Wednesday 29 February 2012

Board / Card Games: What's Hot Now: Monopoly FAQ

Board / Card Games: What's Hot Now
These articles that had the largest increase in popularity over the last week // via fulltextrssfeed.com
Monopoly FAQ
Feb 29th 2012, 11:04

This FAQ covers frequently asked questions about the board game Monopoly. Due in large part to the widespread popularity of Monopoly, many house rules have been developed over the years, some used by many players and others used only by a few.

The answers provided here relate to the official rules of Monopoly -- but you should feel free to make adjustments as you see fit, as long as all the players agree to them ahead of time.

Rules and Variants

Money Building Houses and Hotels Property, Rent and Mortgages Deals with Other Players Other Gameplay Questions History of Monopoly Special Editions and Collecting Monopoly Miscellaneous If you have any questions about the board game Monopoly which aren't answered in this FAQ, please post them in the Board/Card Games Forum. You can get answers from gamers around the world.

The answers in this FAQ are based on information from a variety of sources, including the official Monopoly rules, Hasbro, Monopoly.com, USAopoly, Ken Koury's Monopoly FAQ, and Richard Wilding's Monopoly FAQ.

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Board / Card Games: What's Hot Now: Top 5 Travel Games

Board / Card Games: What's Hot Now
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Top 5 Travel Games
Feb 29th 2012, 11:04

Hitting the road -- or the water, or the rails, or the air -- can be a trying experience. But if you're prepared with something to pass the time, your trip will seem much shorter. These board games are all designed to go along with you.

1. Scrabble Folio Edition

The classic word game is available in a deluxe travel edition, with a board that features recessed spaces to hold the letters in place and a cloth bag to carry the tiles.
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2. Chess Travel Edition

A variety of Chess travel editions are available, some of which are very inexpensive. Some of the Chess travel editions also come with a travel version of Checkers, but separate Checkers travel games also are available.
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3. Backgammon Travel Edition

Because it mixes skill and luck quite nicely, Backgammon is a good game to have along on a trip; it appeals to players of various ages.
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4. Quoridor

Players compete to move their pawn from one side of the board to the other, but they can also erect fences to make their opponent's journey more difficult.
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5. Boggle Folio Edition

The Folio Edition of the classic word game Boggle is sold in a very travel-friendly package. It's one of my favorite games, at home or on the road.

What Other Gamers Say

See what other gamers think are the best travel games and add your own thoughts in our discussion forum.

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Board / Card Games: What's Hot Now: Top 5 Car Racing Games

Board / Card Games: What's Hot Now
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Top 5 Car Racing Games
Feb 29th 2012, 11:04

I love race games, and car racing is among the most popular game themes. These are my picks for the best car racing-themed board games and card games. (Here are my picks for the best horse racing games and other race games

What are your favorite race games? Share your thoughts here.

1. Formula D

Formula DImage courtesy of Asmodée Editions
For 2 to 10 players, ages 10 and up. Designed by Laurent Lavaur and Eric Randall. Published by Asmodée Editions.
Perhaps the most popular auto racing game available today, Formula D (formerly known as Formula De) uses a creative method of gear changing -- what gear you're in determines how big the die you roll is. Navigating turns can be tricky, and you need to watch your tires. With numerous tracks available (including some city courses and others based on actual tracks around the world), this is a must-have for fans of Formula One racing.

2. Rallyman

RallymanImage courtesy of Rallyman

For 1 to 4 players, ages 8 and up. Designed by Jean-Christophe Bouvier. Published by Rallyman.
This is a very clever race game which simulates rally racing, so every player is racing against the clock rather than head-to-head against each other. The unique dice, the modular game boards, and the forced decisions about risk-taking make Rallyman one of my favorites.

3. Detroit-Cleveland Grand Prix

Detroit-Cleveland Grand PrixImage courtesy of Mayfair Games
For 2 to 6 players, ages 8 and up. Designed by Wolfgang Kramer. Published by Mayfair Games.
There are no dice in this Formula One-themed race game, as players use cards (each picturing one to six of the car colors) to move cars around the track. The game begins with players being dealt a hand of cards, then bidding to own the cars. (After the race, winnings are distributed and the player with the most cast wins.) To move cars, a card is played and each of the pictured cars are moved (if possible -- there are some very narrow passages). The double-sided board features two race courses (Detroit and Cleveland, naturally). Detroit-Cleveland Grand Prix is in the same family as Kramer's Daytona 500, Top Race, and Formel 1.

