Open navigation menu
Close suggestions
Search
Search
en
Change Language
Upload
Sign in
Sign in
Download free for days
0 ratings
0% found this document useful (0 votes)
335 views
10 pages
Board Game (Aldi) 12 in 1
Aldi board games
Uploaded by
Mansoor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Download
Save
Save Board Game (Aldi) 12 in 1 For Later
Share
0%
0% found this document useful, undefined
0%
, undefined
Print
Embed
Report
0 ratings
0% found this document useful (0 votes)
335 views
10 pages
Board Game (Aldi) 12 in 1
Aldi board games
Uploaded by
Mansoor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Carousel Previous
Carousel Next
Download
Save
Save Board Game (Aldi) 12 in 1 For Later
Share
0%
0% found this document useful, undefined
0%
, undefined
Print
Embed
Report
Download
Save Board Game (Aldi) 12 in 1 For Later
You are on page 1
/ 10
Search
Fullscreen
FAMILY 10-GAME SET INSTRUCTIONS CONTENTS: Wooden Cabinet with Double-Sided Top Board, 30 Backgammon Pieces, 32 Chess Pieces, 24 Checkers Pieces, 60 Chinese Checkers Pieces, 30 Pick-Up Sticks, 1 Doubling Cube, 2 Dice TIC-TAC-TOE Number of Players: 2 OBJECT: To be the first player to get 3 of his or her playing pieces in a row - horizontally, diagonally, or vertically. LET’S PLAY: After the players select their color playing pieces, the game can begin. The first player to move places his or her playing piece on a vacant square on the gameboard. The players then alternate turns until the game is finished. CHINESE CHECKERS Number of Players: 2-6 OBJECT: Players try to gain control of the star point directly opposite their own. LET’S PLAY: * Each player selects a ball color home star point. Each player's him/her. + Each ball is moved by placing the ball in an adjacent hole or by jumping another ball. * Only one move may be made at a time, except when jumping - at that time any number of jumps may be made. Jumps can be straight line jumps or zig-zag jumps. Jumped balls are not removed from the playing board. Players may jump their own balls as well as their opponent's. and then places 10 balls into the holes in their home is the star point that is directly in front of TO WIN: Be the player who has moved all of his/her balls to the opposite side of the board first.CHECKERS Number of Players: 2 OBJECT: Capture all of your opponent's checkers or position pieces so your opponent has no available moves. SETUP: * Position the board so each opponent has a dark colored square on their bottom left. * One player takes all 12 light colored checkers, the other takes the 12 dark colored checkers. + Arrange all 12 checkers, one on each dark spot in the first 3 rows of the gameboard, beginning with the row closest to each player, as shown. * Basic movement is one space forward, diagonally. LET’S PLAY: The player with the darkest colored checkers goes first. Determine who gets those checkers with the toss of a coin. + If your opponent's checker is on a forward diagonal next to one of your own checkers, and the space beyond that checker is empty, then your checker must jump your opponent's checker and land on the dark space beyond. * Remove (capture) your opponent's checker from the board. If more than one capture is possible, it must be made, choosing whichever path is preferred. Your checker must continue to jump until there are no more jumps available. * When your checker reaches a dark spot on the first row on your opponent's side of the board, it is crowned (place another checker on top of the one on the board to distinguish) and becomes a King. Your turn ends there. + A King can move one space backward or forward, diagonally. The King, must take all available jumps. In each jump, the King can only jump over one opposing piece at a time, and it must land on the dark space just beyond the captured piece. * The King cannot move multiple spaces before or after jumping a piece. + Kings may be jumped and captured by ‘regular’ checkers. a: TO WIN: Capture all of your opponent’s checkers or position pieces so your oppons has no available moves, en too,CHESS Number of Players: 2 OBJECT: Checkmate or “capture” your opponent's King. SETUP: * Make sure the board is positioned so you each have a light colored square on your bottom right. * The Queen is always placed on a square of her own color. * The Player with the lightest colored pieces goes first. Arrange