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Clarifications
and
Variations!
On this page,
you
will find a whole bunch of clarifications of rules, but also variants
for game play. This page will only include variants designed "for
the whole family," rather than the many possible drinking games and
adult party games.
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Muggers
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In games with
three to
five players, you can, on a turn, take off one of your own mugged
pieces to stop others from doing so on their turns! Sure, it
means one less piece on the board, but it's better than allowing
someone else to get your point!
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Try changing
the board
between games to prevent people from getting complacent!
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When playing
with
younger people or those less-experienced with the game, take a
"handicap" by playing with only five pieces rather than six!
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Movers
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Instead of
placing
your pieces on their color, have everyone place one opponent's
pieces!
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When playing
with
younger people, or those less experienced with the game, you can either
take a "handicap" by playing only with five pieces rather than six, or
by requiring the junior player(s) to only get three of their
pieces in a row, rather than four.
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Capture-Chase
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Stepping Stones
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To make this a
Pure
Strategy Game, instead of rolling a die, require each player to move a
total of four squares amongst his or her counter (moving one counter
four square; one counter one square, the other three; and so on).
Also, instead of turning a tile 45 degrees, you
can modify your set by placing a sticker on one side of each
tile. When a player leaves a tile on a move, just turn over the tile,
revealing the sticker (and thus indicating that the square is no longer
a valid place to land). This way, there will never be any confusion as
to how far a tile has been rotated (and thus the tile's validity in a
move).
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In a Pure
Strategy
Game, it is possible for any one given layout to favor one player over
another; it is thus recommended that the Stepping Stones tiles
get rearranged after each round.
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Oranges and Lemons
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"Landing on a
square"
includes landing on an orange or yellow square before or after
moving forward or back, as well as a piece moving back to the prior
grey square. In other words, if a piece is forced to move back to
a previous grey square that is already occupied, the piece that
occupies that square gets "bumped" back to the previous grey square.
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When attempting
to
land on the last square, this must be done on the exact count--unless
you choose to play a variant where one can "overshoot" the square
(rolling a five when only a roll of four is necessary). Choosing
which you want will depend on player patience!
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The game can be
played
like Capture-Chase, requiring a "1" on a die to bring multiple counters
onto the board. In this case, the object is to get all the
counters to the end of the board! In this variant, you *might*
also want to play with two dice, to allow more choices when moving!
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Horse Race
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Pot Shots
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Normally, when
the 6x6
square is set up, the players use the same point-of-view to determine
row and column. As a variant, let the player's seating determine
which rows and columns are being attacked!
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As a variant,
when
both tiles have already been removed, the player may place a tile at
either row-column combination. This will allow for more mobility
toward the end of the game!
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Thinker's Dice
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Instead of
rolling
just one die, roll two dice.
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If you roll two
dice,
you can try variants where either (a) you take the sum for each die or
(b) take the sum based on the total roll from a row (a person
rolling a total of seven would be able to take the six and the one, the
two and the five, the one, the two, and the four... and so on)
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Orange Rush
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Try playing
with three
counters per player instead of all six!
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Try a more
cut-throat
game, where not only do you get to take an opponent's white stones, you
get to place his or her counter on the empty square of your
choice!
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This is also a
great
game for multi-round play!
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Homeland Security:
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Movers' Maze:
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Horizontal rows
shift
horizontally and vertical columns shift vertically, sliding exactly one
square in either appropriate direction. Do *not* slide rows vertically
or columns horizontally!
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Just a few
words on
"connection" as they relate to the game: two tiles are "connected" if
there is a route between the two tiles across tiles that share whole
edges. Routes that cross a corner are "disconnected." Generally, during
a game, you will more easily see whether or not there are groups of
tiles that are "disconnected" because one group of tiles will be
connected to other groups of tiles only at corners.
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Apex
New Games!
If
you develop a new game submit
it here! If
your game gets used in the next release, you will receive-at your
choice--either a check for twenty dollars or two new sets of Gamer's
Dozen! Meanwhile, your new games will be included right
here, for everyone to see!
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