4. PitchCar

PitchCarImage courtesy of Ferti

For 2 to 8 players, ages 6 and up. Designed by Jean du Poel, published by Ferti.
PitchCar is packed with finger-flicking fun. After assembling the wooden track (which can be put together in many different ways), players take turns flicking wooden discs around the track. If your disc flies off the track, you essentially lose your turn. The winner is the first to cross the finish line after a set number of laps. It's rare that I've played a game of PitchCar without a great deal of laughter.

5. Formula Motor Racing

Formula Motor RacingImage courtesy of GMT Games
For 3 to 6 players, ages 8 and up. Designed by Reiner Knizia. Published by GMT Games.
Formula Motor Racing is the most abstracted race game on this list. Each player receives two cars of the same color; their starting positions are randomly determined. (All 12 cars are used in every race, and it is possible that a "neutral" car can win.) Players receive five cards, and each turn consists of playing one and drawing one. The cards adjust the positions of the cars in various ways, sometimes using a 12-sided die to determine the precise effect. At the end of the race, the top six cars receive points. The player with the most points wins. (Often, multiple races are held with the scores combined.)

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Board / Card Games: What's Hot Now: Dominion Strategy: Trashing Cards

Board / Card Games: What's Hot Now
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Dominion Strategy: Trashing Cards
Feb 29th 2012, 11:04

Dominion, as a deck-building card game, may seem to be all about adding good cards to your deck. However, an important thing to remember is that another way to improve the average card in your deck is to trash the bad cards. Here are some beginner strategy tips on how to thin your deck.

Why Deck Thinning?

In a game that's all about buying more and more cards to add to your deck, it may seem counter-intuitive to destroy your own cards. But the important thing to keep in mind is that you are trying to improve the average draw in your deck. And whenever you want to improve an average, you can either add things at the high end, or remove them at the low end. Ideally, you do both.

Your starting deck consists of seven Copper and three Estates. Almost every card on the board, including the Silver that is always available for purchase and affordable in your first two turns, is better than your Copper and Estates. Once you start buying cards, your new cards are trying to push your average card value up, while your Coppers and Estates hang around and pull that average value down.

To look at it another way, imagine that you bought two Silver on your first two turns. Your deck is now 2/12 Silver, so you have a 1/6 chance of any card you draw being Silver, and slightly less than 50% odds that any given 5-card hand will have a silver. But let's say you manage to thin your deck and trash six of your starting cards. Now your deck is 2/6 Silver, so you have a 1/3 chance of any card being Silver, and a guarantee that your 5-card hand has a least one Silver, with a good chance of both.

In short, trashing your bad cards puts your good cards into your hand more often. So now that you understand the advantage of trashing cards, what cards in the base set allow you to trash things?

Chapel is, bar-none, the most powerful deck-thinning card in the game. Chapel lets you trash up to four cards in a single action, and as such, is the perfect card for any serious deck-thinning strategy.

Chapel users should remember to buy Silver, lest you find yourself with not enough buying power once you've trashed all of your Copper. But if you want to get rid of your starting cards fast, Chapel is the best way to do it. The other cards will only let you trash things one at a time.

Moneylender trashes a single Copper, and gives you $3. In effect, this gives you as much buying power as a Silver would have, but lets you get rid of a Copper from your deck at the same time. This helps you improve your average card value in two ways at once, by removing a lowly Copper from your Deck, and serving as a boost to your buying power to acquire a new powerful card.

As with the Chapel, if you are lending all the Copper out of your deck, it is important to remember to buy some Silver (or Gold, if you can afford it) so your deck maintains buying power.

Remodel allows you to trash any card, and then gain a card worth up to $2 more than the card you trashed. This can be as simple as turning a Copper into a Cellar, or as big as turning a Gold into a Province.

The versatility of Remodel makes it a card worth playing the whole game through, from the early game to the late game. You can use it in the early game to get rid of your starting cards, and Estates can be turned into more Remodels. This strips your deck of a hand-clogging green card, and gives you even more Remodels to improve other cards faster.

Mine is unique in that while it technically trashes a card, what it really does is improve it. The Copper (or Silver) you trash from your hand is immediately replaced with any treasure costing up to $3 more, which in the base set means a Silver (or Gold) that goes right back into your hand.

In effect, the Mine accomplishes three things: It trashes a worthless Copper, it gains you a Silver, and it improves your buying power by $1. Later in the game, mining Silver into Gold is even more valuable.

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Tuesday 28 February 2012

Board / Card Games: What's Hot Now: Best Settlers of Catan Games

Board / Card Games: What's Hot Now
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Best Settlers of Catan Games
Feb 28th 2012, 11:04

The Settlers of Catan, a board game designed by Klaus Teuber, is a worldwide phenomenon -- this board game has sold more than 6 million copies, including expansions, in Germany alone. These are my picks for the best 5 Settlers of Catan games and expansions.

