowed to capture an opponent’s adjacent piece that is protected so long as the king does not remain in check at the end of the turn. The first player to checkmate their opponent, wins.
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How to play Twixt
Learn the rules to the board game twixt 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 have an uninterrupted chain of linked pegs that connect your colored border rows together. Lay out the board and each player picks a color and take the matching pieces. The holes at the edge of the board adjacent to your color lines, are your border rows. You may not play in the corners.
Pick a player to go first then turns alternate. On your turn, you must place 1 peg in any vacant hole, except those in your opponent’s border rows. If after placing a peg, you find you can link two or more pegs, you may do so by placing links in those spaces. Pegs may only link when the distance between them exactly corresponds to the diagonal of a 6 hole rectangle, identical to a knight’s chess move.
Linked pegs create barriers. Barriers may not be crossed by either player. If a player forgets to link, or chooses not to, then no barrier exists in that spot, but it could be linked on future turns. On your turn, before you place your peg, you may remove any number of your own links and pegs from the board if you want.
The first player to create an uninterrupted chain of linked pegs that connect their colored border rows together, wins!
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How to play Lifetime Lineup
Learn the rules to the board game Lifetime Lineup quickly and concisely - This video has no distractions, just the rules.
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0:00 Intro
0:06 Game 1: Remember When
1:58 Game 2: It's About Time
2:56 Game 3: Memory Lane
RULES:
There are 3 different ways to play. Game 1: Remember when. The object of the game is to be the first player to get rid of all the cards in your pile by correctly placing them in chronological order in the timeline. Each player takes 1 blank gold “Your Lifetime” card and personalizes it with their information and the correct year. Put all the rest of the “Your lifetime” cards aside, they will not be used. If all the “Your lifetime” cards are filled in already, then pick one at random to use. Each player places their personalized “Your Lifetime” card date side up in the center of the table, forming a central timeline, arranging the dates in chronological order. The far left is the oldest and the far right is the most recent. Cards with duplicate years must be adjacent to each other, but the specific order between them doesn’t matter.
Shuffle the Historical Event cards, date side down, and deal 7 cards to each player. Each player keeps these cards, date side down, in a single pile on the table in front of them. Place the remaining Historical Event cards, date side down to the side as a draw deck. The oldest player goes first, then play proceeds clockwise.
On your turn, place the top card of your deck, without looking at the date side, anywhere on the timeline, including in between previously played cards, based on where you think the card fits chronologically. After you place the card, flip it over and see if the date is correct. If the date is correct, then your turn ends and the next player goes. If it is incorrect, then the card is discarded to the bottom of the historical event deck and a new card is drawn and added to the bottom of your personal pile. Then your turn ends, and the next player goes.
Continue playing until one player has successfully played all their cards, then that player is the winner.
Game 2: It’s about time. The object of the game is to win the most rounds by correctly placing cards in their chronological order. Put the “Your Lifetime” cards to the side. They will not be used in this game. Shuffle the historical event deck, date side down, and deal 3 cards to each player, or 4 cards for more challenging game. Players may not look at the date side of their cards. Players simultaneously rearrange their cards in chronological order from left to right. Once all the players have finished, everyone flips over their cards to reveal the dates. Players with dates in the correct order score 1 point, which is recorded on a scorepad. Set all the cards used for the round aside then play another round. Repeat this process until all the cards have been played. Then the player with the most points wins. If there is a tie, then shuffle the cards and the tied players continue playing until there is a winner.
Game 3: Memory Lane. The object of the game is to have a good time. Pick one player to be the host. Put the “Your Lifetime” cards to the side. They will not be used in this game. The host sorts through all the historical event cards, picks one, then shows it to everyone. The host questions another player about the event on the card. The other players are free to participate in the conversation if they want. The card is then placed in the table to start the timeline. The host then picks another card and questions a different player, then adds the card to the correct spot in the timeline. During conversations, you can compare and contrast differing responses. Keep playing for as long as you like while you engage in memories together.
