The Verbal Number Game of SHIFTING – 4 Column version (with example game); The Game of MULTI - dice game; Also: The Game of Hit and Run
By well-wisher
- 437 reads
Game of Shifting - Verbal Number Shifting Game
- Each Player starts with 4 Columns of 4;4,4,4 and 4
- Players can move 1’s, two at a time, between the columns, for example, 4,4,4,4 can be made into 6,2,4,4 by moving 2 1’s from the second column to the first.
- The aim of the game is have a greater number than an opponent in 3 of the 4 columns
- This may sound too simple but, hypothetically, you could have any number of columns you want which would make it a more a difficult game.
- Example game of Shifting: Player A: 5, 2, 5, 4 Player B: 6, 2, 6, 2
Player A: 4, 3, 6, 3
Player B: 5, 3, 7, 1
Player A: 6, 1, 6, 3
Player B: 6, 2, 8, 0
Player A: 5, 0, 7, 4
Player B: 6, 3, 6, 1 ( Player B Wins! - 6 higher than 5, 1 higher than zero, 6 higher than 4)
The game of MULTI -
1. One player has 4 6 sided dice - Red, White, Blue and Green; the other player has 4 6 sided dice Orange, Black, Yellow and Purple.
2. Each players dice has a seperate score.
3. Players take turns rolling their dice against each other; the highest dice roll wins and scores 1 point.
4. Every time a player scores a point with a particular dice they add it to the score for that dice.
5. The first player who reaches a score of 6 with all four of their dice wins the game.
Hit And Run –
- Hit and Run is played on a standard chess/checkers board although it is not, strictly speaking, a strategy game, more a game of chance in which strategy can sometimes be used.
- A player can only shoot or be shot at on a white square.
- Handguns have a range of 3 squares. Rifles have a range of 5 squares
- Each player has 6 numbered draughtsmen. One has 6 red pieces (3 Riflemen: R1,R2,R3and 3 with Handguns: H1, H2 and H3) and the other has 6 black pieces (3 Riflemen: R1,R2,R3and 3 with Handguns: H1, H2 and H3)
- Moving: Players roll the moving/loading dice and move the number that they roll in any direction.
- Loading: Players roll the moving/loading dice to “load the gun” ofThe number that they roll is the number of chances they have to shoot at their opponent.
- Loading Limit – Like a six-shooter revolver, Handgun pieces can only have a maximum of six bullets in their gun at any one time. Riflemen can only have a maximum of 4 bullets in their gun at any one time.
- Loading on black squares: Loading must be done on black squares. It cannot be done on a white square.
- Shooting Dice: The shooting dice is a six sided dice with the word “Hit” on 3 sides and “Miss” on 3 sides. Players can roll the shooting dice as many times as the number they roll with the “loading” dice.
- Killing a piece: A piece that receives six hits is fatally wounded.
- Running away – A player in the middle of a “shoot out” can retreat or try to run to a safe square at any time but they must declare that they are going to run.
- Healing Squares: 4 of the White squares on the board have “H” on them. These are Healing squares. Each time a player moves a piece onto a Healing square, they heal a maximum of 3 wounds.
- Danger of Healing Squares – Because healing squares are white squares, a player risks their piece being shot at but the square could be defended by pieces giving covering fire.
- Aim of the game: To kill all your opponents pieces.
- Starting Positions: Pieces can start upon any black squares on the board.
- Note: I really hope there aren’t too many flaws with this game. Because I come up with ideas and try to put them together quickly, I sort of rush through them. If the game requires improvement, please don’t hesitate to add or change some of the rules
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