1. Settlers of Catan

Nothing tops the original. More than any other single game, Settlers of Catan was responsible for the growth of designer games in the U.S. On the island of Catan, players work to obtain the resources they need to build roads, towns and cities. A variable game board, a good mix of luck and skill, and strong player interaction all combine to make it a classic. For 3 or 4 players.
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2. Settlers of Catan 5-6 Player Expansion

This expansion simply allows one or two additional players to take part in the fun of the original game. If your gaming group regularly includes 5 or 6 people, this should be your first acquisition after the original.
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3. Settlers of Catan Card Game

This card game version is a complete stand-alone game for 2 players. The basic theme is the same -- use resources to build roads, cities and civic improvements -- but the game play is rather different. Gamers have mixed reactions to this game, but many find it a great way to play in the Catan universe with just two players.
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4. Seafarers of Catan Expansion

This expansion to the original game adds more islands, plus pirates, gold, ships, and more. A 5-6 Player Expansion is also available for Seafarers.
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5. Starfarers of Catan

The Catan universe moves into space as players work to colonize other planets and trade with aliens. This is a complete stand-alone game, for which a 5-6 Player Expansion is available. The game Starship Catan is a two-player card game with a similar theme.
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Board / Card Games: What's Hot Now: Breakthrough - Free Game

Board / Card Games: What's Hot Now
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Breakthrough - Free Game
Feb 28th 2012, 11:04

For 2 players

Equipment

One 8x8 game board (a Chess/Checkers board), 16 black counters and 16 white counters. Other colors may be substituted.

You can print this 8x8 game board (PDF) with black and white squares, this one (PDF) with gray and white squares, or this one (PDF) with blue and white squares.

Initial Board Setup

Each player -- black and white -- has 16 counters occupying two rows on opposite sides of the board (exactly as Chess is set up).

Rules

Choose the start player randomly.

A player wins by moving one piece to the opposite side.

Pieces move one space forward or diagonally forward, and capture diagonally forward.

Features of the Game

Breakthrough has one of the simplest rule sets among boardgames. The game develops quickly because pieces have no choice but to move forward. Draws are mathematically impossible, which is a rare feature for move-based games.

The game strategy is novel and sophisticated. A piece can "skirt" around an opponent piece by moving directly in front of it, where it cannot be captured, then moving diagonally around it. As a result, a single piece cannot by itself prevent an opponent piece from "breaking through" the ranks.

Defense consists of arranging pieces in tandem so that the opponent cannot skirt around them. Basic offense consists of attacking opponent pieces that guard multiple attack routes, which may open up a route.

The game is intuitive and immediately playable, but very difficult to master.

Breakthrough is © 2001 Dan Troyka.

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Board / Card Games: What's Hot Now: HeroScape Beginner Armies

Board / Card Games: What's Hot Now
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HeroScape Beginner Armies
Feb 28th 2012, 11:04

One of the best parts of playing HeroScape is building an army and discovering how the different characters can work together. The HeroScape Master Set, Rise of the Valkyrie, includes 10 heroes and six squads with a variety of powers. Many expansions have been released, bringing the total number of heroes and squads available to more than 85.

For a beginner, the army options can seem overwhelming. With a little knowledge, you can feel confident that your army will be competitive.

Note: This article focuses only on the Master Set, but the figures available in expansion packs can greatly increase your army strength. Some Master Set figures, e.g. Grimnak, are significantly more powerful with expansion figures. As you gain experience with HeroScape, you'll probably want to add new heroes and squads.

Heroes from HeroScape Master Set: Rise of the Valkyrie

Agent Carr (100 points)
Deathwalker 9000 (140)
Finn the Viking Champion (80)
Grimnak (120)
Mimring (150)
Ne-Gok-Sa (90)
Raelin the Kyrie Warrior (80)
Sgt Drake Alexander (110)
Syvarris (100)
Thorgrim the Viking Champion (80)

Squads from HeroScape Master Set: Rise of the Valkyrie

Airborne Elite (110)
Izumi Samurai (60)
Krav Maga Agents (100)
Marro Warriors (50)
Tarn Viking Warriors (50)
Zettian Guards (70)

Building an Army

So that armies are generally balanced, every hero and squad in HeroScape has a cost, represented by points. The Master Set rulebook includes scenarios for 160-point, 200-point, 300-point, 400-point, and 500-point armies.

There are two kinds of HeroScape armies: pre-built and drafted. Using pre-built armies means that each player selects their army without regard to what his opponents are doing with their armies. With drafted armies, each player chooses a unit in turn and you can react to what other players draft.

