Game Rules

                                                                                           

                                                                                            Backgammon

 

Preparation

This game requires no preparation.

Checkers are Black and White. The player that gets the White checkers starts the game from the top left corner of the board (where the number 1 appears), moving his checkers all the way to the bottom left corner where he will bear them off the board. 

The players take turns "rolling" the dice, by clicking the "Roll" button. Each player moves his checkers according to the numbers indicated by the dice he rolled. A player must click the "Submit" button to complete his turn.

Time limit: Each player has 45 seconds to complete his turn. If a player makes no move or does not "Submit" his move within the given time limit he loses his turn. If three turns are lost by a player that player loses the game.

 

Gameplay

Movement Rules

  • The checkers are always moved forward.
  • A checker can only be moved onto an open space, one that is not occupied by two or more opposing checkers.
  • The numbers on the two dice constitute separate moves. For example, if one player rolls a "4" and a "3", he may move one of his checkers 4 spaces and another one 3 spaces forward, or he may choose to move the first checker a total of seven spaces, given that the intermediary point, either three or four spaces from the starting point, is also open.
  • If a player rolls doubles, they play the numbers shown on the dice twice. For example, a roll of 4s allows the player to move a total of 16 spaces using any combination of checkers they feel appropriate.
  • A player is obligated to use both numbers of a roll if possible, whether they are different or doubles. If only one number can be played, the player must play this number. When neither number can be played, then the player automatically loses his turn. In the case of rolled doubles, the player must play as many numbers as possible.

Hitting and Entering

  • If a space is occupied by a single checker then that space is considered "open" and may be hit by any of the opponent's checkers. If that happens, that checker is hit and placed on the bar.
  • If a player has one or more checkers on the bar, he must first enter those checker(s) into the opposing home board. A checker is entered by placing it to an open point corresponding to one of the numbers indicated by the dice. For example, if a player rolls 3 and 5, he may enter a checker onto either the opponent's 3 point or 5 point, as long as the prospective point is not occupied by two or more of the opponent's checkers.
  • If the checker(s) are not able to enter the opponent"s home board (indicated points are not open), the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can.
  • After all players' checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or any other available checker.

Bearing Off

  • When all fifteen checkers are moved into their home board, the commence bearing off may begin. A player bears off by rolling the dice and removing the checkers which correspond to the points indicated by the numbers. Thus, rolling a six permits the player to remove a checker from point six.
  • If there is no checker on the point indicated by the dice, the player must "play" the roll by moving his checkers. If there are no checkers on higher-numbered points, the player has to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make another move.
  • All active checkers must be in the player's home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers is the winner!

Aim of the Game

The first player that manages to move all their checkers into their own home board and bear them off wins the game.

The black checkers home board is in the bottom left corner whereas the white checkers home board is in the right bottom corner of the game board.

                                                                                                                         

                                                                                           Battleship

 

Preparation

Each player receives a grid of 10x10 squares and 5 different types of ships. Each ship has a certain size and occupies a defined number of squares on the grid.

                                                                         Type of Ship         Length (in squares)

                                                                        Aircraft Carrier                      5

                                                                            Battleship                          4

                                                                           Submarine                          3

                                                                            Destroyer                           3

                                                                           Patrol Boat                         2

 

Each ship can be placed either horizontally or vertically on the grid, not diagonally. Every ship must be placed within the limits of the grid. Each square can only be occupied by 1 part of a ship and the ships cannot cross each other. The players have 120 seconds to place their ships anywhere on the grid. If they want to change the position of one of their ships, a "Reset" button is available on the bottom. After the ships are placed, the player must press the Ready button. If a player is unable to place their ships within the given time limit, they automatically lose the game.

Gameplay

When both players press the "Ready" button, a second grid appears on the right. This is the grid they use to attack their opponent's ships. When a turn starts, an indication will appear on top of the grid and a 45 second timer will begin. Then, the player has to click on a square within the grid on the right. If they hit one of the opponent's ships, an "explosion" icon will appear on that specific square and the timer will reset, giving the player the opportunity to play again. If they miss, a "splash" icon will appear on the square and their turn ends automatically.

When one of the opponent's ships is destroyed, it will appear in flames above the grid so that the user knows specifically which ship they sunk.

Aim of the Game

If one player manages to hit every ship completely, they win the game.

                                                                                           

                                                                                               Checkers

 

Preparation

This game requires no preparation.

  • Pieces: Pieces are Red and Black. The player that gets the black pieces starts the game. There are two kinds of pieces: plain pieces ("Soldiers") and "kings". When a "Soldier" becomes a "King", a crown appears on that particular piece.

  • Starting position: Each player starts with 12 pieces that have a prefixed position on an 8x8 board on the three rows closest to their own side. The row closest to each player is called the "King Row".

  • How to Move: To move a piece, the player has to click on it and then click the square they want to move it to. All "Soldiers" (the starting pieces) can only move diagonally forward. They cannot move backwards. A "King" has the ability to either move forward-diagonally or backward-diagonally. If you click on a piece, you have the option to click on another piece before placing it anywhere.

