Online Magazine DALIMBANG, STEM 15

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BOARD GAMES Issue 1 Vol.1 99 PESOS

COLLECTION OF BOARD GAMES HOW TO PLAY CHESS • MONOPOLY • UNO • SNAKES AND LADDERS • CLUEDO


how to pla how to play history description

rules rules date of invention


ay CHESS

3-4

MONOPOLY

5-6

UNO

7

SNAKES AND LADDERS

8

CLUEDO

9-10

REFERENCE

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n

Index

MADE BY: SUHAINA N DALIMABANG STEM 15 - FINALS PT2


CHESS♕

DESCRIPTION

Chess is a classic two person board game. It is played with specially designed pieces on a square board made up of 64 alternating light and dark squares arranged in eight rows and columns. First appearing around A.D. 600, the game steadily evolved into the modern game known today. The earliest methods of production involved carving the board and pieces out of wood or stone. Today, a variety of common modern manufacturing methods such as injection molding and lithographic printing are employed to mass produce thousands of games. The objective of the modern chess game is to force the opponent's most important piece, the king, into checkmate. This is a position in which the king cannot be moved to avoid capture. The player with the white pieces begins the game by moving a piece to another square following the rules that govern piece movement. The players alternate moves until one player is either checkmated, resigns, or there is a draw. Thousands of books have been published relating to the strategies during the three key stages of chess, including the opening, the middle game, and the end game.

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HISTORY

While the exact time and place of chess's origin is debated, most scholars believe it was developed sometime around the sixth century A.D. It is a descendant of a game called chaturanga, which was commonly played in India during that time. (Chaturanga is derived from a much older Chinese game.) The name chaturanga is a Sanskrit word that refers to the four divisions of the Indian army, including elephants, chariots, cavalry, and infantry. These pieces became the basis for the four types of pieces in the game. Two of the key similarities between chess and chaturanga is that different pieces have different powers and victory is based on what happens to the king. The rules and piece design steadily evolved, reaching the current standard during the early nineteenth century. In the twentieth century, chess experienced a tremendous growth in interest resulting in the development of various chess organizations and the crowning of a world champion. The first computer chess program was introduced in 1960. Steady improvements in technologies and algorithms led to the 1996 defeat of the world champion, Garry Kasparov, by a computer called Deep Blue.


CHARACTERISTICS

of the game

Chess is played on a board of 64 squares arranged in eight vertical rows called files and eight horizontal rows called ranks. These squares alternate between two colours: one light, such as white, beige, or yellow; and the other dark, such as black or green. The board is set between the two opponents so that each player has a light-coloured square at the right-hand corner.

Algebraic notation Individual moves and entire games can be recorded using one of several forms of notation. By far the most widely used form, algebraic (or coordinate) notation, identifies each square from the point of view of the player with the light-coloured pieces, called White. The eight ranks are numbered 1 through 8 beginning with the rank closest to White. The files are labeled a through h beginning with the file at White’s left hand. Each square has a name consisting of its letter and number, such as b3 or g8. Additionally, files a through d are referred to as the queenside, and files e through h as the kingside.

Movement KING

♔ ROOK

QUEEN

KNIGHT

BISHOP

PAWN

White’s king begins the game on e1. Black’s king is opposite at e8. Each king can move one square in any direction; e.g., White’s king can move from e1 to d1, d2, e2, f2, or f1. Each player has two rooks (formerly also known as castles), which begin the game on the corner squares a1 and h1 for White, a8 and h8 for Black. A rook can move vertically or horizontally to any unobstructed square along the file or rank on which it is placed. Each player has one queen, which combines the powers of the rook and bishop and is thus the most mobile and powerful piece. The White queen begins at d1, the Black queen at d8. A knight moves to any of the closest squares that are not on the same rank, file, or diagonal. (Thus the move forms an "L"-shape: two squares vertically and one square horizontally, or two squares horizontally and one square vertically.) The knight is the only piece that can leap over other pieces. Each player has two bishops, and they begin the game at c1 and f1 for White, c8 and f8 for Black. A bishop can move to any unobstructed square on the diagonal on which it is placed. A pawn can move forward to the unoccupied square immediately in front of it on the same file, or on its first move it can advance two squares along the same file, provided both squares are unoccupied (black dots in the diagram); or the pawn can capture an opponent's piece on a square diagonally in front of it on an adjacent file, by moving to that square (black "x"s).

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d n u o r g k c a B

Monopoly is a board game currently published by Hasbro. In the game, players roll two six-sided dice to move around the game board, buying and trading properties, and developing them with houses and hotels. Players collect rent from their opponents, with the goal being to drive them into bankruptcy. Money can also be gained or lost through Chance and Community Chest cards, and tax squares; players can end up in jail, which they cannot move from until they have met one of several conditions. The game has numerous house rules, and hundreds of different editions exist, as well as many spin-offs and related media. Monopoly has become a part of international popular culture, having been licensed locally in more than 103 countries and printed in more than 37 languages.