the board as follows: « First Row (closest to player) from left: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook * Second Row (above the first row): 8 Pawns Soo NM a 8. s KING QUEEN BISHOP KNIGHT ROOK PAWN THE KING LET’S PLAY: THE PIECES AND THEIR MOVES: The King: Moves only one square at a time in any direction - forward, backward, sideways or diagonally. The King may capture any undefended enemy piece, but Kings cannot be captured! He may never move into check (where he is ‘attacked’ by another piece). The King must always stay at least one square from the opposing King. Both Kings always remain on the board. The Queen: May move forward, backward, sideways or diagonally in a straight line any number of spaces, providing there are no other pieces in her path. If the Queen captures an opponent's piece, she may remove that piece from the board and occupy that now empty space. Player’s turn is now over.The Rook: May move forward, backward or sideways (not diagonally) any number of squares in a straight line provided there’s no other piece in the way. The Rook may capture an enemy by removing that piece from the board and occupying that vacated square. The Bishop: Moves as far as it wants only diagonally, forward or backward in a straight line, provided there’s no other piece in its path. The Bishop captures on the diagonal. Each Bishop starts on either a light or dark colored space and must remain on that color throughout the game. The Knight: On each turn, the Knight may travel 3 squares - two squares in one direction, then one additional square at a 90-degree angle, like the shape of an “L.” Knights are the only pieces that may jump over other pieces to an unoccupied square, or onto a square occupied by the opponent, capturing in the same way as the other pieces. When a Knight leaves his square, he must always land on a square of the opposite color. The Pawn: They move forward one square at a time - except on their first move when they can move forward ‘one or two squares - but can only capture one square diagonally in front of them. They can never move or capture backwards. If another piece is directly in front of a Pawn, he can’t move past or capture that piece. When a Pawn moves to the light square in the upper casceneman left corner of the gameboard opposite (on Opponent’s first row), the player may substitute any other piece for HE PAWH it except the King. FIRST MOVE: On your first turn, you may only move a Pawn one or two spaces forward, or jump a Knight over your row of Pawns.CASTLING: On your turn you may move your King two squares left or right toward the Rook, then place the Rook on the square over which the King crossed. To castle, the following conditions must be met: «+ Must be that King's first move. + Must be that Rook's first move. + There can’t be any pieces between the King and Rook. * The King may not be in check or pass through check. CHECK: The King is in check when he’s under threat of capture on an opponent's next turn (players cannot make any move that puts their own King in check). There are only three ways a King can get out of check: 1. Move the King to a free square. 2. Block the check with another piece. 3. Capture the piece that checks. CHECKMATE: If none of the above three moves can be made, “check” becomes “checkmate.” The player whose King is checkmated loses the game. TO WIN: Checkmate or “capture” your opponent's King. INSANITY Number of Players: 1 Place 4 red balls in the 4 left-most holes and 4 blue balls in the 4 right-most holes, leaving the 2 center holes vacant. The object is to switch the colors from one end to the other. Possible moves are moving one space or jumping over a ball always forward never backward. You are a genius if you succeed in 4 attempts or less. @OHOOHOOG OOOMIND MAGIC Number of Players: 1 OBJECT: Have the fewest possible balls left on the gameboard, LET’S PLAY: f « Place the balls in all but one hole. It is up to you which hole to leave empty * Move one ball at a time by jumping over another ball into an empty hole. + Each time you jump over a ball, remove it from the board. * Continue play until you cannot jump over any more balls. SCORING: * One ball remains - Terrific! “1OOpts” * Two balls remain - Good “SOpts” * Three balls remain - Fair “25pts” + Four balls remain - Poor “Opts” MILL Number of Players: 2 OBJECT: Leave the