VariantsNew Variant RequestsThis Wiki is for generating a wishlist for variants of existing GT games, no requests for scrabble, bridge, whist, Jass, snap, Pool (!?) should appear here! (use [ Ideas for Games ] for that). Note that while it is hoped to be able to do some work in this area in the near future, the variant squirrels are making no promises at this stage ;-). Page created by JK - feel free to send me any thoughts about game variants, especially Reversi and 4iar and we can discuss things more thoroughly. Gravitatur: Octahedral Chaos Surge (Gravitatur OCS)Gravitatur: Octahedral Chaos Surge (Gravitatur OCS) is a chess variant with gravity that uses a neutral fairy chess piece - the Gravitatur. Every time, before making a move, a player places the Gravitatur on an empty square of the chessboard. Then, all pieces of both players located within the Gravitatur's line of sight are pulled toward it - towards the square it occupies. The Gravitatur is active in all eight directions, like a Queen, and only pulls the pieces it can see. After the Gravitatur has fulfilled its mission (whether it pulled pieces or not), it is removed from the board, and the active player must then make a move according to the game's rules. In Gravitatur OCS, this neutral fairy piece is placed on the board using rolls of an eight-sided die (d8). The d8 dice rolls determine the epicenter of the Chaos Surge - the appearance of the Gravitatur. On their turn, a player rolls the d8 die twice. The results specify the exact coordinates for the Gravitatur's appearance on the game board: The first roll determines the file (vertical). The second roll determines the rank (horizontal). Thus, the Gravitatur appears at the intersection of the file and rank indicated by the d8 die. If the target square is occupied, the Gravitatur is not placed on the board. The coordinate system for each player starts from their own bottom-left corner of the board. For example, if White rolls a d8 twice and the results are (1,1), this means the Gravitatur must appear on square a1. If the results were, for instance, (5,4), it would be placed on e4. If Black makes the same rolls, for them, the results (1,1) would mean square h8, and (5,4) would mean square d5. The game is played on a standard 8x8 chessboard with a standard chess set, plus one additional piece—the Gravitatur. The initial position corresponds to the standard starting position of classical chess, with one exception: the Black King is placed on d8 and the Black Queen is placed on e8. All pieces move and capture according to standard chess rules. However, IN THIS GAME, THERE IS NO CHECK, CHECKMATE, CASTLING, OR EN PASSANT. THE ONE AND ULTIMATE GOAL IS TO CAPTURE THE OPPONENT'S KING. After the manipulations with the Gravitatur (determining its coordinates, and its successful or unsuccessful placement), the player performs ONE of the following three actions: Standard Move: The player moves or captures with any of their pieces. If a piece captures an enemy piece, the captured piece is sent to its owner's reserve. For example, if a White piece captures a Black Knight, that Knight is sent to Black's reserve. Drop from Reserve: The player returns one of their pieces from the reserve (excluding pawns and the Archon) to any free square on their first rank (the 1st rank for White, the 8th rank for Black). King Teleportation: The player swaps the positions of their King with any other of their own pieces on the board (excluding pawns). Teleportation can be used an unlimited number of times per game. Pawn Promotion A pawn that reaches the final rank must be promoted to an Archon(Amazon). The Archon moves and captures as a Queen + Knight. A captured Archon is permanently removed from the game and does not return to the reserve. The decision to reject the established term "Amazon" in favor of "Archon" is driven by the need to align with the core mechanics of the "Gravitatur." The Gravitatur is a physical anomaly, a manifestation of a fundamental force of nature. Its nature is scientific (or pseudo-scientific). The Archon resonates perfectly with this concept. It is not merely a super-warrior; it is a powerful artificial or synthetic entity. More detailed information with examples and explanations can be found here: https://www.chess.com/blog/Pokshtya/gravitatur-octah or here: https://boardgamegeek.com/thread/3601302/gravitatur-octahedral-chaos-surge Low Ball (Caveman-Cromagnon Holdum)Low Hand wins the pot Croker (Cribbage-Poker)Could be suitable for as many players as a standard game of poker, as there is only 6 cards per hand, plus three community cards. So with 6 players, only 39 cards will be used. Not sure if this would be a variant of cribbage, variant of poker or whole new game, but it's a game some