How strong an army is depends on the map and scenario. One of the beauties of HeroScape is that there is no single best army. When putting an army together, there are three keys to keep in mind:

  • Direct synergy. Example: Deathwalker 9000 explicitly helps the Zettian Guards with range enhancement. Explicit synergies are more common as you add figures from expansions.
  • Indirect synergy. Example: Raelin's defensive aura helps every unit on your team, but it helps some more than others: the Izumi Samurai and the Krav Maga Agents both have special abilities which rely on good defense.
  • Your opponents' special powers. In a draft, you have to pay attention to who your opponent has taken. For example, if your opponent chooses Sgt. Alexander, normal ranged figures are less useful because Drake's Thorian speed is strong against them. Instead, consider Mimring or Deathwalker 9000; their ranged special attacks work against Sgt. Alexander.
By remembering these basics and the fact that a great deal of fun comes from exploring the HeroScape universe to learn how figures work in various situations, here are some suggestions designed to help beginning players get started.

160-Point Armies

Syvarris and Izumi: The Izumis have staying power to protect Syvarris, who can use his strong ranged attack to pick off your opponents.

Raelin and Izumi: Raelin's defensive aura is helpful to every figure, but giving an additional two defense to the Izumi with their counter strike power is extra deadly.

Tarn Vikings and Airborne Elite: The Tarns should be able to stay alive long enough to allow the Airborne Elite to enter the game. If it works, you could have eight figures on the board.

Tarn Vikings and Krav Maga: The Krav Maga are hard to kill and have good range; the Tarns are a solid hand-to-hand force.

Krav Maga and Izumi: Great defense makes for great offense with this army.

200-Point Armies

Krav Maga, Marro Warriors and Tarn Vikings: Range, speed and multiple attacks.

Agent Carr and Krav Maga: Brute strength paired with range and defense.

Grimnak and Raelin: Grimnak can chomp most of the Master Set; Raelin's defensive aura helps keep him alive.

Raelin and Krav Maga: With Raelin's defensive aura helping the Krav Maga, they have a good chance to pick off the emeny.

Deathwalker 9000 and Izumi: A hard team to attack because Deathwalker rolls nine defense dice and the Izumi roll five.

300-Point Armies

Raelin, Krav Maga and Sgt. Alexander.

Ne-Gok-Sa, Marro Warriors, Finn and Thorgrim.

Mimring, Raelin and Zettian Guards.

Sgt. Alexander, Airborne Elite and Finn.

400-Point Armies

Agent Carr, Marro Warriors, Izumi Samurai, Ne-Gok-Sa and Syvarris.

Thogrim, Krav Maga Agents, Grimnak and Agent Carr.

Deathwalker 9000, Zettian Guards, Syvvaris and Ne-Gok-Sa.

Deathwalker 9000, Zettian Guards and Raelin.

500-Point Armies

Raelin, Izumi Samurai, Tarn Vikings, Deathwalker 9000, Zettian Guards and Krav Maga Agents.

Syvvaris, Sgt. Alexander, Airborne Elite, Grimnak and Marro Warriors.

Thanks to the Heroscapers.com community members who helped with this article: CornPuff, Elginb, happyjosiah, reapersaurus, Rychean and yagyuninja.

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Monday 27 February 2012

Board / Card Games: What's Hot Now: Illinois Avenue

Board / Card Games: What's Hot Now
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Illinois Avenue
Feb 27th 2012, 11:04

Location on Monopoly Board:

Space #24, between Indiana Avenue and B&O Railroad

Cost of Illinois Avenue:

$240

Cost of Houses and Hotel:

$150 per House
$150 plus four houses for Hotel

Rent on Illinois Avenue:

Unimproved: $20
One House: $100
Two Houses: $300
Three Houses: $750
Four Houses: $925
Hotel: $1,100

Likelihood Among Property Squares:

1 of 28

Mortgage Value:

$120

Equivalent Property in U.K. Edition:

Trafalgar Square

Equivalent Property in U.S. Here & Now Edition:

Disney World in Orlando

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Sunday 26 February 2012

Board / Card Games: What's Hot Now: Risk 2210 AD - Review

Board / Card Games: What's Hot Now
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Risk 2210 AD - Review
Feb 26th 2012, 11:04

When I was a teen-ager, I played tons of Risk. Many weekends a group of my buddies would descend upon my house and we'd battle away the weekend. I loved the game. It truly was my springboard to better, more sophisticated games. Once I discovered these more 'advanced' games, however, I really had no desire to revisit Risk.

