Game Rules


4 TO SCORE GAME GOAL

The objective of this game is to line up four of your balls in a single row in any direction; horizontal, vertical or diagonal.

GENERAL GAME RULES

  • The game computer randomly selects the player who goes first.
  •  Each ball played drops vertically in the column selected by the player.
  •  The first player to line up four of their balls in a row in any direction wins the game.
  •  In the event all the available slots are filled with balls with neither player able to score, the match will considered a draw.
  •  Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.

8-BALL POOL GAME GOAL

A player cannot sink the 8-ball until they have pocketed all of the appropriate balls (stripes or solids). The first player to legally pocket the 8-ball wins the game.

GENERAL GAME RULES

  • The game computer randomly selects the player who goes first.
  •  The choice of group is determined only when a player legally pockets an object ball after the break shot.
  •  If a player pockets the opponent's ball, it remains down, however, if the shooter does not legally pocket one of his own group, they lose their turn.
  •  Each player continues to shoot so long as they legally pocket any of their balls. Should a player fail to pocket their designated group ball, they shall lose their turn.
  •  If a player fails to hit the 8-ball while shooting at it, it is a foul and the game continues.
  •   A player will be deemed to have lost the game if they;
    * Pocket the 8-ball when it is not the legal object ball except on an opening break.
    * Pocket the 8-ball on the same stroke as the last of their group of balls.
    * Pocket the 8-ball in a pocket other than the one designated.
  •  Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.

CHESS GAME GOAL

White always makes the first move and each player takes turns alternately moving one piece at a time. If it is a player´s turn to move, they are not in check but have no legal moves, this situation is called “Stalemate” and it ends the game in a draw. Other draws include threefold repetition with the same position occurring three times with the same player to move, there are not enough pieces on the board to force a checkmate (example: a king and a bishop vs.a king) and the 50-move rule, where no pawn has been moved and no piece has been captured for 50 consecutive moves by each player.

GENERAL GAME RULES

  • Checkmate occurs when a player's king is placed in check and there is no legal move to escape. Checkmate ends the game and the side whose king was checkmated loses.
  •  Once during the game the King may perform a move known as Castling. In Castling, the King is moved TWO squares to the Right or Left, as the case may be, and the Rook towards which the King has moved is then placed upon the square which the King jumped over. But this move is not permitted when:

    1. The King is in "Check," i.e., menaced with capture.
    2. The King or Rook has already made a move.
    3. The move of the Rook is obstructed.
    4. The King or Rook after Castling would be exposed to capture.
  •  Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.

DRAUGHTS GAME GOAL

The objective of the draughts game is to take all of the opponent's pieces or to produce a position such that the opponent is unable to move any of their pieces.

GENERAL GAME RULES

  • The player with the lighter pieces moves first. Then turns alternate.
  • Ordinary(uncrowned) pieces move one square diagonally forward to an unoccupied square.
  • Enemy pieces can, and must be captured by jumping over the enemy piece, two squares forward to an unoccupied square immediately beyond. If a jump is possible it must be done, even if doing so incurs a disadvantage for the player making the move.
  • Multiple successive jumps forward in a single turn can and must be made if after each jump there is an unoccupied square immediately beyond the enemy piece. It is mandatory to jump over as many pieces as possible.
  • The same piece may not be jumped more than once.
  • A piece is crowned if it stops on the far edge of the board at the end of its turn. The piece is starred to mark it. Crowned pieces can move in any direction and may jump over, and hence capture an opponent piece some distance away and choose where to stop afterwards, but must still capture the maximum number of pieces possible.
  • A player with no valid move remaining loses. This occurs if the player has no pieces left, or if all the player's pieces are obstructed from moving by opponent pieces.
  • A game will end in a draw if neither player has the possibility to win the game.
  • The game is considered a draw when the same position repeats itself three times (not necessarily consecutive), with the same player having the move each time.
  • A one king against one king endgame is automatically declared a draw.
  • Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.

WHOT GAME GOAL

In the WHOT game, each player competes to be the first to get rid of the cards in their deck by following number or card shape. The shapes are called circle, triangle, cross, square, and star..

GENERAL GAME RULES

  • The game computer randomly selects the player who goes first.
  • The game computer deals 6 cards to each player, one at a time, and the rest of the pack is placed face down to form a draw pile.
  • The player selected to go first begins by playing any card from their hand to start a play pile.
  • When the previous play was a card of one of the five shapes, the possible plays are; any card with the same shape as the previous play, any card with the same number as the previous play, any WHOT card, when a WHOT card is played, the player must name a shape. The next card played must be a card of the named shape or another Whot card.
  • If a player cannot or does not wish to play a card at their turn, they draw one card from the draw pile instead; having drawn a card, they are not allowed to play a card on this turn.
  • If the draw pile runs out, all except the top card of the play pile are shuffled to form a new draw pile, and play continues.
  • Specific card numbers trigger actions in the game. These cards are detailed below;

    * Card number - 1. Action - Hold on. Definition - The same player plays again.
    * Card number - 2. Action - Pick two. Definition - The opponent must either play another two, or must draw two cards from the pile instead.
    * Card number - 5. Action - Pick three. Definition - The opponent must either play another five or must draw three cards from the stock instead.
    * Card number - 8. Action - Hold on. Definition - The same player plays again.
    * Card number - 14. Action - General market. Definition - The opponent must immediately draw one card from the stock.
  • Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.

WORD WARS GAME GOAL

The objective of the Word Wars game is to have the highest number of points at the end of the game, when all the tiles in the bag run out, and one player doesn't have any tiles left in their rack.

GENERAL GAME RULES

  • The game computer randomly selects the player who goes first.
  • Each player gets 8 random tiles on their rack.
  • The first player combines two or more of their letters to form an English word and plays it on the board to read either horizontally or vertically with one letter on the center square. Diagonal words are not permitted.
  • New words may be formed by; adding one or more letters to a word already on the board, placing a word at right angles to a word already on the board (the new word must use one of the letters already on the board or must add a letter to it), placing a complete word parallel to a word already played so that adjacent letters also form complete words.
  • No tile may be shifted or replaced after it has been played and scored.
  • Blank tiles may be used as any letter in the alphabet. When playing a blank, you will be prompted to state the letter it is representing. It remains that letter for the rest of the game.
  • Each player may use a turn to exchange all, or some of their tiles. There is no limit to the number of times a player can perform this action.
  • The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.
  • Words that are not in the English dictionary are invalid and cannot be played.
  • Each player has 30 seconds to make a move, failure to do so will result in the forfeiture of the turn and the opponent will be permitted to make their own move. Each player has 3 lives per game, and a loss is suffered by a player if they are the first to lose three turns in a game.