buddies and I came up with on my first deployment in Iraq. We used a big/small blind ante system. All players are dealt 6 cards. First round consists of throwing 2 cards into your own crib, along with a round of betting (these can be done at the same time, as you don't see what anyone else is throwing so it doesn't affect your bet) Then 2 cards are dealt face up in the middle of the board, these will complete your crib, then another round of betting. One more card dealt face up, as the "starting card" in a game of cribbage, followed by another round of betting. After this final round of betting all cards are turned face up, each hand is added up by standard cribbage rules, along with your personal crib (2 cards you threw + 2 cards turned face up in round 2) with both hands using the "starting card". Highest total points wins the pot. Obviously as per standard poker rules, if at any time you feel you have the lesser hand, and don't want to match the current bet, you can fold and wait for the next hand. ParachuteRather than connecting the balls eliminate the balls. Draws might happen often, but it is worth a Beta. Large Relic Rush (Dragon Jr)This game is for up to 5 players, and is played on a 9x9 board. The five available colors are blue, green, yellow, orange and red. The start squares are a4, d1, e5, f9 and i6. The 72 squares other than the corners and the start squares initially are unexplored. The contents of these 72 squares, arranged at random, are as follows: 32 squares contain sand; 20 squares contain direction arrows; there are 8 special cards; the 7 relics are Crown, Scepter, Ring, Coin, Helmet, Sword, Vase; there are 4 dinosaurs (Raptor, Stegosaurus, T-Rex, Triceratops); there also is a teleport. Any player landing on the teleport after it has been found jumps to a random square on the board. This random jump cannot be to a start square other than the player's, to a square occupied by another archaeologist, to a square occupied by an active dinosaur or to a dig site. Mentalis Plus (Dragon Jr)A row of 4 squares has been added at the top of the board. Also, some of the discs are red or green on one side, and purple on the other. When a player flips a disc, revealing a purple side, this enables him to move a disc from his capture zone back to the main board, next to another disc. If, at the time, the capture zone was empty, the player instead takes a random disc from the bag, and places it on the main board, next to another disc. Royal Ordo (Dragon Jr)One disc of each color is randomly chosen to be King. The King is the only one who can retreat. Also, as in chess, the King moves one square at a time. Capturing one's opponent's King wins the game, as do the 3 usual ways of winning: reaching the far edge of the board, splitting one's opponent's discs into groups that can't join up to form a single group, and leaving one's opponent with only one disc, which naturally is the King. Rock Paper Scissors: Six (Dragon Jr)In this Rock Paper Scissors hybrid game, the six items are Rock, Paper, Scissors, Fire, Water, Lizard.Rock smashes scissors; rock smothers fire; rock crushes lizard. Paper covers rock; paper floats on water. Scissors cut paper; scissors cut lizard. Fire burns paper; fire melts scissors; fire burns lizard. Water submerges rock; water rusts scissors; water extinguishes fire. Lizard eats paper; lizard drinks water. American Janggi (Dragon Jr)In this Janggi variant, a red bishop starts on e1, and a black bishop starts on e10. These are regular chess bishops, except that a bishop in the palace can move along the solid lines of the palace. Also, when a soldier reaches the far edge of the board (rank 10 for a red soldier; rank 1 for a black one), he can be promoted to any type of figure, of the same color, other than a general or an advisor. This promotion is optional. Misère Officer's Skat (Dragon Jr)The scoring of points for each round is as follows: 0-15 scores 4 points; 16-30 scores 3 points; 31-45 scores 2 points; 46-60 scores 1 point; 61-120 does not score any points. The first player to get 10 or more points wins. Super Diagonal Duel (Dragon Jr)[This is a game for two players. The board is a 7x7 square. Each player's figures, numbered 1 to 8, initially occupy 8 of the spaces of the 3x3 square in that player's corner. Moves are determined by rolling an 8-sided die.]Zero Diagonal Duel (Dragon Jr)[This game is similar to Large Diagonal Duel. The figures are numbered 0 to 9, matching the numbers on the 10-sided die. The number 0, on either the die or a game piece, can count as either 0 or 10.]Drunken Chess
