CLASSIC GAMES GAMES ST020B Chess Game Set Instructions
- June 17, 2024
- CLASSIC GAMES
Table of Contents
- CLASSIC GAMES GAMES ST020B Chess Game Set Instructions
- 01. CHESS
- 02. CROKINOLE
- 03. PACHISI / LUDO
- 04. NINE MEN’S MORRIS
- 05. GAME OF THE GOOSE
- 06. RACING GAME
- 07. FOUR IN A ROW
- 08. TIC-TAC-TOE
- 09. SNAKES & LADDERS
- 10. CHECKERS
- 11. SOLITAIRE
- 12. DICE-1000
- 13. YOUR NEIGHBOUR
- 14. HAZARD
- 15. BARBUDI
- 16. ACES
- 17. CHO-HAN BAKUCHI
- 18. PURSUING SHEEP
- 19. HEAVEN AND NINE
- 20. TEN
- 21. CUBILETE
- 22. YACHT
- 23. DICE DELUXE
- 24. GENERAL
- 25. CHICAGO
- 26. BASEBALL
- 27. BASKETBALL
- 28. ONE-DIE BASEBALL
- 29. TWO-DICE BASEBALL
- 30. THREE-DICE BASEBALL
- 31. BEETLE
- 32. BUCK DICE
- 33. DROP DEAD
- 34. PIG
- 35. SHIP, CAPTAIN, MATE AND CREW
- 36. THIRTY SIX
- 37. PAR
- 38. CENTENNIAL
- 39. EVEREST
- 40. GOING TO BOSTON
- 41. MULTIPLICATION
- 42. INDIAN DICE
- 43. HOOLIGAN
- 44. TWENTY ONE
- 45. FIFTY
- 46. POKER DICE
- 47. C-LO
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CLASSIC GAMES GAMES ST020B Chess Game Set Instructions
01. CHESS
Players: 2.
Required: Chess playing board, 16 light and 16 dark playing pieces.
How to play:
The game of Chess is the oldest, most fascinating and one of the most popular
of all games. There is no element of chance, and players find new and
interesting moves with each game.
Chess is played with thirty two pieces. Each player has sixteen Chess pieces
of either dark or light as shown in the diagram.
Each player has one King, one Queen, two Bishops, two Knights, two Rooks and
eight Pawns.
The game is played on a checkered board, divided into sixty-four squares in two colours. Place the Chess board between the two players, so that each player has a light square at the right hand corner of the board.
At the start of each game, the Chess pieces are placed at the position shown in diagram C. The player with light Chess pieces starts first.
The King
The King can be moved to any square adjoining the square they occupy. If the
King moves to a square with an opposing piece, the King captures that piece.
In diagram D, the spaces marked with X indicate the squares to which the King
may move.
The Queen
The Queen moves and captures horizontally, vertically and diagonally in any
direction, and for any distance over unoccupied squares. However, when the
Queen captures an opposing piece, she stops on that square. In diagram E, the
spaces marked with X indicate the squares to which the Queen may move.
The Bishop
The Bishop moves and captures diagonally in any direction over unoccupied
squares. In diagram F, the spaces marked with X indicate the squares to which
the Bishop may move.
The Knight
The Knight moves and captures in any direction, by a movement combination of
either vertically one square plus horizontally two squares, or horizontally
one square plus vertically two squares. This move looks like the letter “L.”
Thus it will be seen that the Knight moves to the farthest corner of a
rectangle composed of six squares. In diagram G, the spaces marked with X
indicate the squares to which the Knight may move.
The Rook
The Rook moves and captures horizontally and vertically only, over unoccupied
squares. In diagram H, the spaces marked with X indicate the squares to which
the Rook may move.
The Pawn
The Pawn only moves forward one square at a time. Except for the first move,
when the Pawn has the privilege of moving two squares. The Pawn is the only
Chess piece that does not capture as it moves. It captures on either of the
two diagonal squares adjoining it in front. Each Pawn that moves to a square
on the last rank of the opposite side of the board, it may be exchanged for a
Queen, Rook, Bishop or Knight of the same colour without regard to the number
of such pieces already on the board.
Castling
Each player has the privilege of castling once in the game. Castling involves
moving the King two squares to his right or left toward the Rook and placing
the Rook on the square on the other side of the King.
A player may “castle” subject to the following restrictions:
1. The King must not be in check.
2. He must not pass over or land on a square commanded by a hostile Chess
piece.