opposing player with no pieces or no legal moves. LET’S PLAY: + Each player starts with nine playing pieces, which move among the boar twenty-four intersections. + The board is empty when the game begins. + Players take turns placing their pieces on empty intersections. « Ifa player places a piece which gives them a line of three pieces on an. drawn on the board they have a “mill” and may remove an opponent's : Pieces in mills may not be removed unless all of the opponent's pieces 4! mills. Removed pieces may not be placed again. * Once all eighteen pieces have been placed players take turns moving. " MOVING THE PIECES: + Ina move, a player slides one of their pieces along a board line to an empty adjacent intersection. a * Ifa player cannot do so, they lose the game. * As in the placement stage, a player who moves to align three of thel on a board line has @ mill and may remove an opponent’s piece avoid temoval of pieces in mills if at all Possible.PICK-UP STICKS Number of Players: 2-4 OBJECT: To score the most points. LET’S PLAY: + One player holds all of the sticks (except for the helper stick) vertically in one hand. The player quickly opens his/her hand i ge ane and so that the sticks scatter on « The first player picks up sticks one at a time. The only stick that is allowed to move is the one the player is trying to pick up. If any other stick is moved the player's turn is over, and the next player takes a turn. + Ifa player successfully picks up the Black stick, that player may use it to remove other sticks. For example, the Black stick may be used to separate two sticks that are close together, or to flick one stick off another. No other stick may be used this way. + Game continues until all the sticks are taken. Each player adds up his/her points based on the scoring below. The player with the most points is the WINNER! * Black: 1 point * Red: 6 points « Blue: 6 points + Green: 6 points * Yellow: 11 points ROLL-EM Number of Players: 2-4 OBJECT: To score the most points. LET’S PLAY: * Start by filling every hole with a ball. * The first player rolls the 2 dice. * He or she may remove the ball bearing the number or any combination adding up to the number appearing on the dice. + For example: A player rolls a 6. He or she may remove the 6 ball OR a 5 and 1 ball OR a 4 and 2 ball OR a1, 2 and 3 ball. The player keeps rolling until he/she rolls a number which cannot be taken off or all the balls are gone. TO WIN: Be the player with the fewest balls left!BACKGAMMON Number of Players: 2 OBJECT: : Be the first player to bear off (remove) all 15 of your game pieces, SETUP: OUTER BOARD HOME boggy 121110987 6 5439, * Assemble the board as shown. * Dark and light pieces move in opposite directions, one clockwise and the other counterclockwise. * The middle line on the board is the "bar" and it is used for placing “captured” game pieces. * The bar does not count as a space when you're moving your game pieces. « Throw and play alternately throughout the game UNLESS you cannot make a legal move (player forfeits their turn - keep reading). * You may not land on a space occupied by 2 or more of your opponent's game pieces, OUTER BOARD but you may move over it. * You must use both numbers of each roll whenever possible. If you can only move the number on one die, it must, if possible, be the larger number. * If you can’t move at all, your turn is over. «If either die does not land flat when tossed, both die must be rerolled. 121110987 654321 BAR ' HOME BOARD LET’S PLAY: Roll a die. The player who rolls the highest number goes first. If both players roll the same number, roll again. * The numbers rolled count as the first moves for the player with the highest number. For example, if one player rolled a 5 and the other a 2, the player who rolled the 5 goes first and uses 5 and 2 as their first moves. * Player 2, roll both dice. * The numbers rolled can represent two separate moves, i.e., if a 3. anda 5 are rolled, you may move one game piece 3 spaces and another 5 spaces. Or move one game piece 8 total spaces. * Players can only land on a point (space) with no game pieces on it, a point with one or more of their own game pieces on it (you may have as many of your own game pieces on a single point as you want), or a point with just one of their opponent's game pieces on it (in which case that game piece is captured