The history of Monopoly can be traced back to 1903,when American antimonopolist Lizzie Magie created a game which she hoped would explain the single tax theory of Henry George. It was intended as an educational tool to illustrate the negative aspects of concentrating land in private monopolies. She took out a patent in 1904. Her game, The Landlord's Game, was self-published, beginning in 1906. Magie created two sets of rules: an anti-monopolist set in which all were rewarded when wealth was created, and a monopolist set in which the goal was to create monopolies and crush opponents. Several variant board games, based on her concept, were developed from 1906 through the 1930s; they involved both the process of buying land for its development and the sale of any undeveloped property. Cardboard houses were added and rents increased as they were added to a property. Magie patented the game again in 1923.

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E V O L U T I O N

tory His


RULE

RULE

RULE

OFFICIAL RULES: Players take turns in order with the initial player determined by chance before the game.

A player who rolls three consecutive sets of doubles on one turn has been "caught speeding" and is immediately sent to jail instead of moving the amount shown on the dice for the third roll.

In older editions of the game, two options were given for Income Tax: either pay a flat fee of $200 or 10% of total net worth (including the current values of all the properties and buildings owned). No calculation could be made before the choice, and no latitude was given for reversing an unwise calculation. In 2008, the calculation option was removed from the official rules, and simultaneously the Luxury Tax was increased to $100 from its original $75.

A typical turn begins with the rolling of the dice and advancing a piece clockwise around the board the corresponding number of squares. If a player rolls doubles, they roll again after completing that portion of their turn.

RULE No reward or penalty is given for landing on Free Parking.Properties can only be developed once a player owns all the properties in that color group. They then must be developed equally. A house must be built on each property of that color before a second can be built. Each property within a group must be within one house level of all the others within that group.

A player who lands on or passes the Go space collects $200 from the bank. Players who land on either Income Tax or Luxury Tax pay the indicated amount to the bank.

Chance/Community Chest

JAIL

If a player lands on a Chance or Community Chest space, they draw the top card from the respective deck and follow its instructions.

When a player is sent to jail, they move directly to the Jail space and their turn ends ("Do not pass Go. Do not collect $200.").

This may include collecting or paying money to the bank or another player or moving to a different space on the board.

If an ordinary dice roll (not one of the above events) ends with the player's token on the Jail corner, they are "Just Visiting" and can move ahead on their next turn without incurring any penalty.

Two types of cards that involve jail, "Go to Jail" and "Get Out of Jail Free"

Properties

Mortgaging

Bankruptcy

If the player lands on an unowned property, whether street, railroad, or utility, they can buy the property for its listed purchase price. If they decline this purchase, the property is auctioned off by the bank to the highest bidder, including the player who declined to buy. If the property landed on is already owned and unmortgaged, they must pay the owner a given rent; the amount depends on whether the property is part of a set or its level of development.

Properties can also be mortgaged, although all developments on a monopoly must be sold before any property of that color can be mortgaged or traded.

A player who cannot pay what they owe is bankrupt and eliminated from the game. If the bankrupt player owes the bank, they must turn all their assets over to the bank, who then auctions off their properties (if they have any), except buildings.

The player receives half the purchase price from the bank for each mortgaged property. This must be repaid with 10% interest to clear the mortgage. Houses and hotels can be sold back to the bank for half their purchase price.

If the debt is owed to another player instead, all assets are given to that opponent, except buildings which must be returned to the bank.

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History After having an argument with his son about Crazy 8's, Merle Robbins, a barbershop owner and card lover, invented UNO in 1971 in Reading, Ohio. He introduced the game to his family, and after they started playing the game more and more he decided to have the game printed. His family pooled together $8,000 to have 5,000 games made. At first Merle sold UNO from his barbershop. A few friends and local businesses sold them too. Merle sold the rights to a funeral parlor owner in Joliet, Illinois. The cost? $50,000 plus royalties of 10cents per gam

International Games Inc. was formed to market UNO, and sales skyrocketed. In 1992, International Games became part of the Mattel family, and UNO had a new home.

Rules Each player is dealt 7 cards with the remaining ones placed face down to form a DRAW pile. The top card of the DRAW pile is turned over to begin a DISCARD pile.The first player has to match the card in the DISCARD pile either by number, color or word. For example, if the card is a red 7, player must throw down a red card or any color 7. Or the player can throw down a Wild Card. If the player doesn't have anything to match, he must pick a card from the DRAW pile. If he can play what is drawn, great. Otherwise play moves to the next person.When you have one card left, you must yell "UNO" (meaning one). Failure to do this results in you having to pick two cards from the DRAW pile. That is, of course if you get caught by the other players.Once a player has no cards left, the hand is over. Points are scored and you start over again. That's UNO in a nutshell.