Jabberwocky Chess- At the beginning of the game, each player has 16 kings, located along the first two outer ranks of the chessboard.- Jabberwocky is a fairy chess piece, represented on the chessboard by the King, moves and captures like a regular chess king, but at the end of each move it turns into a different type of chess piece, depending on the previous transformation, following the chain of transformation: King > Pawn > Knight > Bishop > Rook > Queen > King Thus, after moving a King, the King is transformed into a Pawn of the same color. After moving a Pawn, the Pawn becomes a Knight, and so on. - There is no promotion for pawns on the last rank, no en passant, no castling. - Capture is mandatory. If several pieces can be captured, the player chooses any of them. - At the end of his turn, a player must have at least one King of his color on the board. If this condition is not met, then such a player loses the game. See the rules here: https://www.chessvariants.com/rules/jabberwocky-chess The original post with examples of the game was first published on https://www.chess.com/blog/Pokshtya/jabberwocky-chess For a better understanding of the game, you can play against a bot https://dagazproject.github.io/checkmate/jabberwocky.htm Cribbage1. CRIBBRIDGE - The game takes its name from the fact that players hold 13 cards each, like in bridge. - Game can be played by 2,3,4 players - Basic rules for 2 players follow: - Each player gets 13 cards - Pone (chosen exactly like in cribbage) starts the game placing her/his card on the table. - Dealer adds her/his card to the one already on the table. - Players collect points for pairs, runs, 15s and for FLUSHES (this is different than in regular cribbage) - Game continues until 31 points (or Go) is reached on the table (exactly like in regular cribbage) - After the first 31 or Go is reached game continues the same way until all the cards from players hands are on the table - At any time during the game (when their turn come of course) players can discard one or two cards to dealer's crib. - Only after each player discarded 2 cards to dealer's crib the deck is cut to reveal a starter card. - After all the cards were played, dealer counts the points in her/his crib. There is no counting points in players hands. - Game is played to 121 points. *** Game for 3 players is exactly the same but the first card to the crib is discarded at the beginning of the game and players discard one of their cards later on, during the game. Other rules are exactly the same as for 2 players. *** Game for 4 is where the beauty of partnership shows its face. It has all the qualities of the best card games. It belongs to the family of Climbing games, where the goal is to reach some numerical target(s), in this case just 31 points. Skilled team can show its talents in many ways. ******** I believe this game has a good potential to attract players. 2. Black Cat Cribbage (Dragon Jr) - As in regular cribbage, sufficient cards are dealt, so that each player has a 4-card hand & so that the dealer can have a 4-card crib. Also, a starting card is turned up, once the crib is complete. If the starting card is a jack, the dealer scores 2 points; if it's a black 7, the dealer incurs a black-cat penalty of 7 points. - The cards have the same value for counting as usual, except that the jack now has a value of 11. - Points scored when counting: * 1 point, for playing a card that brings the total to 13. * 2 points, for playing a card so that the total is 22. * 3 points, for bringing the total to exactly 31. * 1 point, for playing a card giving a total that's less than 31, but so that nobody can get closer to 31 without going over. * 2 points for a pair (same rank) at the top of the counting pile; 3 for a trio; 4 for a set of four. * 3 points for a run of 3 (in any order); 4 points for a run of 4, etc. Here the suit does not matter.- Points scored for hand or crib, including the starting card: * 2 points for a pair; 3 for a trio; 4 for a set of four. * 3 points for a run of 3; 4 for a run of 4; 5 for a run of 5. Here the suit does not matter. * 4 points if all 4 cards are of the same suit; 5 points if the starting card also is of that suit. * 2 points for each set of cards with a total value of 13. * 1 point for king and queen of the same suit (common marriage); 3 points if that suit is the same as that of the starting card (royal marriage).The game continues until one of the players reaches a score of 121 or more points. 3. Daily Cribbage here is the weird one. everyday (almost) is a premium day ... how does it work ? every month has the most 31 days, some 30, some 28 and 29 (ooops, we know this number from somewhere, right). Whenever the number (sum) on the table (during the play) matches the day of the month, player scores 5 additional points as a premium ... you put an Ace and there is 1 of Feb, for example, you score 5 points ... you score 15 for 2 and it's 15th of the month, you score 5 additional points ... got the idea ? 