and put on the bar, replacing it with your own game piece in that space).Doublets - If doubles are rolled, for example both die show 2, you may move the number shown on 1 die four times. You may move one game piece all four moves, or move up to four game pieces 2 spaces each. Blocked Point - Any space on the board with two or more playing pieces of your opponent's is considered blocked. The opposing player's playing pieces may not land on a blocked point, but they may move over the blocked point. Blot - This is when you only have one playing piece on a point. Playing pieces of opposite colors cannot occupy the same point, so when an opponent lands on a space, they remove the playing piece there, replacing it with their own. This is called a “hit.” The removed playing piece is placed on the bar. Bar - The bar is the middle strip that separates the Inner and Outer Tables. If your playing piece has been captured and placed on the bar, on your next throw you must enter into your opponent's Inner Table BEFORE you may move any of your other playing pieces. Bearing Off Once you've moved all 15 game pieces into your Inner Table, bearing off begins. + Bear off a game piece by rolling a number that corresponds to the point on which the game piece resides, and then remove that game piece from the board. For example: + If you roll 4-1 and have a game piece on the 4th and Ist points (spaces), you can bear (take) them off. * If you roll double fives and have four game pieces on the 5th point, you can bear off all four. * Ifa 5is rolled, but there are no game pieces on the 5 point, you must either move a game piece 5 spaces if you have game pieces above 6 (so a game piece on the 6th point would be moved to the 1 point), or remove the highest number game piece if you only have ones in the spaces below 5. * While bearing off, if a game piece in the Inner Table is captured, that game piece goes on the bar and must re-enter the game as described previously. ¢ You cannot continue to bear off until your captured piece is back into your own Inner Table. + You don’t have to bear off if you can make an otherwise legal move. SCORING: + A Gammon (double game) is won if a player’s opponent has not born off any of their playing pieces. * A Backgammon (triple game) is won if a player’s opponent has not : born off any of their playing pieces and has one or more playing pieces in the winner's Inner Table or on the bar.= Doubling Cube: The doubling cube allows players to bet on the game as they're playing and keep track of the current stakes. Players can double at the start of any turn. Here’s how: * Put the doubling cube on the bar, with the 64 face up. Since there’s no1ona doubling cube, the 64 represents that stakes in the game haven't been doubled yet. * Depending on how your game is going, you may choose to double the stakes of the game before rolling the die. * To double the stakes, turn the cube to 2. + Your opponent has two choices: Accept the challenge, so now the value of the game doubles - from 1 to 2, 2 to 4, from 4 to 8, etc., OR concede the game and lose 1 point. + Whenever a player accepts a double, they become the “owner of the cube.” Only they may now choose to double or not. There’s no limit to the number of doubles and redoubles in a single game, but | no player may double twice in a row. At the game’s end, the loser pays the winner the value of the doubling cube. For example, if playing for $1. point and the doubling cube shows 8, the loser then pays the winner $8. The doubling cube increases the payouts for gammons (twice the cube number) and backgammons (triple the cube number) too! TO WIN: : Be the first player to bear off (remove) all 15, of your game pieces. PIN MASTER LTD. ALL RIGHTS RESERVED. ic pera aM MASTER LTD, 225 KING STREET WEST, TORONTO ON MSV: ‘M2 CANADA SPIN Se ee 300 INTERNATIONAL DRNE, SUTE 100, WILLIAMSVILLE, NY 14221 » SPN MASTER INTERNATIONAL BV. KINGS! rian ee [GAMES] +1043 GR AMSTERDAM, NL » SPIN MASTER ALSTRALA PTY LTD, SUTE 101, LEVEL 1, 18-24 CHANDOS: STREET, ST _ a et {©1800 316.982 « SPN NASTER TOYS UK LTD. SECURE TRUST HOUSE, BOSTON DRVE, BOURNE END, BUCKINGHAMSHIRE, \WAW.SPINMASTERGAMES, COM a WWW.SPINMASTER.COM cA C € G ee 2m ‘customercare@spinmaster.com
You might also like
Course Material - State Arbiter 2023
PDF
No ratings yet
Course Material - State Arbiter 2023
27 pages