So, when Avalon Hill announced they would be releasing Risk 2210 AD, an advanced version of the classic, I really had no interest and, truth-be-told, was a bit disappointed. I wished they would put their efforts into something more fresh. Still, I just knew I would have to at least try the game.

I'm glad that I did.

First, let me comment on the outstanding production quality. I've said it before... no matter what you may think of the actual games themselves, Hasbro/AH has done an incredible job with the production of this new line of games.

Risk 2210 AD is no exception. The game is filled with gobs of detailed miniatures. The commander pieces even have a silver "dry brush" effect which is quite nice. Now, if they'd just take a bit of this cauldron of money and promote these games, they just might have a big hit on their hands.

The game uses the same basic mechanics as Risk, but adds just enough additional features and design twists to make it feel fresh and interesting. Here is an outline of the changes:

Map: The actual layout of the main board is pretty much the same. However, since the game is set in the future, the names of the territories have been changed. Gone are such memorable names as Kamchatka, Yakutsk and Irkutsk. In their place we now have Pevek, Sakha and Alden (perhaps named after Boardgame Geek guru Scott Alden!).

I understand the reason for changing the names (future world) and I'm sure I'll eventually get used to them, but I'm sure gonna miss those old, familiar territorial titles. I also found a bit of subtle humor in the renaming of the Western United States as Continental Biospheres. Hey, with some doomsayers predicting that the West Coast will slide into the ocean in the future, at least they didn't do away with the territory all together!

The board for Risk 2210 AD renames some of the territories, including the Northwestern Oil Emirate (Alaska) and the Continental Biospheres (Western United States).

The other main change to the main map is the addition of sea territories. Now, it is possible to wage war at sea and to conquer sea areas. These sea areas are grouped into "colonies" (identical in practical terms to their land based "continents") and earn bonuses for the player who controls all of the territories in that colony.

Further, they do provide additional paths or connections between territories which were isolated from one another in the classic Risk. For instance, it is now possible to attack from Australia (renamed Aboriginal League) to Madagascar via two connected sea areas. This does open up the board a bit, but it is still very difficult to assault Australia or South America.

Humanity just has to be disturbed that, according to the Hill, war will spread from the Earth to the Moon in the not too distant future. A separate, round board has been added to the game to represent the moon. Like the earth, the moon is divided into 'colonies' and territories. Grabbing complete control of colonies also earns bonus troops and energy for the controlling player.

Getting to the moon is a bit difficult, however, and requires the presence of a Space Commander. More on this later. Getting back from the moon, however, is apparently a bit trickier proposition for our 23rd century scientists. The ultimate location of attacks from the moon back to the earth are determined by randomly drawing a card from the territory deck. I'm not sure what the rationale is behind this bit of randomness since, as far as I can tell, there is no control over this whatsoever.

Components: Gone are the little blocks, triangles, stars and every other type of weird plastic or wood pieces which were used to represent troops. In their place are very, very nice plastic miniatures... gobs of 'em. We may have big political issues with China, but we apparently love their miniatures!

In the future, battles will be fought by machines (robots) called, disturbingly, "Machines of Destruction", or "MODs" for short. These MODs are represented by three different types of really nice and detailed miniatures. The only difference is the number of basic troops these represent: 1, 3 or 5. There are more miniatures representing the five commanders (land, naval, diplomat, space and nuclear) and space stations.

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Board / Card Games: What's Hot Now: Ventnor Avenue

Board / Card Games: What's Hot Now
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Ventnor Avenue
Feb 26th 2012, 11:04

Location on Monopoly Board:

Space #27, between Atlantic Avenue and Water Works

Cost of Ventnor Avenue:

$260

Cost of Houses and Hotel:

$150 per House
$150 plus four houses for Hotel

Rent on Ventnor Avenue:

Unimproved: $22
One House: $110
Two Houses: $330
Three Houses: $800
Four Houses: $975
Hotel: $1,150

Likelihood Among Property Squares:

15 of 28

Mortgage Value:

$130

Equivalent Property in U.K. Edition:

Coventry Street

Equivalent Property in U.S. Here & Now Edition:

Hollywood

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Board / Card Games: What's Hot Now: Mexican Train Dominoes - Rules

Board / Card Games: What's Hot Now
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Mexican Train Dominoes - Rules
Feb 26th 2012, 11:04

Despite its name, Mexican Train Dominoes -- also known simply as Trains -- is primarily played in the United States, where it is one of the most popular domino games.

Players

2 to 14 players, best with 4 to 8 players.

Equipment

One standard set of double-six dominoes can work for up to four players. For more players, a set of double-nine, double-12, double-15, or double-18 dominoes may be needed. (See "Setup" below.)

Each player also needs a marker, such as a penny. One additional marker is also needed.

