Tuesday, March 27, 2007

The best card game -UNO

The custom deck consists of cards of 4 suits (colors): red, green, blue, and yellow.
The ranks in each suit are 0-9. There are 2 "honor" cards in each suit, labeled "skip", "draw two", and "reverse". There are special black cards, "wild" and "wild draw four". There are two copies of each regular and honor card, except for the 0s, which only have one per suit. There are four "wild" and "wild draw four" cards each, producing a total of 108 cards.

To start the game, seven cards are dealt to each player, and the top card of the stock is exposed to start the discard pile. If the exposed card has a special ability, it is treated as if the dealer played that card, and the special effect occurs (i.e., skip, draw two, reverse, or wild). If the exposed card is a wild draw four, however, it is returned to the deck and the next card is exposed.
At each turn, a player may play a card from their hand that matches the suit or rank of the top exposed card, or play a wild or wild draw four. If a player has no legal card to play, that player draws the top card of the stock, and may either play it or place it in their hand. A player may choose to draw the top card of the stock even if they have a legal play (known as reneging), but after having drawn the top card of the stock only that card may be played that turn (a player may intentionally do this when desperate to keep another player from going out). After playing a single card or drawing, the next player clockwise takes a turn, unless a reverse is in effect. If the stock is emptied, the discard pile is shuffled and turned over to replenish the stock.
The hand ends when a player plays all their cards. When a player plays down to only one card, that player is required to say "uno". If another player catches someone not calling "uno" (after the second to last card touches the discard pile but before the next player starts their turn), then that player must draw two cards.
After a player plays all of their cards, the other players count the number of points pertaining to the values of the cards in their hands. Number cards are face value (with zero cards worth ten), coloured special cards worth twenty, and wilds worth fifty. When the number for one of the players reaches or exceeds a certain value (500 is customary), the player with the fewest points wins.

Draw two
The next player must draw two cards and lose their turn. Many people play with a cumulative draw rule (see below) although this is not an official rule.


Skip
The next player must skip their turn.




Reverse
The order of play is reversed from clockwise to counterclockwise, or from counterclockwise to clockwise. If there are only two players, reverse acts as a skip.



Wild
The person playing it names a color, and the next legal play must be that color, unless another wild is played.



Wild draw four
Acts like a wild, but the next player must draw four cards and skip their turn. This card may only be played if the player holding it doesn't have any card matching the current color.



Penalties

If any player fails to say "uno", then another player may force him or her to draw two penalty cards ("Challenge Uno"). If nobody notices the failure to say uno before the next player takes another turn, there is no penalty. The penalty for calling a false "uno" is that Travis has to draw three cards.
If a player gives card-play suggestions, he or she must draw two cards.
If a player plays an illegal card, he or she must draw two cards.
If a player plays a wild draw four card when he has a playable card in his hand, he can be challenged by the player having to draw the four cards. If he or she played the card correctly, the challenging player must draw six cards instead of four. If the player playing the card cheated, he or she has to draw four penalty cards.
If a player plays a Reverse or Skip card in a two player game, and has no playable card to go after it, he or she must draw two penalty cards from the deck.

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Man don't be angry


Each player picks a set of a couters and places them in the starting squares of the same colour.Take it in turns to throw.

You must throw a 6 before you can move a piece onto the track.

Every time you throw a 6 you get another throw and you can move any one counter to the number shown on the dice.

If your counter lands on one of your opponent's they are knocked off and returned.

If one of your counter lands on top of your counters this forms a block . Your block can't be passed by any of the opponents peaces.

When a counter goes all the way round the board it can enter the home column.

To land in the home triangle you must throw the exact number.

The winner is the first player to get all four counters into the home triangle.

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Monday, March 26, 2007

Yahtzee

OBJECT OF THE GAME:
The object of YAHTZEE is to obtain the highest score. The player with the greatest grand total wins and earns the difference between his score and that of his opponents.