Gameplay

The player with the black pieces starts the game. When a turn starts, an indication will appear on top of the screen and a 30 second timer will begin. If a player doesn't act within those 30 seconds, they automatically miss their turn. The two players take turns moving their pieces. If a player "jumps" over an opponent's piece, that piece is removed from the board. A player can also use one piece to make multiple jumps in any one single turn, provided each jump continues to lead immediately into the next jump.

"Kings": If a player's piece reaches the opponent's King Row, it becomes a king. A king cannot move out of the King Row until the next turn.

Aim of the Game

The player that manages to remove all of their opponent's pieces off the board wins the game. If a player has no moving options and he cannot move his pieces, he will eventually lose. Also, if a player misses his turn a total of 3 times in total, intentionally or unintentionally, they automatically lose the game.

                                                                                               

                                                                                             Chess

 

Preparation

This game requires no preparation.

The player who has the white color chess pieces makes the first move.

Each player has 45 seconds to make a move.

TimeBank: it's extra time for each user to make a move if the 45 seconds were not enough. If the Timebank goes to 0 then the player loses the game.

Each Chess piece is moved by clicking the mouse and dragging it to the desired square.

At the beginning of the game the chessboard is laid out so that each player has the white color square in the bottom right-hand side. The chess pieces are then arranged the same way each time. The second row (or rank) is filled with pawns. The rooks go in the corners, then the knights next to them, followed by the bishops, and finally the queen, who always goes on her own matching color (white queen on white, black queen on black), and the king on the remaining square.

Gameplay

Movement Rules

  • Each of the 6 different kinds of pieces moves differently. Pieces cannot move through other pieces (though the knight can jump over other pieces), and can never move onto a square with one of their own pieces. However, they can be moved to take the place of an opponent's piece which is then captured. Pieces are generally moved into positions where they can capture other pieces (by landing on their square and then replacing them), defend their own pieces in case of capture, or control important squares in the game.
  • The king is the most important piece, but is one of the weakest. The king can only move one square in any direction - up, down, to the sides, and diagonally. The king may never move himself into check (where he could be captured). When the king is attacked by another piece this is called "check".
  • The queen is the most powerful piece. She can move in any one straight direction - forward, backward, sideways, or diagonally - as far as possible as long as she does not move through any of her own pieces. And, like with all pieces, if the queen captures an opponent's piece her move is over.
  • The rook may move as far as it wants, but only forward, backward, and to the sides.
  • The bishop may move as far as it wants, but only diagonally. Each bishop starts on one color (light or dark) and must always stay on that color.
  • Knights move in a very different way from the other pieces, going two squares in one direction, and then one more move at a 90 degree angle, just like the shape of an "L". Knights are also the only pieces that can move over other pieces.
  • Pawns are unusual because they move and capture in different ways: they move forward, but capture diagonally. Pawns can only move forward one square at a time, except for their very first move where they can move forward two squares. Pawns can only capture one square diagonally in front of them. They can never move or capture backwards. If there is another piece directly in front of a pawn he cannot move past or capture that piece.
  • You can only move one chess piece at a time when it is your turn to move - with one exception! When you castle, you move both the king and the rook in one move.
  • Each Chess piece is moved by clicking the mouse and dragging it to the desired square.

Special Rules of Chess

  • Pawns have another special ability and that is that if a pawn reaches the other side of the board it can become a Queen (called promotion). A common misconception is that pawns may only be exchanged for a piece that has been captured. That is NOT true. A pawn is promoted to a queen. Only pawns may be promoted.
  • One other special chess rule is called castling. This move allows you to do two important things all in one move: get your king to safety (hopefully), and get your rook out of the corner and into the game. On a player's turn he may move his king two squares over to one side and then move the rook from that side's corner to right next to the king on the opposite side. However, in order to castle, the following conditions must be met:
    • it must be that king's very first move
    • it must be that rook's very first move
    • there cannot be any pieces between the king and rook to move
    • the king may not be in check or pass through check
  • If, at any point, one of the players has only the King piece left, a counter of 50 moves starts (for both players). If, after those 50 moves the game has no winner, it results in a draw.

Aim of the Game

The purpose of the game is to checkmate the opponent's king. This happens when the king is put into check and cannot get out of check. There are only three ways a king can get out of check: move out of the way (though he cannot castle!), block the check with another piece, or capture the piece threatening the king. If a king cannot escape checkmate then the game is over. Customarily the king is not captured or removed from the board, the game is simply declared over.

 

                                                                                           Mastermind

 

Preparation

The game begins with one of the players creating his secret code. This player will be the code-maker for this round. The code is composed of 4 colored pegs. The code-maker must choose between 6 different colors in order to create the code. He may choose to use the same color twice, 3 times, or even use 4 pegs of the same color.