A "station" to set in the middle of the table is optional.

Goal

The goal of Mexican Train is to be the first player to lay down all of your dominoes.

Setup

Shuffle the dominoes, face down, on the table. Each player takes the appropriate number of dominoes (see below) and stands them on edge, so that they can see the faces (the side with the pips) but their opponents cannot.

If you are using a set of double-six dominoes, with 2 to 4 players, each takes 7 dominoes.

Alternatively:

  • For 2-3 players, use a double-nine set and each player takes 15.
  • For 4 players, use a double-12 set and each player takes 15.
  • For 5-6 players, use a double-12 set and each player takes 12.
  • For 7-8 players, use a double-12 set and each player takes 11.
  • For 9-12 players, use a double-15 set and each player takes 11.
  • For 13-14 players, use a double-18 set and each player takes 11.

The remaining dominoes are left on the table face down. This supply is known as the boneyard.

The Start Player and The First Tile

The player with the double-12 starts the first round by placing the double-12 in the center of the table. This domino serves as the "engine" for the round.

Each later round starts with the player who has drawn the next-lowest double. For example, the player who draws the double-11 in the second round starts that round. The 13th and final round begins with the player who draws the double-blank.

If there is a situation where no player has drawn the tile required to begin the round, players take turns drawing from the boneyard until it is found. The player who draws it starts the round.

The First Turn

The start player now starts to build a train (a single row of dominoes) starting from the center domino and moving toward the player. The end of the domino placed near the engine must match the engine's double number. (Example: If the engine is a double-12, the end of the domino placed near the engine must be a 12. The other end can be anything at all.)

Taking turns in a clockwise direction, the other players do the same.

NOTE: For the first turn, and only the first turn, players may place as many dominoes as they wish as long as they continue forming a valid train. (A valid train is formed when the ends of adjacent dominoes match.) If a player is able to play all of his dominoes on the first turn, the round ends after each player has had one turn.

If a player cannot start a train on the first turn, they place a marker where a domino would have been placed to indicate that they could not start a train. (They do not draw any dominoes from the boneyard.) On the second turn and all subsequent turns, any player can play dominoes in marked areas. On the first turn, the only options for each player are to start a train or to pass.

The Mexican Train

Starting with the second turn, any player can start the Mexican Train by starting a new train in the same way that they started their own train (i.e., the end of the domino placed near the engine must match the engine's double number).

Second and Subsequent Turns

After the first turn, play continues in a clockwise direction. However, each player is limited to placing a single domino per turn, unless the domino is a double.

The single domino played may be added to the player's own train, to another player's train if that train is marked (indicating the owner could not play a domino on the previous move), or to the Mexican Train, sometimes called the Caboose. The Mexican Train is always open to all players.

Each domino must always be played so that it continues forming a valid train.

If a player cannot place a domino, he must draw one from the boneyard. He may then play this domino, if a legal play exists. If he cannot play, he places a marker on the end of his train and the next player takes a turn. (If no dominoes remain in the boneyard, the player simply marks his train.)

Doubles

Starting with the second turn, anytime a player places a double tile (both ends have the same number of pips), he must play a second domino. The second domino can be played in any legal position (on his train, an opponent's train, or the Mexican Train).

If the second domino is also a double tile, the player must place a third domino, and so on.

If the player cannot play the second (or third, etc.) domino, he must draw a domino from the boneyard -- if one is available. If the boneyard domino cannot be played, or none is available, he must place a marker on the end of his train and the play moves on to the next player.

If a turn ends with a double being open on the end of a train, the next player to go must "satisfy the double," which means that he must play a tile to that open double. This must be done even if the move would otherwise be illegal. If the next player cannot satisfy the double, he must draw a domino from the boneyard -- if one is available. If the boneyard domino cannot be played, or none is available, he must place a marker on the end of his train and the play moves on to the next player.

Scoring

When one player places his final domino, or when no player has a legal play, the game ends. At this point, scores are calculated.

The player going out receives zero points. Each other player adds the sum of the pips on their dominoes to determine their score, with the double-blank domino counting as 50 points.

Winning

After all rounds have been completed, the player with the fewest points wins.

If there is a tie, the player who scored the most zero-point rounds wins. If there is still a tie at this point, the player with the lowest total in a round, other than zero, wins.