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How to play Puzzle Board Chess
Learn the rules to the board game Puzzle Board 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. Give each player a standard set of chess pieces in opposing colors. Place 1 puzzle board tile in the center of the table as the game board and give each player 8 puzzle board tiles. Pick a player to go first then turns alternate. On your turn, connect 1 of your puzzle board tiles to any available spot on the gameboard with a minimum of 1 connection points. Orient the tile or flip it over to retain the checkerboard pattern. Place one of your pawns on your placed tile to indicate it is yours. Pawns are only used during setup to distinguish each player’s tiles and not used for play. You may not move a puzzle board tile once it has been placed. And you are allowed to connect to an opponent’s placed tile. Once all the tiles have been placed, the board is now built.
Players now simultaneously place their non-pawn chess pieces on any of their controlled tiles, removing the pawns from those tiles. Players may move and rearrange their pieces as many times as they want. You may place your bishops on the same color spaces if you want. You may not place your king into check, nor may you place a piece in a position that checks your opponent’s king. Once all players are satisfied with their positions and no more rearranging happens, then remove any remaining pawns from the board and the game begins.
Pieces move like they normally do, with these distinctions. Knights can jump over gaps in the board so long as they retain their “L” movement and land on a physical square. Bishops and Queens can travel diagonally between tiles with adjoined corners even if they aren’t connected by the tabs. You are not allowed to castle. The first player to checkmate their opponent, wins!
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How to play Holdem
Learn the rules to the card game Texas Hold’em quickly and concisely - This visually rich video has no distractions, just the rules. Texas hold 'em (also known as Texas holdem, hold 'em, and holdem) is a variation of the card game of poker.
Check out this video to understand general Poker rules and terms: https://youtu.be/-OcfEkOeC-w
Check out this video to learn about poker ranks: https://youtu.be/w4Kj6Ra_BTw
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RULES:
The object of Texas Hold’em is to be the last player standing. Setup: Each player is given an equal number of chips. Give one player the dealer button, this tracks who is the dealer. The player to the left of the dealer receives the small blind and next player to the left receives the big blinds. When there are two players left in the game, the dealer is the small blinds and the other player is the big blinds.
Using a standard 52 card deck of playing cards without jokers, shuffle the deck and deal 2 cards facedown to each player. These cards are called your “hole cards” or “pocket cards”. You may look at these but do not show them to other players.
After the cards are dealt, the player to the left of the big blind is the first to act during the first betting round. If any players call the big blind, the big blind is then given an extra opportunity to raise. This is known as a live blind. If the live blind checks, the betting round then ends.
Generally, the "big blind" is equal to the minimum bet. The "small blind" is normally half the big blind. If the small blind is an impractical half number, round down. The blinds exist when playing without antes.
If you choose to play without blinds then the minimum bet is then the lowest denomination chip in play, and tossing only one chip is considered as a call. Anything higher than that is considered a raise. Poker without blinds is usually played with everyone posting an ante to receive cards.
When only two players remain, special 'head-to-head' or 'heads up' rules are enforced and the blinds are posted differently. The person with the dealer button posts the small blind, while his/her opponent places the big blind. The dealer acts first before the flop. After the flop, the dealer acts last and continues to do so for the remainder of the hand.
The three most common variations of hold 'em are limit hold 'em, no-limit hold 'em and pot-limit hold 'em. Game style should be decided before play begins.
In limit hold 'em, bets and raises during the first two rounds of betting, the pre-flop and the flop, must be equal to the big blind; this amount is called the small bet. In the next two rounds of betting, the turn and the river, bets and raises must be equal to twice the big blind; this amount is called the big bet.
In no-limit hold 'em, players may bet or raise any amount over the minimum raise up to all of the chips the player has at the table, called an all-in bet. The minimum raise is equal to the size of the previous bet or raise. If someone wishes to re-raise, they must raise at least the amount of the previous raise. For example, if the big blind is 2 and there is a raise of 6 to a total of 8, a re-raise must be at least 6 more. If a raise or re-raise is all-in and does not equal the size of the previous raise, the initial raiser cannot re-raise again.