4. 11 Corners cribbage would like to present my new version of cribbage.All the rules stay the same, but the goal is somewhat Different. Please note that 121 is equal to 11x11 I call these 11 points like corners on the board. The goal of the game is to win most of the Corners... in practice winning 6 corners is just Winning the game. Winning the corner means to be the first To either land on it or land beyond it. I would recommend to construct round board Where the starting point is at the same time Finishing point. And instead of marking the board 5,10,15,20 etc There should be marks 11..22..33..44.......121 5. Star Cribbage (Dragon Jr) In this variant, the deck has 55 cards (ace to eight, plus jack, queen and king, in 5 suits: hearts, clubs, spades, stars and diamonds). The rules for this variant are similar to those for Black Cat Cribbage, with the following differences:
Pipes
Mahjong1. Grandma Jong (Dragon Jr)[In addition to the 4 usual melds from Mahjong, there now are 3 new ones:
2. Wild Tile Mahjong (Dragon Jr) [There now is a new meld called Trio (3 tiles with the same number, one from each suit). Also, each dragon can be used as a wild tile for one of the suits. That is, the white dragon counts as a wild circles tile; green dragon, wild bamboos tile; red dragon, wild characters tile. A dragon cannot be used as a wild tile in the Eyes meld, but is valid as such in all the other melds. In a meld where a dragon substitutes for a numbered tile, there cannot be more than one dragon.] 3. Five Round Mahjong (Dragon Jr) [In this variant, a player who loses a round does not lose a point. Instead, the player who wins a round scores points as follows: 1 point for winning the round; 1 bonus point for each meld he formed of 3 identical tiles; 2 bonus points for each meld he formed of 4 identical tiles. After 5 rounds, the player with the most points wins the game.] 4. Lucky Seven Mahjong (Dragon Jr) [In this variant, 4 rounds are played. There is a new meld, in addition to the usual 4: the Lucky Seven meld consisting of the #7 of bamboo, the #7 of circles and the #7 of characters. The player who wins a round scores points as follows: 1 point for winning the round; 1 bonus point for each Lucky Seven meld; 2 bonus points for each meld where every tile is a wind; 3 bonus points for each meld where every tile is a dragon; 2 bonus points for each meld of 4 identical tiles. After 4 rounds, the player with the most points is the winner.] 5. Zero Mahjong (Dragon Jr) [In this variant, there are four extra tiles, all identical. These special tiles do not have a picture, just the number 0. A meld of 0-1-2 is valid, where the #1 and the #2 are from the same suit (circles, bamboos or characters). Naturally, melds consisting of 2, 3 or all 4 of the new tiles also are valid.] 6. Duet Mahjong (Dragon Jr) [This variant features four gold dragon tiles. In addition to the usual melds, the following duets are valid: a. North and South Winds; b. East and West Winds; c. Red and Green Dragons; d. White and Gold Dragons. That is, each duet meld is a pair of related tiles.] BackgammonCan I suggest a rule change? Like, suppose a player is on the bar, with no moves for ANY dice rolls at all - then can she have her turn skipped? It's not like there's any difference in outcome - or that she might want to concede or double so soon. +++One Arm Tied Backgammon Where double sixes, fives, fours, threes, twos, and one only count for 12, 10, 8, 6, 4, and 2 respectively. Name needs work. The idea is that so many games are determined by a double, it would be interesting to have a variant where doubles are less influential in the game.
Greek backgammon is known, in Cyprus and Greece, as Tavli. See:- http://www.bkgm.com/variants/Tavli.htmlDionysos - who lives in Cyprus for 8 years!
Checkers
Mancala
-The Mancala 'board' is made up of two rows of six holes, or pits, each.
-Four pieces -- are placed in each of the 12 holes.
-Each player has a 'goal' to the right side of the Mancala board.
-The game begins with one player picking up all of the pieces in any one of the holes on his side. -Moving counter-clockwise, the player deposits one of the stones in each hole until the stones run out. -If you run into your own goal, deposit one piece in it. If you run into your opponent's goal, skip it. -If the last piece you drop is in your own goal, you get a free turn. -If the last piece you drop is in an empty hole on your side, you capture that piece and any pieces in the hole directly opposite. -Always place all captured pieces in your store.
-The game ends when all six spaces on one side of the Mancala board are empty.
-Count all the pieces in each goal. The winner is the player with the most pieces.