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Saturday 25 February 2012

Board / Card Games: What's Hot Now: Atlantic Avenue

Board / Card Games: What's Hot Now
These articles that had the largest increase in popularity over the last week // via fulltextrssfeed.com
Atlantic Avenue
Feb 25th 2012, 11:04

Location on Monopoly Board:

Space #26, between B&O Railroad and Ventnor Avenue

Cost of Atlantic Avenue:

$260

Cost of Houses and Hotel:

$150 per House
$150 plus four houses for Hotel

Rent on Atlantic Avenue:

Unimproved: $22
One House: $110
Two Houses: $330
Three Houses: $800
Four Houses: $975
Hotel: $1,150

Likelihood Among Property Squares:

12 of 28

Mortgage Value:

$130

Equivalent Property in U.K. Edition:

Leicester Square

Equivalent Property in U.S. Here & Now Edition:

French Quarter of New Orleans

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Board / Card Games: What's Hot Now: Crokinole - Rules

Board / Card Games: What's Hot Now
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Crokinole - Rules
Feb 25th 2012, 11:04

Crokinole, which can be traced back to 1876, remains very popular today because it's a simple and highly entertaining game of skill.

Here are the basic rules for Crokinole. There are some regional differences around the world.

Players

2 players, or 4 players in partnerships.

Goal

To reach 100 points first.

Areas of the Board

The Swampfox board designed by Carl and Stan Hilinski is a great example of a Crokinole board.

The hole in the middle is the "20 Hole." Players earn 20 points for getting a disc into this hole.

Several inches outside the 20 Hole are the posts, or pegs. These are bumpers that make it more difficult to get a disc inside that area.

The very outside area of the board, which generally is lower than the main board, is the "ditch." Discs which are removed from play are put in the ditch.

The line with the largest circumference, about an inch in from the ditch, is the "Starting Line." All shots are made with at least part of the disc touching the Starting Line.

The board is divided into quadrants. When a player takes a shot, his disc must be 50 percent or more within his quadrant.

There are three scoring areas. The area outside the 20 Hole but inside the posts is the 15 Zone. The next circle out marks the 10 Zone, and the area just inside the Starting Line is the 5 Zone. Points are not calculated until a round ends.

Note: The box seen on the board in the Swampfox picture is designed to store the discs; it would not be on the board during gameplay.

Setup

Set the Crokinole board on the table so that every player has equal access to it.

With 2 players, each receives 12 wooden discs of a distinct color. With 4 players, each partnership receives 12 wooden discs of a distinct color; each player within a partnership receives 6 discs. Partners sit opposite each other.

Choose the start player randomly. Play always proceeds clockwise.

Gameplay

Once a game starts, the board may not be moved. Players may not move their chairs, nor may they lift themselves out of their chair. (This is often referred to as the "one-cheek rule," as in "One butt cheek must always touch the chair.") No player may touch the board unless it's his turn to shoot.

The shooter places one of his discs on the starting line, with at least 50 percent of the disc within his quadrant. He shoots the disc by flicking it (pushing it is not legal).

Shooting With No Opponent's Discs on the Board

The first shooter, and any subsequent shooter who takes his turn with no opponent's discs on the board, tries to shoot into the 20 Hole. If a disc lands completely within the hole, it's removed and set aside for scoring at the end of the round.

If the disc doesn't fall into the 20 Hole but remains on the board, and is either in the 15 Zone or at least touching the 15 Zone line, it remains on the board.

If there are no opponent's discs on the board and a shooter's disc winds up in the 10 Zone or the 5 Zone, it's removed from the board. This rule is designed to prevent players from being excessively defensive by "hiding" their discs behind pegs. Some players don't use this rule, but it is used at the World Crokinole Championship.

Shooting With One or More Opponent's Discs on the Board

If one or more opponent's discs are on the board, the shooter must try to hit one of them. NOTE: This can be done directly, by richochet off a post or another disc, or even by knocking another of the shooter's discs into one of the opponent's discs.

If the shooter fails to hit an opponent's disc, the disc that he shot is placed in the ditch. In addition, if the shooter fails to hit an opponent's disc but hits any of his own discs (or his partner's), those are also placed in the ditch.

Miscellaneous

After a shot, all discs touching the Starting Line are placed in the ditch.

If a disc is leaning into the 20 Hole, or balanced so that part of it is above the 20 Hole, it remains where it is. It is not removed from the board unless it's knocked into the 20 Hole.

A disc that goes off the board, hits anything off the main board and bounces back on is placed in the ditch. Any discs it touched remain where they wound up.

Scoring

At the end of each round, scoring takes place.

Each player or partnership counts their discs within each Scoring Zone. If a disc is touching a scoring line, it counts as the lesser value.

Discs in the 15 Zone are worth 15 points each; in the 10 Zone, 10 points each; in the 5 Zone, 5 points each.

Each player or partnership also adds any 20 points for each 20 Hole shot set aside.