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SNAKESLADDERS and

H I S T O R Y

It was first found and played in ancient India. It was very popular by the name of Moksha Patamu and was invented by Hindu Spiritual teachers. The game was called "Leela" - and reflected the Hinduism consciousness around everyday life. Another name for it was the ladder to salvation, the game then made its perilous journey to Victorian England where a newer version was introduced by John Jacques in 1892. It also made its way into the USA by game inventor Milton Bradley in 1943. It was then given the name Snakes and ladders. The children in India played the game the most because it was part of their education to know the effects of good deeds as opposed to bad deeds. The ladders represent values such as kindness; faith, humility and the snakes are the bad omen, which represent bad luck, anger, murder etc. The moral of the game is that a person can attain salvation through performing righteous good deeds whereas the evil ones which are the snakes takes rebirth in lower forms of life. The last number on the board, which is 100, represents the Salvation. The aim of the game is to reach the number 100 on the snakes and ladders board. The game usually involves two or more players.

R U L E S

The simple rules of the games are you and your friends take turns in throwing the dice and what ever number the dice lands on, you move your wooden stool across the board and when you step on an square which has a ladder going up, you move right up to the top of the ladder, to the higher number square, however if you land on a square which has a snakes head you slide back down right to the lower number square, so you keep on rolling the dice and moving across the board until you reach the last number of the board which is 100. If you roll the dice and score a six then you get two goes. When you reached the number 100, you have attained salvation, you have won!What’s great about this game is that anyone of any age can play it; it is a game where you have one specific aim, to reach the end, there is also two main elements in this game, the snakes verses the ladders, good verses evil. This makes the game more challenging and fun. Most importantly it is a game, which triggers two emotions such as hope and despair, you feel hope when you climb the ladder and reach to the last number on the board, and you feel despair when you slide down the snake’s head. So go on have a try and get the dice rolling and see if you will reach salvation.

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DESCRIPTION Clue, also known as Cluedo, is a murder-mystery solving game where players try to figure out the three main facts of a murder: the murderer, the location of the murder, and the murder weapon.They do this by clever deduction. Their characters run around a board, which represents the rooms of a large mansion, to gather evidence to narrow down their list of 6 suspects, locations and murder weapons.The game is played by 3 to 6 players and each player is one of the six characters (Mr. Green, Prof. Plum, Miss Scarlet, Mrs. White, Col. Mustard, and Mrs. Peacock) in the game.The nine possible rooms are the Study, the Hall, the Lounge, the Library, the Dining Room, the Billiard Room, the Conservatory, the Ballroom, and the Kitchen. The possible weapons are the Knife, Revolver, Rope, Lead Pipe, Candlestick, and Wrench.

HISTORY In 1944, Anthony E. Pratt, an English Musician, filed for a patent of his invention of a murder/mystery-themed game, originally named "Murder!" The game was originally invented as a new game to play during sometimes lengthy air raid drills in underground bunkers. Shortly thereafter, Pratt and his wife presented the game to Waddingtons' executive, Norman Watson, who immediately purchased the game and provided its trademark name of "Cluedo" (a play on "clue" and "Ludo", which is Latin for "I play"). Though the patent was granted in 1947, due to post-war shortages, the game was not officially launched until 1949, at which time the game was simultaneously licensed to Parker Brothers in the United States for publication, where it was renamed "Clue" along with other minor changes.

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RULES The murder will occur in any of the 9 rooms, using any of the 6 weapons (dagger, candlestick, revolver, rope, lead pining and spanner) by any of the 6 characters. Someone draws at random a suspects card, a weapons card and a room's card. The cards will be put into a secret envelope and is the solution of the crime. Next, the remaining cards will be shuffled again and being distributed among the players. The players can look at their cards and cross off them from the list that contain all suspects, weapons and rooms. Each character has a designated spot from where he or she has to start. Then the game begins by players rolling the dice and going into rooms. When a player enters a room he or she gets to make a guess on who committed the murder and using what weapon in that room. The other players will try to prove him or her is wrong by showing cards if he or she has them. The cards he or she sees will then be struck off the list he has. This goes on and on until finally someone is left with just one poker clue and is able to guess about who the murderer was, what weapon he or she used to kill the person, and in what room he murdered that person. You get to pretend you're Sherlock Holmes or Hercule Poirot. And there are so many possibilities of who, where, and with what weapon, that the mystery changes every time you play. You can experience the escape and enjoyment of playing a game while collecting the right information and making the correct deductions in order to solve the mystery. Clue is a great detective game and suitable for players of age 8 and up.

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HTTPS://WWW.BRITANNICA.CO M/TOPIC/CHESS HTTPS://WWW.ENCYCLOPEDIA. COM/SPORTS-AND-EVERYDAYLIFE/GAMES/GAMES-ANDHOBBIES/CHESS HTTPS://WWW.BRITANNICA.CO M/SPORTS/MONOPOLYBOARD-GAME

Sites

HTTP://WWW.WONKAVATOR.COM/UNO/ UNORULES.HTML HTTPS://WWW.THEFORGOTTENTOYSHO P.CO.UK/BLOGS/NEWS/15235037-THEHISTORY-OF-SNAKES-LADDERS HTTPS://WWW.ULTRABOARDGAMES.CO M/CLUE/

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