Halma
Chess
ShogiYonin shogi (i.e. four players)
Tournament shogi
GoStoring Go files in SGF format Storing game records for Go games as ".sgf" files with an option to download the SGF file (rather than “print moves”). SGF files are standard game record for the game of Go. The formatting is simple and straight forward. The files are also very small (often as small as 2 kilobytes). Having the game records available in SGF format makes the sharing and analysing of games much simpler as almost every piece of Go software accepts SGF format. It is also the official record keeping format for international Go organisations. (Begadoonie - 2022) 3 and 4 player Go - the rules are exactly the same - just more players. However, more players makes the strategies significantly different, the game more dynamic, challenging and exciting! (December 2017 - tzorec)
Utter Masters' Special 21x21 Go in case some 8- or 9-dan professionals find this website to give them a challenge they won't find elsewhere. This is supposedly the largest odd-numbered square size humans can handle. See { Board: Go } discussion. -- M3 18 July 2008 Cylindrical Go See { Board: Go } discussion. -- M3 18 July 2008 N in a Row
A Game of Connect6 A game of Connect6 played on a large white board with a grid of black lines. The stones are black and white flattened spheroids. Players 2 Setup time No setup needed Playing time 10 min-60 min, Random chance None Skill(s) required Strategy, Observation connect 6 Two players, Black and White, alternately place two stones of their own colour, black and white respectively, on empty intersections of a Go-like board, except that Black (the first player) places one stone only for the first move. The one who gets six or more stones in a row (horizontally, vertically or diagonally) first wins the game. Contents http://en.wikipedia.org/wiki/Connect6 1 Rules 2 Fairness Rules The rules of Connect6 are very simple and similar to the traditional game of Gomoku: Players and stones: There are two players. Black plays first, and White second. Each player plays with an appropriate color of stones, as in Go and Gomoku. Game board: Connect6 is played on a square board made up of orthogonal lines, with each intersection capable of holding one stone. In theory, the game board can be any finite size from 1×1 up (integers only), or it could be of infinite size. However, boards that are too small may lack strategy (boards smaller than 6×6 are automatic draws), and extremely large or infinite boards are of little practical use. 19×19 Go boards might be the most convenient. For a longer and more challenging game, another suggested size is 59×59, or nine Go boards tiled in a larger square (using the join lines between the boards as additional grid lines). Game moves: Black plays first, putting one black stone on one intersection. Subsequently, White and Black take turns, placing two stones on two different unoccupied spaces each turn. Winner: The player who is the first to get six or more stones in a row (horizontally, vertically, or diagonally) wins. (This is a departure from Gomoku, where it must be exactly five in a row.) According to Professor Wu, the handicap of black's only being able to play one stone on the first turn means that the game is comparatively fair; unlike similar games such as Gomoku and Connect Four, which have been proven to give the first player a large advantage, possibly no additional compensation is necessary to make the game fair. Fairness[edit] In principle, even some complex games are not fair: either the first or second player has an advantage. (Games such as Gomoku have been mathematically proven to give an advantage to one player or another; complex games such as chess are generally too complicated to analyze fully.) Herik, Uiterwijk, and Rijswijck give an informal definition of fairness (Herik, Uiterwijk, and Rijswijck, 2002) as follows: A game is considered a fair game if it is a draw and both players have roughly equal opportunities for making mistakes. From this, it is argued that Connect6 is fair in the following senses: Each player always has one more stone than the other after making each move. For about one thousand opening templates, Professor Wu let the AI program written by his team play against itself, and the result seemed to show that the game does not favor either one for these templates. Note that the AI program can beat most casual players, but this does not necessarily imply that its strategy is strictly optimal. The initial breakaway (where White plays far away from the initial black stone) is a guaranteed loss for White, according to Professor Wu. The principle is that Black can essentially ignore White's move, giving Black a three-stone lead that is insurmountable. However, this evidence is not conclusive. if goldtoken does connect six,.. please please please ensure the game highlights both last turn placements,.. otherwise it is so much time wasted looking at the game history to see where the last two stones were places in an ongoing game.. thank you for your consideration.. connect six connect six..... six... Plateau(Dragon Jr) [Royal Plateau: The board is a 4x5 rectangle. There now are 3 ways to win:
A stack with a green disc on top can move 1 square in any direction. The 15 discs a player starts with now are the following:
4 in a Row
Chinese Checkers
Reversi
Salvo
OutBreak
Dominoes
Opposite players are partners, each person drawing seven pieces (double-six set). -Ten points each are given on the five-five and six-four; five points are given on the five-naught, three-two and four-one;-Each trick counts as a point; this makes a total of forty-two possible points for each hand. -Bidding is to the left of the one chosen to start who is called the dealer. Dealer bids last. -The ‘double’ of the trump bid is the highest, as for example, if 3’s are trump the three-three is the highest; then comes the six-three, the five-three, etc. -Doubles also may be bid and when made trump the highest double takes the trick. -No trumps may also be bid. Each bidder bids the value of his hand and other players may raise or pass as they choose. -Thirty is the lowest bid that can be made to start.-When a player has bid a limit bid, namely 42, each of the other players has the privilege of continuing the bid by doubling, in other words, the second bidder after a bid of 42 is made, must bid 84 or pass. -The third bidder must bid 168 or pass and the fourth bidde must bid 250 or pass. -Bidding is continued until one player secures the bid after all others have passed. -Trumps are not named until after bidding has been completed. -Player must follow suit and if he cannot do so, he can either trump or discard. -Bidder has first lead. Each side scores the number of points actually taken in unless the bidder fails to make his bid, in which case, the side not bidding counts its own score plus the amount bid.-When limit bids have been made the winner counts the amount of his bid, if a limit bidder loses his bid his opponents score the amount of his bid plus the score they make. -Two Hundred and Fifty points constitutes game and in case of a close game when both sides 'go out’, the bidder is always he winner even though his total points over 250 may be less than his opponents. In playing no trump, the highest spot of the piece led becomes the trump for that particular trick, and other players must follow that trump or discard, in no trump the ‘double’ is always the highest. In this game, tricks and honors are what count and there is no line built. Excerpts taken from Cardinal Industries, Inc.#11-SPINNERS-First Double played in all GT`s Domino Variations is played on all 4 sides. First played on the 2 sides and then the ends. Many of our Domino players, as well as myself, learned Dominoes (and all variations of Dominoes)like this,using the first double played as the Spinner. Perhaps add this feature to the existing Domino games or Add New Domino Games of Dominoes,Muggins and Three's and Five's with Spinner. #12 Mexican Train Dominoes Square CrossDownsSquare CrossDowns Advanced Competitive variation rules by baron_backgammonsame as for regular Square CrossDowns Rules with the addition of these bonus scoring additions explanation: I wanted to create a variation of this game with advanced rules for competitive players. this variation is based on the idea of earning extra points for things accomplished while playing the game. these extra points are calculated at the games end, then added to the final score. accomplishment-points earned highest score acheived by any player during the game-4 longest word acheived by any player during the game-3 use of the letter z without using a wild tile during the game-2 use of the letter q without using a wild tile during the game-2 use of the letter x without using a wild tile during the game-1 use of the letter v without using a wild tile during the game-1 use of the letter j without using a wild tile during the game-1 note-use of the letter is not limited to the first use of the letter during the game. forming 2 words in one move-1 forming 3 words in one move-3 these bonus scoring additions could be applied to stacking CrossDowns. Grabble
Dots
Shake, Rattle & Roll
1. There are 18 holes in the whole course ... 2. I introduced 3 additional categories: 1 pair, 2 pairs and 3 of a kind (nothing new, they exist in regular poker) that gives us 18 categories (holes). Below is the score table for all 18 holes: Ones - a sum of all 1's Twos - a sum of all 2's Threes - a sum of all 3's Fours - a sum of all 4's Fives - a sum of all 5's Sixes - a sum of all 6's 1 Pair - 2 dice with the same numbers+ 4 dice with different numbers - sum of all dice (examples for 3 new categories below) 2 Pairs - 2 dice with the same nubers + 2 dice with the same numbers(different than the first pair) + 2 different dice (different from 2 first pairs) - sum of all dice 3 of a kind - 3 dice with the same numbers + 3 different numbers - sum of all dice 4 of a kind (4 or more dice with the same number) - a sum of all dice 5 of a kind (5 or more dice with the same number) - a sum of all dice Full House (3 dice with the same number + 2 dice with the same number, and those two numbers must be different) - sum of the dice Full Car (2 dice with the same number + 2 dice with the same number + 2 dice with the same number, and those three numbers must be different) - sum of the dice Full Hotel (3 dice with the same number + 3 dice with the same number, and those two numbers must be different) - sum of the dice Large Straight (a straight of 5 or more dice) - 123456(21points) wins the hole over 23456(20 points) which wins the hole over 12345(15 points) Full Straight (a straight of all dice) - 1 point scored immediately in the hole (when other player scores in this hole, it's a draw for this hole) 6 of a kind (all dice with the same number) - higher 6 of a kind is the hole winner (222222 beats 111111 etc.) Chance (any dice combination) - a sum of all dice</ol> Now, player that get higher score in particular hole is the winner of this hole ... who wins more holes wins the whole course and becomes champion ... when players win equal number of holes it's a draw. After players score points for a particular hole, software replaces scores for O for the loser and 1 for the winner ... during the game it is very important to target scores already made in particular holes. WINNING THE HOLE IS THE SUB-GOAL (similar to real golf) ... fixed scores for hotel, car, full house etc are abolished and replaced by actual point scores and it adds more excitements to the game ...here are the examples of 3 new categories ... 1 pair ... 44 5631 (no numbers can repeat itself) - example of wrong sequence: 44 1354 (4 is repeated) 2 pairs ... 33 11 24 (no numbers can repeat itself) - example of wrong sequence: 33 11 35 (3 is repeated) 3 of a kind ... 444 132 (no numbers repeat itself) - example of wrong sequence: 444 564 (4 is repeated) ... I wonder what do you think about this Golf Poker ...? Cheers, Andy (aikidomino) #I call it "Shake it in Order" and the way it works is: 1. Use the Shake Rattle & Roll board and rules to start. 2. Each person tries to get ones on their first roll, twos on their second roll, threes on their third roll, etc. All the way to the end of the board ending with chance.3. If someone plays in the wrong spot they loose. This would be in the program of the game itself so could not happen. I have played this and tested this games with several players in my club (The High Rollers Club - which is the best club to test this with). It had a very high percentage of people liking the game and would play it if offered. Some say they had play a game like in in some ways in other clubs but not this exact one and way. I think if it was an offered game it would have good success. I believe (not to tell you how to do your job but just as a thought) if you were to copy all rules, codes, and information from "Shake Rattle & Roll" into a new file called "Shake it in Order", change background color, rename the different required inputs, etc, and lock all inputs then add the command to unlock top posittion (1's) on first move, next (2's) on second roll, etc should pretty much make the new game. I know there is more to it but since I do not know what language used so cannot say what commands to use. American Rummikub**where you don't lay your tiles down until you have a complete hand with a discard.example 333,777,999,10 11 12 13. **use points to win first one to get 500 or 1000. Tiles 2 through 9 worth 10 points, 10 through 13 worth 20 points, wild tiles are worth what you use them for unless you are caught with it in your hand then 50 points. and the 1 is worth on how you use it, 10 if used as a low tile or 20 if used as high. Points are added and subtracted at the end of each round. Thx, Gypsyfire ***American Rummikub and Rummikub ***Play a "straights only" variant. I have been invited to several games based on what I have said in my profile and everyone has enjoyed it much more and it does not take a long time to play. In the three of a kind version if a player puts three of one number down then you have to hold a possible straight until you get the opportunity to take a number from the board or get a wild card. Works for both games Thanks TedEBear How about a couple of new versions for fun. One that uses even numbers only and one with odd numbers only mysticdragon DOMINATION:***I think it would be interesting to have a "Team Domination" variant for 4 or 6 players. There are many ways it could work, but one very simple way would be to have the object be to eliminate all the opposing team's armies, with no changes at all to the play of each turn. I.e., players could still legally attack all other players' territories, including teammates. A strategic reason for attacking/capturing a teammate's territory might for example be that teammate 1 is passing through teammate 2's territory to attack an opponent's territory, or teammate 1 is capturing a territory where teammate 2 deliberately left only one army, so that teammate 1 could easily secure a continent bonus. This would require very little reprogramming, as the only rule changes would be determining the end of the game, determining the multiple victors, and implementing rating changes accordingly.Alternatively, a team variant could permit teammate's armies to occupy the same territory. This would be more realistic in terms of allies not shooting at each other, but continent bonuses would necessarily be a little more complicated. For example, the extra armies could be split among team members when