In pot-limit hold 'em, the maximum raise is the current size of the pot, including the amount needed to call.
After each player receives their hole cards you enter the “pre-flop” betting round. The player left of the big blind, or left of the dealer if no blinds are being used, starts by either a check, bet, or fold. A round of betting continues until every player has folded, put in all of their chips, or matched the amount put in by all other active players.
Check means you don’t raise or fold but instead pass on your turn. If another player bets, after you check, then you’ll be forced to bet once play gets back around to you.
Anytime all but one player folds, the hand ends and the last player takes the pot. If there are still players active when all the betting has finished, the dealer discards the top card of the deck facedown, called a burn, and then deals three face up community cards in the middle of the table. This is called the flop and is followed by a 2nd round of betting. This and all subsequent betting rounds begin with the player to the dealer's left and continue clockwise.
After the flop betting round ends, the dealer burns the top card then deals a single faceup community card, called “the turn” or “fourth street”, to the middle of the table. This is followed by a third betting round, then the dealer burns the top card from the deck and deals a final single community card, called “the river” or “fifth street”, faceup to the middle of the table. This is followed by a fourth betting round and then the showdown, if necessary....
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How to play Hidden Identity Chess
Learn the rules to the board game Hidden Identity 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. There is no check or checkmate. The object of the game is to capture your opponent’s king. Each piece is replaced by a special chess piece whose identity can only be seen on 1 side. During set up, each player places their pieces however they want on their closest 2 rows, with their pieces identities facing them, hidden from their opponent. There is no restriction to where pieces can be placed. Pawns are allowed to be placed on the first row and bishops can be placed on the same color.
Whenever a piece is captured, its identity is revealed.
Pawns on the first row are allowed an initial double-step move if you want. If a pawn moves to its second row, it can still perform its double step move. En passant is allowed like normal against an opponent’s pawn taking a double-step from either row, however, if the opponent’s piece being captured isn’t a pawn then the pawn preforming the move is removed from the board instead. When performing en passant, announce what you are doing, but leave the identity of the piece you are trying to capture hidden. Your opponent then says if it is a pawn, if it isn't, then the pieces identity remains hidden. The king is allowed to move to a threatened space.
Castling is allowed if the rook is on the same row as the king and there are no other pieces in between. To castle, move the king 2 spaces towards the rook, then move the rook to the other side of the king. If a rook is 2 spaces away, or adjacent to the king, then the king takes the space of the rook and the rook is moved to the other side. You may only castle if it is the King and Rook's first move of the game.
If ever a piece is moved illegally, or discovered to have move illegally in the past, then the illegally moved piece is removed from the board and the opponent of that piece also removes any single enemy piece of their choice from the board as a penalty. If the illegally moved piece was already removed from the board when discovered, then the opponent removes 2 pieces of their choice instead of 1. If the removed piece was the king, then they win the game immediately. If a player performs more than 1 illegal move in a game, then they immediately lose.
The first player to capture their opponent’s king, wins!
You can also play with the revealed kings variant. At the start of the game, use a divider when setting up the pieces and play with a normal king. Remove the divider to begin play, both players will now play the game with knowledge of the enemy king’s location. If your opponent performs an illegal move, then instead of removing pieces, you win the game immediately.
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How to play Pawnbarian
Learn the rules to the video game Pawnbarian quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to eliminate all the monsters on each floor in the dungeon. Hover over anything to see a description. Each turn you will play cards from your hand to move your hero with the movement of the chess piece played. For a refresher of those piece movements, check out this video.
At the start of each turn, you draw 3 cards and are allowed 2 moves. The number of moves you have is indicated by the yellow symbols below the bottom right of the board. Click a card then the space on the board you want to move to. If you use a card with a lightning bolt symbol, you will gain an extra move and draw 1 card from your deck. The cards remaining in your deck are in the top left. If you run out of cards, then your discard becomes a new deck.