NUMBER OF PLAYERS:

YAHTZEE may be played by any number of people. It can be played solitaire or competitively in a group.

EQUIPMENT OF THE GAME:

Your YAHTZEE game consists of the following equipment: 1 DICE CUP
1 SET OF
5 YAHTZEE DICE
1 YAHTZEE SCORE PAD
2 PENCILS YAHTZEE BONUS


NOW LET’S PLAY
Each player keeps his own score on a YAHTZEE score card to be marked with player’s name. To determine who goes first, each player places all five dice in the dice cup and rolls the dice; the player with the highest total starts the game. The player then continues clockwise. Each player on his turn places all five dice in the cup, shakes the cup and rolls out the dice. Each turn consists of a maximum of three rolls - the first roll to be made with all five dice. If the player elects to roll a second and third time, he may pick up and use any number of dice, providing a score is taken on the last roll. It is the skillful use of these two optional rolls of the dice that can turn an unlucky first or second roll into a high-scoring turn.
SCORE CARD Now let’s look at the YAHTZEE score card. You’ll note that there are 13 scoring boxes - aces, twos, threes, etc., through Large Straight, YAHTZEE and Chance. On each turn, the player must score in one of the 13 boxes. If on the first roll of the dice, a player has





he might choose to go for "Twos" in the Upper Section of the score card or "3 of a kind" (in this case, 2’s) in the Lower Section of the score card. The player would then leave the ,dice marked "2" on the table, pick up the 1, 3 and 6 dice and attempt to toss another 2 on his second roll.If on the second roll of the dice, he has








he might stop there and enter 6 in the "Twos" box in the Upper Section of the score card or 17 (total of all five dice) in the "3 of a kind" box in the Lower Section. Or he might elect to roll again in the hope of getting one or even two more 2’s.If the player chooses to roll again, he picks up the 5 and 6 dice only and tosses for his third and last roll. If, on his third roll, he has


he could enter his score as 6 in the "Twos" box in the Upper Section of the score card or 11 (total of all five dice) in the "3 of a kind" box in the Lower Section. The choice of when to take a score - after the first, second or third roll on turn - and where to score (in the Upper Section or Lower Section of the score card) will be determined by the goal the player has set for himself. The choice of where to score can be made at any time after the first, second or third roll.On completion of each turn, the player marks the score in the appropriate box on his score card. If there is not appropriate box open to mark his score, the player must enter a zero in any box of his choice. For example, if after the third roll a player has





after the "Fours' box in the Upper Section and "3 of a kind' and "Chance" boxes in the Lower Section have been previously filled, the player must enter a zero in any open box. Only one blank box may be filled at the end of each turn. The boxes may be filled in any order, according to the player’s best judgment.The game is completed after each player has had 13 turns and has filled every box in the column with a score or an optional zero. The scores are then totalled and entered on the reverse side of score pad.
HOW TO SCOREIt’s simple! The YAHTZEE score card is divided into 2 sections: the Upper and Lowe

UPPER SECTIONIn the Upper Section there are boxes to score "Aces," "Twos," "Threes," "Fours," "Fives" and "Sixes." If a player elects to score in the Upper Section, he counts and adds only the dice with the same number and enters the total of these dice in appropriate box. If a player, on his turn, rolls





and elects to take his score in the Upper Section, he would enter 9 in the "Threes" box.NOTE: a player may enter the total of any number of same value dice in the appropriate box in the Upper Section. For example, if a player, on his turn, rolls




he may elect to score 2 in the "Aces" box. On the other hand, if a player, on his turn, rolls





he may, if he wishes, score 12 in the "Threes" box.
BONUSTo earn a bonus of 35 points, a player must score 63 points or more in the Upper Section; (For quick calculation, 63 may be reached by scoring 3 "Aces," "Twos," and so on through "Sixes" as shown on score cards). A bonus can be obtained by having a total of 63 points or more scored in any manner in the Upper Section.