the team collectively controls a continent. Or, for continent and territory bonus purposes, each territory could be considered occupied by the team member who most recently captured the territory from the enemy team (or from neutral armies), or whose armies were initially placed in that territory if the territory has never been captured, and would be continued to be counted as that player's territory even if that player removes all of his armies, leaving only a teammate's armies present. A continent bonus would only be awarded if a single team member "occupied" all the territories in a continent in that sense. Thanks Let the Wookiee Win variant for 4 or 6 players. There are many ways it could work, but one very simple way would be to have the object be to eliminate all the opposing team's armies, with no changes at all to the play of each turn. I.e., players could still legally attack all other players' territories, including teammates. A strategic reason for attacking/capturing a teammate's territory might for example be that teammate 1 is passing through teammate 2's territory to attack an opponent's territory, or teammate 1 is capturing a territory where teammate 2 deliberately left only one army, so that teammate 1 could easily secure a continent bonus. This would require very little reprogramming, as the only rule changes would be determining the end of the game, determining the multiple victors, and implementing rating changes accordingly. Alternatively, a team variant could permit teammate's armies to occupy the same territory. This would be more realistic in terms of allies not shooting at each other, but continent bonuses would necessarily be a little more complicated. For example, the extra armies could be split among team members when the team collectively controls a continent. Or, for continent and territory bonus purposes, each territory could be considered occupied by the team member who most recently captured the territory from the enemy team (or from neutral armies), or whose armies were initially placed in that territory if the territory has never been captured, and would be continued to be counted as that player's territory even if that player removes all of his armies, leaving only a teammate's armies present. A continent bonus would only be awarded if a single team member DOMINATIONInstead of countries, could there be kingdoms, along the lines of Game of Thrones? Perhaps GT could name them differently, as I imagine there are copyright laws one can't violate. Thank you! EXECUTIONER JTOhioHowdy! Just a suggestion for ya.. with Executioner, I think it would be better and much more fair to be given another turn whenever a letter is guessed correctly. My opponent and I keep "stealing" each other's words following a correct guess by the other! WhistHow about, in Whist variant Spades, allow partnerships. When inviting, you could (maybe) choose your partner, and in tournaments, the stronger players could (maybe) choose their partners, too, or something. The way it works is, if neither partner has a nil bid, the bids are combined to form the "contract", so if the partnership fulfills their contract, they gain the points, and lose them otherwise. For example, if I bid 2 and my partner bids 5, our exact numbers of tricks don't matter, as long as our combined total equals 7 tricks taken: then we get 70 points; otherwise we lose 70. Also, how about two- or three-player Spades. The rules are similar but different from four-player Spades. --DoubleU Rules for three-player: Every player gets 17 cards, and the last card is discarded. Overtricks cost a player 10 points each; or, if you prefer, they gain a player one point as usual, but every tenth costs 100 points. Rules for two-player: Players start out drawing two cards from a deck, choosing which one to keep, and discarding the other one. BUT! The decision on which to discard must be made before you look at the second card. Thus, you draw a card, look at it and one of two things happens: (1) You discard it and keep the next one, or (2) you keep it, look at the next, and discard it. For details, see Pagat pages: https://www.pagat.com/auctionwhist/spades.html How about, for Hearts and Spades, "long" variants. That is to say, just like "fast" goes to half the points (100 for Spades, 50 for Hearts), and "short" to a quarter (50 and 25), "long" variants could go to either double the points (400 for Spades and 200 for Hearts), or 2.5x the points (500 for Spades and 250 for Hearts). Or something. Or both. All Aboard FalsecutI'd like to see a variant where you HAVE to draw some number of destination cards. Many games are just two players racing to complete routes and defeats the point of the game. I do it too but only because you have to in order to play the game at all in many cases. Cribbage Equal Cribs = same as regular cribbage except game is only over after all players have had same number of cribs with at least one player scoring 61 or 121. This could be applied to all cribbage variants or by itself Wiki Options This page was last edited by ErzyaKS at 8:42AM on 31 October 2025 Edit this page Previous Revisions | ||||||||||||||||||||
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