Board Square Names: Chess Rules
PDF
No ratings yet
Board Square Names: Chess Rules
2 pages
CHESS 2-Revisión
PDF
No ratings yet
CHESS 2-Revisión
60 pages
Pawntastic
PDF
No ratings yet
Pawntastic
14 pages
Mini Shogi
PDF
No ratings yet
Mini Shogi
7 pages
Hks 125 Board Games
PDF
No ratings yet
Hks 125 Board Games
48 pages
Checkers
PDF
100% (1)
Checkers
10 pages
Checkers
PDF
No ratings yet
Checkers
1 page
Pe Report g2
PDF
No ratings yet
Pe Report g2
34 pages
Chess Rules
PDF
No ratings yet
Chess Rules
5 pages
Course Material For Level 1 Coaches
PDF
No ratings yet
Course Material For Level 1 Coaches
33 pages
The Chess Exhibition
PDF
No ratings yet
The Chess Exhibition
17 pages
Checkers
PDF
No ratings yet
Checkers
218 pages
Rule Book in Chess (Phyed6103)
PDF
No ratings yet
Rule Book in Chess (Phyed6103)
47 pages
Chessers
PDF
No ratings yet
Chessers
6 pages
Pe 213
PDF
No ratings yet
Pe 213
9 pages
20230101laws of Chess
PDF
No ratings yet
20230101laws of Chess
35 pages
PE, FIL, ENTREP, Media
PDF
No ratings yet
PE, FIL, ENTREP, Media
10 pages
HKS 125-2023
PDF
No ratings yet
HKS 125-2023
24 pages
Rulebook (1) 7-25-2021 - A01 - TOC
PDF
No ratings yet
Rulebook (1) 7-25-2021 - A01 - TOC
31 pages
Activity 3. Tournament
PDF
No ratings yet
Activity 3. Tournament
3 pages
Filipino Checke
PDF
No ratings yet
Filipino Checke
2 pages
Cirquarles Eng v1.2
PDF
No ratings yet
Cirquarles Eng v1.2
5 pages
How Would I Teach Chess To Kids About 9
PDF
No ratings yet
How Would I Teach Chess To Kids About 9
23 pages
You Probably Know Some of The Benefits Derived From Playing Chess. Here Are Some
PDF
No ratings yet
You Probably Know Some of The Benefits Derived From Playing Chess. Here Are Some
52 pages
Chess Pieces' Basic Moves Demonstration
PDF
No ratings yet
Chess Pieces' Basic Moves Demonstration
3 pages
P E - Lessons
PDF
No ratings yet
P E - Lessons
50 pages
CHEKDERD
PDF
No ratings yet
CHEKDERD
3 pages
Pe 8 Quarter 3 Reviewer
PDF
No ratings yet
Pe 8 Quarter 3 Reviewer
7 pages
Comic Illustrative Comparative Adjectives Guessing Game
PDF
No ratings yet
Comic Illustrative Comparative Adjectives Guessing Game
42 pages
Checkers Game Mechanics
PDF
No ratings yet
Checkers Game Mechanics
3 pages
Lines of Action
PDF
No ratings yet
Lines of Action
1 page
4th April - Cinfolympics Games - 2025
PDF
No ratings yet
4th April - Cinfolympics Games - 2025
4 pages
Q3 Pe Las - Chess
PDF
No ratings yet
Q3 Pe Las - Chess
3 pages
Computer Assignement Giki
PDF
No ratings yet
Computer Assignement Giki
2 pages
Chess and Checkers
PDF
No ratings yet
Chess and Checkers
7 pages
Andy Trattner - Chess - The Fun Way
PDF
No ratings yet
Andy Trattner - Chess - The Fun Way
10 pages
Chess Basics PDF
PDF
No ratings yet
Chess Basics PDF
18 pages
Course Material 2
PDF
No ratings yet
Course Material 2
29 pages
My Level 1 Merged Organized
PDF
No ratings yet
My Level 1 Merged Organized
105 pages
Integers 9 (2009), 17-39 The Shortest Game of Chinese Checkers
PDF
No ratings yet
Integers 9 (2009), 17-39 The Shortest Game of Chinese Checkers
23 pages
Chess Game With Two Players: 2. Literature Review and Rules
PDF
100% (2)
Chess Game With Two Players: 2. Literature Review and Rules
10 pages
Checkers Is Played by Two Players
PDF
No ratings yet
Checkers Is Played by Two Players
2 pages
TULIO Faithlyn P. M2
PDF
No ratings yet
TULIO Faithlyn P. M2
11 pages
Cribbage, Chess, Checkers, Dominoes, Card Games, Poker Dice
PDF
No ratings yet
Cribbage, Chess, Checkers, Dominoes, Card Games, Poker Dice
8 pages
Module 4. Chess
PDF
No ratings yet
Module 4. Chess
28 pages
Free Printable Chess Set
PDF
No ratings yet
Free Printable Chess Set
7 pages
Module 3 Ni Princess
PDF
No ratings yet
Module 3 Ni Princess
6 pages
Mapeh g8 Indoor Games
PDF
No ratings yet
Mapeh g8 Indoor Games
5 pages
FIDE Laws of Chess 2018
PDF
No ratings yet
FIDE Laws of Chess 2018
34 pages
Checkers Rules
PDF
No ratings yet
Checkers Rules
3 pages
WrittenReport CHESS BSN12H
PDF
No ratings yet
WrittenReport CHESS BSN12H
17 pages
Chess
PDF
No ratings yet
Chess
7 pages
Chess - Essential Chess Basics
PDF
No ratings yet
Chess - Essential Chess Basics
18 pages
GR.8 Pe Quarter 3 Iplan 3.3
PDF
No ratings yet
GR.8 Pe Quarter 3 Iplan 3.3
5 pages
A Board Game For Two Players MKCess
PDF
No ratings yet
A Board Game For Two Players MKCess
3 pages
Chess Lesson Plans For Teachers PDF
PDF
No ratings yet
Chess Lesson Plans For Teachers PDF
0 pages