LOWER SECTIONT
he Lower Section of the score card is played exactly as indicated. The "3 of a kind" box may be filled in only if the dice show at least 3 of of the same number. For example:






would be scored 18 (total of all dice) in the "3 of a kind" box."4 of a kind" scores the total of all dice provided they include 4 dice of the same number. This turn,




would be scored 14 (total of all dice) in the "4 of a kind" box. (May also be scored in "3 of a kind" if "4 of a kind" box has already been filled.)"Full House" may be chosen when the dice show any combination of three of one kind and two of another. For example, the following may be scored as 25 points in the "Full House" box





(May also be scored in "3 of a kind box" or "3 box" in upper section if "Full House" box has already been filled.)"Small Straight" is any sequence of four numbers, such as












NOTE: The fifth die can be any number. Any "Small Straight" is valued at 30 points."Large Straight" is any sequence of five numbers, such as








These turns are valued at 40 points in the "Large Straight" box. (May also be scored in "Small Straight" box if "Large Straight" box has already been filled.)YAHTZEE is any five of a kind. Score 50 points in the "YAHTZEE" box.The Chance box offers a player the opportunity to score on any turn which doesn’t fill any other requirement. Mark score by totalling number of points on all dice.
YAHTZEE USED AS A JOKERIf a player should roll a YAHTZEE, and the YAHTZEE box has been previously filled (and the appropriate box in the Upper Section has been used) then and only then may a player use this turn as a Joker. He marks his score in any of the boxes in the Lower Section, as follows. If the dice were






he mayscore 20 points in any one of the following boxes: "3 of a kind," "4 of a kind" or "Chance." Or he may score 25 points in the "FuIl House" box, 30 points in the "Small Straight" box or 4O points in the "Large Straight" box. If all the boxes in the Lower Section are filled, he must enter a zero in a box of his choice in the Upper Section.
HOW TO USE YAHTZEE BONUS CHIPS: A player receives one YAHTZEE Bonus Chip when he tosses a second YAHTZEE during a game if, and only if, the first YAHTZEE was scored in the YAHTZEE box. The second YAHTZEE is scored in the appropriate box in the Upper Section or as a Joker, as explained in the preceding paragraph.The YAHTZEE Bonus Chips are each worth 100 points. At the end of each game, players score the number of points each has in YAHTZEE Bonus Chips and then return the chips to the "kitty." When two tables are playing, divide the Bonus Chips by color.
YAHTZEE PLAYED WITH PARTNERSYAHTZEE may be played by two or more teams of partners. Partners write their score in the same column. All other rules remain the same.
YAHTZEE PLAYED SOLITAIREYAHTZEE may also be played solitaire. The highest score that can be obtained in any one game is 375 points.
STRATEGYIf you are not as lucky as your opponent, try to beat him with strategy, Here are a few examples:if at the completion of each turn, your dice show:












You have the choice of scoring the following boxes, if open:9 points in "threes" box in Upper Section; or 19 points (total of all dice) in "3 of a kind" or "Chance" box in Lower Section.20 points in "Fives" box in Upper Section; or 22 points (total of all dice) in "3 of a kind" or"4 of a kind" box, or "Chance" box in Lower Section.19 points (total of all dice) in "Chance" in Lower Section or 4 points in "twos" box in Upper SectionThis last choice, however, puts you 2 points below (63) for Upper Section bonus of 35 points, To overcome this deficit,you would have to score either 4 "Threes," "Fours," "Fives," or "Sixes," duringthe game to earn the bonus.If,in any of the above examples, all appropriate boxes were already filled, you would have to score a zero in a blank box. It would be best if you could take a zero in an open box of the Upper Section without ruining your chances for making par of 63 to earn the 35 point bonus. If this cannot be done, a player would have to use his judgment in placing, the zero so as to lose the minimum number of points.


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