11 in 1 Indore Board Games

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11 in 1 Indore Board Games

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11 in 1 Indore Board Games

1.) CHESS:
Chess is a game played between two opponents on opposite sides of a board containing 64 squares of alternating colors. Each player has 16 pieces: 1 king| 1 queen| 2 rooks| 2 bishops| 2 knights| and 8 pawns. The goal of the game is to checkmate the other king. Checkmate happens when the king is in a position to be captured (in check) and cannot escape from capture.
2.) CHECKERS:
Checkers is played by two players. Each player begins the game with 12 colored discs. (Typically| one set of pieces is black and the other red.) The board consists of 64 squares| alternating between 32 dark and 32 light squares. It is positioned so that each player has a light square on the right side corner closest to him or her. Each player places his or her pieces on the 12 dark squares closest to him or her. Black moves first. Players then alternate moves. Moves are allowed only on the dark squares| so pieces always move diagonally. Single pieces are always limited to forward moves (toward the opponent). A piece making a non-capturing move (not involving a jump) may move only one square. A piece making a capturing move (a jump) leaps over one of the opponent's pieces| landing in a straight diagonal line on the other side. Only one piece may be captured in a single jump; however| multiple jumps are allowed on a single turn. When a piece is captured| it is removed from the board. If a player is able to make a capture| there is no option -- the jump must be made. If more than one capture is available| the player is free to choose whichever he or she prefers. When a piece reaches the furthest row from the player who controls that piece| it is crowned and becomes a king. One of the pieces which had been captured is placed on top of the king so that it is twice as high as a single piece. Kings are limited to moving diagonally| but may move both forward and backward. (Remember that single pieces| i.e. non-kings| are always limited to forward moves.) Kings may combine jumps in several directions -- forward and backward -- on the same turn. Single pieces may shift direction diagonally during a multiple capture turn| but must always jump forward (toward the opponent). A player wins the game when the opponent cannot make a move. In most cases| this is because all of the opponent's pieces have been captured| but it could also be because all of his pieces are blocked in.

 3.) 9 MEN'S MORRIS:
Each player has nine pieces| or "men"| which move among the board's twenty-four spots. The object of the game is to leave the opposing player with fewer than three pieces or| as in checkers| no legal moves.
Placing the piecesThe game begins with an empty board. Players take turns placing their pieces on empty spots. If a player is able to form a straight row of three pieces along one of the board's lines (i.e. not diagonally)| he has a "mill" and may remove one of his opponent's pieces from the board; removed pieces may not be placed again. Players must remove any other pieces first before removing a piece from a formed mill. Once all eighteen pieces have been used| players take turns movingMoving the pieces
To move| a player slides one of his pieces along a board line to an empty adjacent spot. If he cannot do so| he has lost the game.As in the placement stage| a player who aligns three of his pieces on a board line has a mill and may remove one of his opponent's pieces| avoiding the removal of pieces in mills if at all possible.Any player reduced to two pieces is unable to remove any more opposing pieces and thus loses the game.FlyingIn one common variation| once a player is reduced to three pieces| his pieces may "fly"| "hop"[2][3] or "jump"[4] to any empty spots| not only adjacent ones. Some sources of the rules say this is the way the game is played|[3][4] some treat it as a variation|[2][5][6][7] and some don't mention it at all.[8] A '19th Century Games Manual' calls this the "truly rustic mode of playing the game".[2]
4.) SNAKES & LADDERS:
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner| or simply| the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows a boustrophedon (ox-plow) track from the bottom to the top of the playing area| passing once through every square. If| on completion of a move| a player's token lands on the lower-numbered end of a "ladder"| the player moves his token up to the ladder's higher-numbered square. If he lands on the higher-numbered square of a "snake" (or chute)| he must move his token down to the snake's lower-numbered square.
If a player rolls a 6| he may| after moving| immediately take another turn; otherwise play passes to the next player in turn. If a player rolls three consecutive 6s| he must return to the starting square (grid "1") and may not move again until rolling another 6. The player who is first to bring his token to the last square of the track is the winner.
A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation| if the roll of the die is too large the token remains in place
5.) STEEPLECHASE:
This is a game for upto 3 players. Each player selects 1 colored piece. Players move their piece by throwing their dice. Th number of advances corresponds to the number of dice throwing. If a player lands on one of the 2 fence wizards or water hazards| he misses one turn. The winner is the player who first reaches the finally by exact throws.
6.) CHINESE CHECKERS:
Chinese checkers is a board game that can be played by two to six people. The objective of the game is to place one's pieces in the corner opposite their starting position of a pitted 6-painted star by single moves or jumps over other pieces. There are 121 marble slots on a Chinese Checker Board
7.) BACKGAMMON:
Backgammon is a game for two players| played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home boardand outer board| and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.
The points are numbered for either player starting in that player's home board. The outermost point is the twenty-four point| which is also the opponent's one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player's twenty-four point| five on each player's thirteen point| three on each player's eight point| and five on each player's six point.

Both players have their own pair of dice and a dice cup used for shaking. A doubling cube| with the numerals 2| 4| 8| 16| 32| and 64 on its | is used to keep track of the current stake of the game.

8.) LUDO:

At the start of the game| the player's four pieces are placed in the start area of their colourPlayers take it in turn to throw a die. A player must first throw a six to be able to move a piece from the starting area onto the starting square. In each subsequent turn the player moves a piece forward 1 to 6 squares as indicated by the die. When a player throws a 6 the player may bring a new piece onto the starting square| or may choose to move a piece already in play. The player is also granted another turn as a bonus| but if a 6 is rolled three times in a row it is counted as a foul and the player therefore loses their turn.
If a player gets a 6 they can separate chances (the player can separate 6 on one piece and 3 on the other if they get a 6 and a 3| if the pieces are already out of the house). The player can also play the numbers (6 & 3) using the same piece in any order. If a player cannot make a valid move they must pass the die to the next player.

If a player's piece lands on a square containing an opponent's piece| the opponent's piece is captured and returns to the starting area. A piece may not land on a square that already contains a piece of the same colour (unless playing doubling rules; see below).
Once a piece has completed a circuit of the board it moves up the home column of its own colour. The player must throw the exact number to advance to the home square. The winner is the first to get all four of their pieces onto the home square.

9.) TIC - TAC - TOE:
X always goes first.
Players alternate placing Xs and Os on the board until either (a) one player has three in a row| horizontally| vertically or diagonally; or (b) all nine squares are filled.
If a player is able to draw three Xs or three Os in a row| that player wins.
If all nine squares are filled and neither player has three in a row| the game is a draw.
10.) RACING GAME:
This game is played by two to four persons| each using two counters of one color| which are placed in the START and NUMBER-BOARD. Then the counters move about the board in according to the dice rolled in any one direction once a time| when the counter through to the WINNING_BOARD must moving the counter of the NUMBER-BOARD to No.1. The winner is the player who first reaches the WINNING-POST and counter of the NUMBER-BOARD to No. 5.

11.) SPACE-VENTURE:
Amazing Space Venture is a clever tile and card-playing board game of intergalactic space exploration.

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