3. Neither the King nor the Rook must have been previously moved.
4. No piece must intervene between the King and the Rook.
Object of the game:
A. Check
The King is in check when it is threatened to be captured by an opponent’s
piece. The player must say “check” when the player’s piece moves to a position
where it is threatening the opponent’s King. The player is not allowed to give
up the King that is in check and let it be captured. One of three things must
be done by the player in check:
1. The King must move out of check.
2. The hostile piece that checks must be captured.
3. A piece must be placed between the King and the attacking piece.
Since the object of the game is the capture of the opponent’s King, the game
is lost if none of the above three things can be done. The “check” then turns
into a checkmate.
B. Checkmate
When the King is checked and cannot move out of check, interposing one of his
own pieces or pawns, or capture the hostile piece, then he is in checkmate and
the game is over.
02. CROKINOLE
Players: 2-4.
Required: Crokinole playing board, 2 players: each player receives 12 discs of
the same colour to shoot, 4 players: each player receives 6 discs to shoot.
The players sitting opposite each other compose a team and shoot the same
colour disks.
Object of the game: Obtain the highest score possible by positioning your
shooting discs on the playing surface so they remain within
the scoring circles by the end of the round.
How to play: A Crokinole shot is made by holding the end of your index or
middle finger against the thumb and then flicking it against
the disc in order to shoot the disc across the playing surface.
To start, one player takes one disk of each colour in their closed hands, and
a player of the opposite team selects one hand. The colour of the disc in that
hand will play first.
Play will proceed in a clockwise direction. The player sitting to the left of
the previous shooter will always play next.
To shoot, place the disc on the board with any portion of it touching the “starting / shooting line” (See diagram). Each player will shoot their discs only from within their specified quadrant of the board. A disc placed on a “quadrant line” may not be more than half way over that line. The first player will try to shoot their disc into the centre “20″ space. If it successfully lands completely within the space, the disc is removed and set aside to count as 20 points at the end of the round. If it does not land in the “20″ space, and yet is still on the playing surface, the next player must shoot at that opposing disc in an effort to knock it into the “ditch.” If they miss or do not in any way touch that opposing disc, their disc must come off the playing surface and be put in the ditch.
Caroms – bouncing off another disc – or combination shots are allowed. In a caroms shot, if the opponents disc is not touched, both the played disc and any of the shooter’s same colour discs that have been moved, will be placed in the ditch. A shot that goes off the playing surface and bounces back on is considered out of play. It is removed to the ditch. Any other discs it may have touched will remain where they are.
A disc that touches the “shooting line” (after it is played, or has been hit)
does not count and will be removed to the “ditch.”
When that particular round is finished (all discs having been played), the
player sitting to the left of the player who started the previous round will
begin the new round, and so on with each round.
Each player tries to make a “20″ (centre space) score whenever possible. At the same time, each player – in turn – will attempt to make such scoring opportunities difficult for their opponent.
Scoring:
• The game can be played to 50, 100, or more points. All players should
determine final point total before start of play.
• Inner (or pin) circle: 15 points for each disc.
• Middle circle: 10 points for each disc.
• Outer circle: 5 points for each disc.
• Discs that are touching the lines which separate each circle count as the
value of the lesser circle.
• Discs touching the “starting /shooting line” will not count as any points.
• Add the “twenties” that may have been made during the game and which were
set aside.
• The difference of the count between the players or teams, is the score for
that round.
• Continue playing rounds until one player or team reaches the winning total
of points.
How to win: Once one player (or team) reaches the agreed upon total score, they win!
03. PACHISI / LUDO
Players: 2-4.
Required: Pachisi/Ludo playing board, 16 playing pieces (4 of each colour –
Yellow, Red, Green, Blue), 1 die.
The playing board is a square with a cross in its centre. Each of the 4 arms
on the cross is divided into three columns, with the columns divided into 4-6
squares. In the centre of the cross is the finish square, which is divided
into four coloured triangles. Each coloured triangle is combined with a
coloured middle column that appears as an arrow pointing to the finish. The
shaft of each arrow is a player’s “home column”.
On the left of each home column, one square from the edge of the board is a starting square, also coloured. During game play, a pawn moves from its starting square, clockwise around the perimeter of the board, and up the player’s home column to the finishing square. In the space to the left of each arm is a circle or square to hold a player’s pawns before they are allowed into play. There are no resting squares, but the coloured home column may only be entered by its own player’s pawns.
The special areas on the board are coloured with red, blue, green, and yellow. Each player uses pawns of matching colour.