The code-maker has 120 seconds in which he must create his/her code and submit it by clicking on the "Finish" button. If the code-maker fails to create a code and submit it within the time limit, he automatically loses the round.

After the code-maker submits his code, the other player (the code-breaker) begins his effort to break the code.

Gameplay

Breaking the Code

  • The aim of the code-breaker is to break the code using as few guesses as possible. In each round the code-breaker has a maximum of 10 guesses to break the code. If a player reaches his 10th guess and clicks on one of the color pegs to add it to his guess, he cannot switch it with another color peg, even if he hasn't clicked on the submit button. The player has 60 seconds to submit each guess. If, for any reason, a player does not submit his guess within the 60 second limit, he is automatically charged with 10 penalty points and therefore loses his turn.
  • After a guess is submitted, the system returns feedback to the code-breaker. The feedback is composed of "Black" and "White" pointers. The "Black" pointer indicates that the code-breaker has successfully found the right color in the right position. The "White" pointer indicates that the code-breaker has found the right color, but has placed it in the wrong position.
  • Based on the feedback, the code-breaker submits the next guess. This process is repeated until the code-breaker successfully breaks the code or makes 10 unsuccessful guesses.

Penalty Points

  • A player can score points only when he is playing as a code breaker.
  • The points in this game are not helping the player to win but they have the nature of a penalty. So the points are actually penalties. For example, when a code-breaker achieves to break the code in his 6th guess he will be charged with 6 penalty points.
  • Each player must aim to break the code of his opponent with as few guesses as possible and thus be charged with as few penalty points as possible.
  • The game ends when both players have played equal number of rounds as code-breakers and one of them has collected 16 penalty points or more.
  • If both players have exceeded the limit of 16 points then the player with less penalty points wins the game.
  • If both players have played an equal number of rounds as code-makers and have been charged with the same number of points (16 or more), there will be considered a draw.

 

Aim of the Game

As a code-maker, the player aims to create a combination that will require a lot of guesses to be broken by his opponent, thus forcing him to be charged with many penalty points. As a code-breaker, the player aims to find the combination using as few guesses as possible. So, the aim of the game is to force your opponent to reach the 16 point limit before you do.

 

                                                                                            Unomania

 

Preparation

The game requires no preparation by the players. When the game starts seven cards are dealt to each player. The players cannot see the cards of the opponent. One card is dealt in the "dispatch" area in the center of the board, visible to both players.

Gameplay

The deck The deck is composed of the following cards:

  • A set of numbers from 0-9. There are four different sets which correspond to four different colors: red, green, blue and yellow.
  • The "plus 2" card. This card, when played, adds two cards to the hand of the opponent. This card can be found in all four colors.
  • The "Stop" card. This card, when played, forces the opponent to lose his turn. This card can be found in all colors.
  • The "plus 4" card. This card does not have any of the colors mentioned above (its color is black). When played, the card adds four new cards to the opponent's hand and enables the player who used it to determine the color of the dispatch area.
  • The "color" card. This card is also black and enables the player who used it to determine the color of the dispatch area.
  • Remaining Turns, Each user has 3 remaining turns when the game starts. This means that you can lose your turn and skip draw 3 times otherwise you lose the game. This has been added for security Reasons because skiping a draw is not fair for your opponent.

How to play

  • The game begins with the two players holding seven cards each and one card open in the dispatch area which is in the middle of the game board.
  • Players take turns and may play one card in each turn. Each player has 30 seconds to act.
  • The card played in a player's turn must be either in the same color or same number with the card in the dispatch area. Cards which are in black color (plus 4, color card) may be used whenever the player decides to use them.
  • If a player has no card which is eligible to be played, then he has 2 options, either to click the "Draw" button in order to add a new card to his hand or wait for his turn to end in order not to pick up an extra card. If, after drawing, he still has no card which can be played, then the player clicks on the "Pass" button and ends his turn.

Aim of the Game

The aim of this game is to get rid of all your cards. The first player who manages to play all his card is announced the winner.

 

                                                                                               Tetris

 

Preparation

This game requires no preparation. When players start the game, blocks begin to fall on their screens at the same time. The different types of blocks that can appear are the following:

Types of blocks

 

The drop speed of the blocks appears on the top center of the screen. The initial speed when a game starts is x1. Every 30 seconds the speed increases by 1, up to the point it reaches x6 (= after 150 seconds). After that, the speed increases by 0.5.

Gameplay

The game is played using 3 keyboard arrows, the "Left" arrow , the "Right" arrow and the "Up" arrow . The "Left" and "Right" arrows are used to move the dropping blocks left and right across the screen, while the "Up" arrow is used to rotate the blocks clockwise. When one of the blocks reaches the ground, it cannot be moved. When these blocks span across a straight line, covering the playing field (leaving no spaces) this specific line is cleared.

Aim of the Game

The first player who reaches the top of the screen with one of the blocks loses.

Warning

If by any mean or way one of the users closes or minimizes or opens another web page and by this action gamegain365 runs in the background of the web browser, the player who does this automatically loses the game.