Moving to an enemy space will attack and destroy it. However, some enemies have special abilities that make them harder to kill. If you play a card with a red splash symbol, then after moving, you will attack each adjacent space as indicated by the pattern. Both patterns on a card mean you will attack every adjacent space.
When you have completed your moves your turn ends. If you are unable to complete moves or want to skip moves, click the “end turn” button or press the space bar. At the end of your turn, you discard all the remaining cards in your hand and then take damage as indicated by the red icons on the space you occupy. Each red line indicates 1 heart of damage. A skull indicates that you will take 4 or more damage. If you play any cards with a shield on them, then you will be protected from 1 damage per shield you have until your next turn. After taking damage, if any, all the monsters will move, then it is your turn. You do not take damage at the end of the turn when you win the floor.
Pawns cards are not allowed an initial double-step move, nor en passant. If you are on the top row when you have a pawn in your hand, or if you have 3 pawns in your hand at the same time, then the rightmost pawn in your hand will promote to a queen until played or the end of the floor.
The yellow bag at the top of the screen indicates how much gold you have and everything to the right of it is the loot you will gain after winning the floor. The crystal heals 1 heart, and each yellow nugget is worth 1 gold. After each turn, 1 loot is lost. You also gain 1 gold for each monster you kill unless that monster was spawned from another monster. Gold in your bag is saved until you spend it.
After each floor you get to visit the shop and upgrade your cards by moving your hero to the desired upgrade. A heart upgrade increases your total number of hearts. Move to the stairs to begin the next floor. As you play you can unlock more heroes with different cards and abilities.
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How to play Pocket Billiards (Pool) - General Rules
Learn the general rules to Pocket Billiards (also called Pool) quickly and concisely - This video has no distractions, just the rules.
Learn how to play 8 Ball here: https://youtu.be/T87g7ronTRs
Learn how to play 9 Ball here: https://youtu.be/ohS-Q5atMLU
Learn the rules to Straigh Pool (14.1 Continuous) here: https://youtu.be/fKc0mb97VD8
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RULES:
These are the general rules for all billiard games and should be followed unless the specific game says otherwise. There are 6 pockets on the table: 4 corner pockets and 2 side pockets. Diamonds go around the long and short rails. Two diamonds in, on either side of the long rail, is an imaginary line called the head string and foot string. In the middle of those lines is the head spot and the foot spot. In the exact middle of the table is the center spot. The short rail near the head spot is called the head rail and the place between the head spot and the head rail is called the kitchen. The walls are called cushions and the edges near pockets are called pocket points. The white ball is called the cue ball. The other balls are called the object balls, of which they are colored solid and striped. The stick players use to interact with balls is called a cue.
Use a triangle to rack the balls and the apex ball should be on the foot spot. All the balls must be lined up behind the apex ball and pressed together so that they all have contact with each other. If a player fails to hit a ball into a pocket on a legal shot, which is called “to pocket”, then the player's turn is over and their opponent goes, hitting the cue ball wherever it lays on the table.
To strike the ball, rest your hand on the table with the cue sliding over the crook of your thumb. You are allowed to wrap your index finger over the cue if you want. Hitting a ball is called a stroke. The hit must be momentary, you may not push the ball, or it is a foul. You may not touch the cue ball with anything other than the tip of the cue or it is a foul.
To determine who will go first, each player simultaneously shoots a solid ball from behind the head string so that it bounces off the foot rail and returns to as close as possible to the head rail. This process is called the lag. The player whose ball is the closest to the innermost edge of the head cushion wins the lag and determines who breaks.
To break, place the que ball in the kitchen then strike it directly into the racked balls, it may not touch anything before striking the balls or it is a foul. If you scratch on the break you do not lose the game.
When the cue ball is pocketed, or touches an object ball that was already pocketed, it is a foul called a scratch, and results with the loss of turn and the opponent getting a “ball in hand”. Ball in hand means you place the cue ball anywhere in the kitchen. The shooting player may then shoot at any object ball that isn’t in the kitchen, unless they first bounce the cue ball off the foot rail. The ball in hand may be adjusted or moved prior to the hit.