How to play: At the start of the game, the player’s four pawns are placed in the start area of their colour. Players take turns to throw a single die. A player must first throw a six to be able to move a pawn from the starting area onto the starting square.
How to win: In turn, the player moves a pawn forward 1 to 6 squares as indicated by the die. When a player throws a 6, the player may bring a new pawn onto the starting square, or may choose to move a pawn already in play. Any throw of a 6 results in another turn. If a player cannot make a valid move, they must pass the die to the next player. If a player’s pawn lands on a square containing an opponent’s pawn, the opponent’s pawn is captured and returns to the starting area. A pawn may not land on a square that already contains a pawn of the same colour. Once a pawn has completed a circuit of the board, it moves up the home column of its own colour. The player must throw the exact number to advance to the finish square. The winner is the first player to get all four of their pawns onto the finish square.
04. NINE MEN’S MORRIS
Players: 2.
Required: Nine Men’s Morris playing board, 9 light and 9 dark playing pieces.
How to play: One player takes the dark pieces and the other player takes light
pieces. Dark starts.
Game is played in phases: First phase, the players take turns placing each of
their 9 pieces around the board. After all the pieces are placed, the players
take turns moving their pieces along the lines on the board, to a place
without another piece already there. Players must move 1 space at a time.
Object of the game: The object of the game is to form mills, which are lines of 3 pieces in a row. Every time you form a mill, you have the chance to take off one of your opponent’s pieces. Also, any piece that is part of a mill is protected and may not be removed, unless there are no other choices.Try to reduce your opponent to only 2 pieces, such that they can no longer form a mill. Alternatively, if during the movement phase of the game, players can no longer move, they lose immediately.
Flying: Nine Men’s Morris can also be played with the very cool Flying Rule. During the movement phase, a player that is reduced to 3 pieces may move any piece to any open space on the board. This gives a player on the verge of losing an advantage. So care should be taken when reducing a player to their last 3 pieces.
05. GAME OF THE GOOSE
Players: 2-4.
Required: Game of the Goose playing board, 2-4 playing pieces (1 of each
colour – Yellow, Red, Green, Blue), 2 dice.
Players take turns rolling 2 dice and moving their pawn around the board. The
board includes:
• The Bridge (space 6), advances the player to space 12.
• A Roadside Inn (space 19), the traveller must sleep for 2 turns.
• The Well (space 31): the visitor must wait until another visitor lands on
the same spot to take their place.
• The Maze (space 42), traveller loses their way and returns to space 30.
• The Prison (space 52), the prisoner remains until another arrives, and the
two trade places. An additional means of escape is to roll a 9 and go to one
of the fields with dice.
• Space 58, the Grim Reaper sends the player back to start.
Additional rules: A lucky throw of 9 at the beginning of the game advances a player to space 26 (if you roll a 6+3), or to space 53 (if a player rolls a 5+4). Landing on any of the geese doubles a player’s move. An exact count on one or both dice is needed to reach the centre goose, and if the number rolled is too great, the player has to take the surplus numbers in reverse. Landing on another player’s space sends that player to where the new arrival began the turn. A player could be moved backward or forward; go for it!
06. RACING GAME
Players: 2-4.
Required: Racing Game playing board, 2-4 playing pieces (1 of each colour –
Yellow, Red, Green, Blue), 1 dice.
At the start of the game, the player’s four pawns are placed in the start area
of their colour. Players take turns to throw a single dice. A player must
first throw a six to be able to move a pawn from the starting area onto the
race track. If a six is thrown, player rolls again and moves their pawn
accordingly. If they arrive on a space bearing instructions, they proceed as
indicated. Examples : “+8” = moves eight spaces ahead, “-6” = moves 6 spaces
back.The winner is the first player to reach the finish line, but they must
land exactly on the finish line before they can claim to be the winner. A
player must roll the exact number needed to land on the finish line.
07. FOUR IN A ROW
Players: 2.
Required: Four in a Row playing board, 16 light and 16 dark playing pieces.
How to play: Player connects four of their coloured checker pieces in a row.
This can be done horizontally, vertically or diagonally.
Each player will place their checker pieces down one at a time, starting at
any bottom edge of the board, and working upwards from there (See diagram).
This will give you a chance to either build your row, or stop your opponent
from getting four in a row.
How to win: The game is over either when a player reaches four in a row, or
when all pieces are used, ending in a stalemate.
Start from one bottom edge of the board only, then work upwards horizontally, vertically or diagonally.
08. TIC-TAC-TOE
Players: 2.
Required: Tic-Tac-Toe playing board, 5 light and 5 dark playing pieces.
