# Games ~ 1. Triangle Sum. Poly Pick. In & Out. Skittles. Cover Up. Home Run. Cross Nim. To and Fro. Thirty one. Put Down. One or Two.

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1 Games ~ 1 List of Contents Triangle Sum Poly Pick In & Out Skittles Cover Up Home Run Cross Nim To and Fro Thirty one Put Down One or Two

2 Triangle Sum Players take turns moving a single marker or counter on the diagram below. Before starting the players agree on a target total. (For newcomers, 13 is a reasonable start). The first player places the marker on any number and says that number as the score. The other player must move the marker along a line to another number (it cannot remain on the same number), and adds that number on to the previous score to make a new score. So they continue, always moving the marker to another number and adding that on to make a new score. Notice there is only a single score which they keep between them. It is a good idea to say what the score is after each move. A player who makes the score equal to the target total wins the game. If a player is forced to go above the target total, then the other player is the winner Frank Tapson [trolx:2]

3 Poly Pick The diagram shows a set of 11 large spots. Each of these spots is connected to 4 other spots by means of 2 black lines and 2 white lines. Players must first agree what the use of the word line is to mean during that game. It can mean: a black line, or a white line, or a line of either colour. A marker or counter is placed on every spot and players take turns taking these markers off. In one turn a player may take off 1 marker or 2 markers, but can only remove 2 markers provided that they are on spots which are connected by a single straight line. The player who removes the last marker (or 2) wins the game. Frank Tapson [trolx:3]

4 In & Out Each player has their own marker or counter. One starts on spot X, the other starts on spot Y. Players take turns moving their own marker along the zig-zag line from spot to spot. Moves can only be forward - that is, getting further away from the start position. A marker may be moved on 1, 2 or 3 spots in each move. Only one marker is allowed on any spot and no jumping over is allowed. When no further moves can be made then, the winner is the player whose marker is outside the circle. X Y Frank Tapson [trolx:4]

5 Skittles A single marker or counter is placed in each circle to serve as a skittle. Players take turns rolling a single die and removing skittles from the board. If the die shows an odd number then only one skittle may be removed. If the die shows an even number then two skittles must be removed but, two can only be taken if they are in circles which touch and, if two cannot be removed then none can. When all the skittles have been taken, the winner is the player who has the most. Frank Tapson [trolx:5]

6 Cover Up A supply of counters is needed for covering the numbers. Each player owns one of the two grids. Players take turns throwing two dice. After throwing the dice, the player may either do nothing or must cover up numbers (or a number) on his or her own grid which add up exactly to the total showing on the two dice. The winner is the first player to get all the numbers on his or her grid covered Frank Tapson [trolx:6]

7 Home Run Place one counter in each of the cells marked with! Players take turns moving these counters. In his or her turn a player must move one counter a distance of 1, 2 or 3 cells, moving in the direction shown, along the line of cells towards the last one marked HOME. Counters may not jump or overtake, and no cell may have more than 1 counter in it. When a counter is moved into the HOME cell it is removed from the board. The player who removes the last counter wins the game "!! "! % HOME # #!! \$ Frank Tapson [trolx:7]

8 Cross Nim Start with one counter in each of the circles. Players take turns removing these counters. A player may remove any number of counters, provided they are all in the same vertical & column, or in the same horizontal ' row. The player who removes the last counter loses the game Frank Tapson [trolx:8]

9 To and Fro Each player has 5 counters, and the board has 5 tracks divided into varying numbers of cells. At the start, the counters of one player are placed, one to a cell, in those marked ( while the other player's counters start in the ) cells. In their turns, players must move any one of his or her counters a distance of 1, 2 or 3 cells. A counter may move in any direction (forwards or backwards), but only within its own track. Only 1 counter at a time may occupy a cell, and no jumping over another counter is allowed. The player who makes the last possible move wins the game. ( ( ( ( ( ) ) ) ) ) Frank Tapson [trolx:9]

10 Thirty one Players take turns putting counters on the board to cover the numbers. Only one counter is allowed on each number. As each number is covered, it is added on to the total, which the players keep between them. Each player is trying to make this total equal to 31. A player who suceeds in making the total equal 31 wins the game. A player who makes the total equal to more than 31 loses the game Frank Tapson [trolx:10]

11 Put Down Players take turns putting counters in the hexagonal cells. Only one counter may be put in each cell. Once a counter has been put in a cell it cannot be moved. A counter cannot be put in a cell which touches another cell already holding a counter. The player who puts down the last possible counter wins the game. Frank Tapson [trolx:11]

12 One or Two Place one counter on each of the spots. Players take turns removing these counters. In any one turn a player must remove either one counter or two. Two counters can only be removed provided they are next to each other. 'Next to' means that they are connected by a single straight line with no empty spots or other counters between them. The player who removes the last counter (or counters) wins the game. Frank Tapson [trolx:12]

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