A ball is pocketed if it goes into the pocket and remains there. A ball that rebounds from a pocket back onto the table bed is not a pocketed ball. “Call Shot” is the process of announcing the first object ball and its desired pocket you are shooting for. Although, if the shot is an obvious shot, you do not need to indicate it. The exact path and every collision the ball uses doesn’t no need to be indicted, nor do any additional object balls that end up pocketed. Only one ball may be called on each shot and you aren’t penalized if more than 1 ball are legally pocketed in so long as the called ball is pocketed. The opening break is not a call shot and the shooter may choose to call "safety", where the play passes to the opponent at the end of the shot regardless if balls are pocketed.
You must always keep at least one foot in contact with the floor during a shot. You may not shoot while any ball is still in motion. This includes rotational motion. If any ball moves on its own after all the balls have stopped moving for longer that 5 seconds, then you return the ball as close as you can to its previous position. If an object ball drops into a pocket "by itself" as a player shoots at it, so that the cue ball is unable to hit it when it otherwise would have...
If you foul, your inning ends, the stroke is invalid, and any pocketed balls are not counted to the shooter's credit. The balls are replaced only if the rules of the specific game require it. If the cue ball fails to make contact with any legal object ball it is a foul. A player must cause the cue ball to contact a legal object ball and then pocket a numbered ball or cause the cue ball or any numbered ball to contact a cushion. Failure to meet these requirements is a foul. Touching any object ball with the cue ball while it is in hand is a foul.
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How to play Qawale
Learn the rules to the board game Qawale quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is be the first player to get a four in a row horizontally, vertically, or diagonally. Layout the board and stack 2 tan colored pebbles in each corner. Give each player 8 pebbles of one color. Pick a player to go first, then turns alternate. On your turn, you must place one of your pebbles on an existing pebble on the board, you may not place your pebble on an empty space.
Now, pick up the entire stack of pebbles and place the bottom pebble on any orthogonally adjacent space, then again with the next bottom pebble, until your top pebble has been placed. You may not move diagonally. You may not backtrack to the space you just moved from, however, you are allowed to circle back around and place a pebble on a space you already were on that turn. Placed pebbles always go on top of the stack they are added to.
After you place a pebble and move, then your turn ends and the next player goes. Continue playing until 1 player has a 4 in a row horizontally, vertically, or diagonally. Then that player wins. A stack of 4 pebbles of the same color on top of each other does not count as a 4 in a row. If both players have a 4 in a row at the same time, or if both players run out of pebbles without a 4 in a row, then the game ends in a draw.
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How to Play Pickleball
Learn the rules to the outdoor sport Pickleball quickly and concisely - This visually rich video has no distractions, just the rules. Vea este vídeo en español aquí: https://youtu.be/y0k1YULbdvc
Don't own the game?
Buy paddles here: https://buy.triplesgames.com/pickleball
RULES:
The object of the game is to be the first player or team to have at least 11 points and you must win by 2 points. Pick a side to serve the ball first. Serves must be made diagonally, starting behind the right-hand service area and alternating each serve. The Server must keep both feet behind the back line when serving. To serve, call out the score, then you must drop the ball from one hand and hit it with the paddle with an underhand swing below your waist. The ball must be hit in the air, it may not be bounced then hit. The ball’s first bounce must be in the diagonally opposite service area on the opponent’s side of the court.
The serve may not land in the opponent’s kitchen or the kitchen’s line. If it does, it is a fault. Only one serve attempt is allowed, except if the ball touches the net on the serve and lands in the proper service area, in this case the serve is retaken.
At the start of each new game, the 1st serving team is allowed only one fault before giving up the ball to the opponents. After that, BOTH members of EACH team will serve and fault before the ball is turned over to the opposing team. When the receiving team wins the serve, the player in the right-hand court will always start with the serve.