Subtract the smaller score from the larger. The player or partnership with the larger score wins the difference in points. EXAMPLE: The tan player has 60 points. The red player has 35 points. The tan player is awarded the difference, 25 points.

Next Round

If neither player or partnership has reached a total of 100 points, the next round is started by the person sitting to the left of the lead shooter.

Winning

The first to reach 100 points wins.

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Board / Card Games: What's Hot Now: Top 10 Gifts for Poker Players

Board / Card Games: What's Hot Now
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Top 10 Gifts for Poker Players
Feb 25th 2012, 11:04

If someone you know loves to play Poker, whether Texas Hold 'Em or some other variety, there are many gifts you can buy that they're likely to enjoy. Here are my picks for the best gifts for Poker players.

1. Poker Table

Everyone needs a table on which to play their favorite game. The options range from $30 portable table tops that just sit on top of existing tables (such as your dining room table) to dedicated Poker tables costing hundreds of dollars.
Compare Prices

2. Poker Chips with Case

A wide variety of chips are available, at an equally wide variety of costs. If you're buying for a true Poker lover, be sure to get heavy chips (9 grams or more) and a sturdy carrying case.

3. Poker for Dummies

This book is a great starting point for novice players, and will help many intermediate players as well. It covers various poker games, including Texas Hold 'Em, 7-Card Stud, Omaha Hold 'Em and more.
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4. Phil Hellmuth's Million Dollar Poker System

This DVD, hosted by the youngest player ever to win the World Series of Poker, touchs on many parts of a Poker game: pot odds, strategy, psychology and more. It's great for beginning to intermediate players. This is Volume 1; a second volume is also available which covers bluffing and tells. Several other DVDs featuring Hellmuth (e.g. "Tournament Secrets") have also been produced.
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5. Hold 'Em Poker for Advanced Players

Many consider this book to be the best on the topic of Hold 'Em Poker. Author David Sklansky has written ten books about Poker and is widely recognized as a great Poker teacher. As a companion to this book, consider Sklansky's "The Theory of Poker."
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6. Dealer Button / Blind Buttons

Having a Dealer Button is essential for playing Texas Hold 'Em Poker. This is an inexpensive way to enhance your games. While you're at it, go ahead and buy "big blind" and "small blind" buttons. If the buttons linked to here don't interest you, some unique and interesting buttons are usually available on eBay.

7. Wooden Card Box

Let your player store his or her cards in style with one of these great wooden card boxes. They look great and will help protect your cards to ensure longer playing life.

8. Rounders

Matt Damon and Edward Norton star in this film about the underground Poker world. If the person you're buying for is more into classic movies, track down a copy of The Cincinnati Kid instead.
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9. Texas Hold 'Em TV Poker Game

This unit plugs right into your television and allows up to six players to take part in a Texas Hold 'Em game with no table necessary and no chips to buy or keep track of. If you have limited space in your home, this is a great investment. (Another plug-and-play game, World Poker Tour TV Games, allows for up to nine players and has single-player options as well. I chose to recommend this unit because it has six individual controllers.)
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10. Card Shuffler

Automatic card shufflers are fairly inexpensive ($10 to $25, generally), making this another great gift for budget-conscious shoppers.
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Friday 24 February 2012

Board / Card Games: Vote for the Best Use of Other Social Media of 2011

Board / Card Games
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Vote for the Best Use of Other Social Media of 2011
Feb 24th 2012, 10:20

2012 Readers' Choice AwardsWhat was the best game-related use of non-Facebook, non-Twitter social media in 2011? Podcasts dominated the nominations for the Board/Card Games Readers' Choice Award in this category, and in fact all three of the finalists are podcasts.

Which of these should be named the Best Game-Related Use of Other Social Media of 2011? That's up to you... Vote now!

If you disagree with the finalists chosen by those who took part in the nominations, please share your thoughts in the comments below, on Facebook or on Twitter!

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Board / Card Games: Vote for the Best Kickstarter Game or Campaign of 2011

Board / Card Games
Get the latest headlines from the Board / Card Games GuideSite. // via fulltextrssfeed.com
Vote for the Best Kickstarter Game or Campaign of 2011
Feb 24th 2012, 09:30

2012 Readers' Choice AwardsWhat was the best Kickstarter game or campaign in 2011? Nominations for the Board/Card Games Readers' Choice Award in this category include a carnival-themed card game, a World War II dice game, a fantasy battle game, a civilization-building game set in outer space, and an abstract strategy game.

Which of these should be named the Best Kickstarter Game or Campaign of 2011? That's up to you... Vote now!

If you disagree with the finalists chosen by those who took part in the nominations, please post the game or campaign you would vote for in the comments below, on Facebook or on Twitter!

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