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Challenge Two

Page history last edited by Gabriel Wam 11 years, 2 months ago

Challenge Two: "7, 11, Doubles"

 

Materials Needed: Game board, two different colored game pieces, a pair of dice.

Goal: Over the course of the game, a player's primary goal is to reach the solid square in the opposite corner or the board (the opposing player's starting point).

 

Rules:

  • Both players start on the solid squares in each corner.
  • The two players play rock, paper, scissors to see who moves first (one shoot).
  • That player then rolls the dice to determine how many spaces he/she is to move, in any direction.

           -They must count while moving spaces (1 mississippi, 2 mississippi...), for the purpose of even moving time. This prevents players from jumping spaces as fast as they can.

  • As soon as the moving player touches their game piece and begins to move, the opposing player starts rolling the dice as many times as they can until the other reaches their square.

          -Their goal is to roll either a 7, 11, or a double before the moving player reaches their square.

          -If they manage to roll one of those combinations in that time, then:

                    -The moving player must go back to the last square they started on (if within the big circles).

                    -The moving player must go all the way back to their corner (if within the small circles).

          -If the moving player manages to reach the end of their move without the opposing player rolling either 7, 11, or double, then the turns switch.

  • The first player to reach the opposing player's corner wins.



Notes:

  • Both game pieces cannot be on the same square at once. If a player reaches the same square as another piece, they must roll again.
  • If a player is on a square that is outside the circles, they only move back one space if opposing player rolls 7, 11, or double. (This is preffered area to be in.)
  • If a player is in a space between the big circle and the little circle, it is counted as little circle.

 

Single Mechanic:

If opposing player rolls a combination of 7, 11, or double, the moving player bust either move back or start over, depending on the circle. The stakes are higher closer to the corner squares.

 

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