Each time the ball enters your side of the court, your side is allowed one bounce and one hit to get the ball back over the net to the opponent’s side. A player on your side is not allowed to: hits the ball twice, have both players hit the ball, hit it into the net, hit it out of bounds, fail to get the ball over the net, or let the ball hits your side twice before you hit it. If you do, then you fault.
After the serve, there is a double bounce rule that requires both teams to let the ball bounce once on their side before they can hit it. A volley means to hit the ball while it is in the air without letting it bounce first. After the first bounce on your side, You may volley anywhere on the court except the kitchen.
You are not allowed to step into the kitchen, even after a follow through, or it is a fault. The only exception is if the ball first bounces in the kitchen, then you can enter the kitchen and hit it, but you must immediately leave the kitchen after doing so or it is a fault. You may never Volley in the kitchen.
A team scores 1 point when it is their serve and their opponent faults. After a fault the server switches sides to serve from. In a 1v1, the opponent switches receiving sides too. In a 2v2, only the server and his teammate switch sides for the serve, their opponent’s stay where they are.
The server continues serving until his team makes a fault. In a 1v1, and the very first serve of a game, after 1 fault the serve switches to the opposite right service area. In a 2v2, after the very first serve of the game, after the server side faults, the server and teammate stay where they are the teammate becomes the server. At the next fault, possession of the serve changes.
To call out the score when serving in a 1v1, simply say the number of points you have followed by the number of your opponent. For example 5-2. To call out the score in a 2v2 you must add a number to the back of the score and say a total of three numbers. The last number is either a 1 or a 2 to indicate if you are the first server or the second server for your team. When your team gains the serve, if you are the first to serve you are number 1, even if you weren’t number 1 last serve. If after your team faults you serve, then you are number 2, even if you weren’t number 2 last serve.
For example, the first server might say: 1-5-1., the first 1 is his team’s score, the 5 is the opponent’s score, and the last 1 is his server position. If the server hits the ball out of bounds on his serve, the possession of server changes. The next server says 1-5-2. The first 1 is his team’s score, the 5 is the opponent’s score, and the 2 is his server position.
The only exception to the scoring is for the very first serve of the game when you call out 0-0-start. This indicates that this server is the first of the game so you know when the serve is lost that it goes to the other side.
The first team to reach 11 points wins, but you must win by 2.
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How to play Uno Wild Jackpot
Learn the rules to the card game Uno Wild Jackpot quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Uno, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
The rules are the same as regular uno except for these changes. Give each player an equal number of customizable rule card, set an extra aside, they will not be used. Erase any rules already written on them with a damp rag then each player writes a fun, unique, or crazy rule on each of their customizable cards. Once finished, shuffle them, then load them into the card dispenser. Place the game unit in the middle of the table.
A jackpot card may only be played on a matching jackpot card or matching color. A wild jackpot card is a wild that may be played on any other card, you then pick the color that resumes play. When you play a jackpot or wild jackpot card, you must pull the lever on the game unit and follow the instructions for the symbol that the arrow lands on. The symbols are:
Custom rule: pick one player, including yourself, to press the button on the game unit to spit out a customized rule card. That player must then perform the rule written on the card if possible.
Custom rule right and custom rule left. The player to either your right or left, as indicated by the arrow, must draw a custom rule card, and perform the rule.
Custom rule all: every player, starting with you, must draw a custom rule and perform it.
Discard colors: you may discard up to 1 card of each color from your hand to the discard. You may place the cards in any order, ignoring the top discard card requirement. Any action cards discarded will only affect the next player in turn order. You may not discard wilds as colors.
Draw 4: You must draw 4 cards.
After spinning the jackpot and following the symbol, your turn ends. If you performed a custom rule, place that rule card behind the game unit. If ever you run out of rule cards in the game unit, shuffle the rule cards behind the unit and reload the tray.
If a wild jackpot card or jackpot card is the first card flipped at the beginning of the game, then the player to the left of the deal picks any player. That player must then take a rule card and perform the rule before the game can begin.
At the end of the game, jackpot cards are worth 40 points each and wild jackpot cards are worth 50.
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