Object of the game: Be the first player to get three in a row on the 3×3 grid.
How to play: Decide which player will go first. Players alternate placing
their light and dark pieces on the board until either (a) one player has three
in a row, horizontally, vertically or diagonally; or (b) all nine squares are
filled.
How to win: If a player is able to place three of their piece in a row, that
player wins. If all nine squares are filled and neither player has three in a
row, the game is considered a draw.
09. SNAKES & LADDERS
Players: 2-4.
Required: Snakes & Ladders playing board, 2-4 playing pieces (one of each
colour – Yellow, Red, Green, Blue), 1 dice.
Object of the game: To be the first player to reach square “100”.
How to play: Each player takes a different colour counter and throws the dice. The player whose score is the highest shall start first. Other players follow in clockwise order. The first player throws the dice and moves their counter according to the number shown on the dice. Each time a player throws a 6, they are entitled to roll the die again. If a player’s counter ends its move at the foot of a ladder, it must move immediately to the square at the top of that ladder. If a player’s counter ends its move at the mouth of a snake, the counter must move immediately to the tail of that snake. No effect if the counter lands on any other squares. If the counter lands on a square occupied by the opponent’s counter, that counter is removed from the board and the player to whom it belongs must begin the game again. An exact throw is required to reach square 100.
10. CHECKERS
Players: 2.
Required: Checkers playing board, 12 light and 12 dark playing pieces.
Object of the game: To capture all your opponent’s checkers by jumping over
them onto a vacant space, or to block your opponent’s checkers so that a move
cannot be made.
How to play: Each player gets 12 checkers of one colour and places them on the
first three rows of black squares. Make sure that the square in the left hand
corner closest to you is dark. Moves are confined to the dark squares. Moves
can only be forward diagonally to a vacant square (not backwards), see Diagram
A. To capture your opponent’s checker, the square opposite that checker must
be empty. Jump over your opponent’s checker into the vacant space, then take
their checker off the board. A player cannot jump their own checker. When a
players checker reaches their opponent’s side of the board, it becomes a
“King” and is “crowned” by having another checker of the same colour placed on
top of it. Once a King, a player can move diagonally forwards OR backwards.
Kings may be jumped and captured by regular checkers.
How to win: A player must capture all of their opponent’s checkers, or block them so that they cannot move.
11. SOLITAIRE
Players: 1-2.
Required: Solitaire playing board, 32 playing pieces.
To start: Place a pawn in each space except the centre spot. A move is made by
jumping to an empty space, either side to side, or up and down (not
diagonally). Remove the pawn which has been jumped from the board. The goal is
to finish with one pawn remaining in the centre spot. A variation is to start
with any space empty and attempt to finish with one pawn in the same space
which was empty at the start.
12. DICE-1000
Players: Small groups.
Required: Paper, pencil (not included) and 5 dice.
To start: Have each player roll one of the dice and the highest roll goes
first, continuing clockwise. The first player will roll all five dice. The
scoring of the dice is: a One equals 100 points, a Five equals 50 points, and
three dice with the same number will equal the number on one die times 100. So
if a player rolled three twos, they would have two hundred points total. If
they stop at that point, they keep the total for that turn. If they roll
again, their roll must add to the score or they lose that turn’s score. If a
player rolls all five dice and receives a non-scoring roll, the player loses
all accumulated points for the game. The first player to score 1000 is the
winner.
13. YOUR NEIGHBOUR
Players: 2-6, best played with 6.
Required: 3 Dice and at least 10 counters per player.
How to play: Each player is assigned a number from 1 to 6, representing the
numbers on a dice. If only five are playing, the 6 is ignored. If only four
are playing, both the 5 and 6 are ignored. With three players, each is given
two numbers and with two players, each is given three numbers. Each player in
turn rolls the three dice. If any player’s number comes up in a throw, they
must put a counter in the pot. For example, if the first player rolls 5, 5, 3,
then the player assigned the number 5 puts in two counters and the player
assigned the 3 one counter.
The first player to put all their counters in, wins and takes the pot. A set
number of rounds are played with each player taking turns to be the first
thrower.
14. HAZARD
Players: Any number, but only one player – the caster – has the dice at any one time.
Required: 2 dice.
How to play: The first player, known as the caster, starts the game by
determining a point total. The other players who wish to take a chance to win,
will receive the same number of points, call out and confirm and the caster
accepts by knocking.
Once the number of players participating have been made, the caster throws the dice to establish a “main point”. This must be a total of 5, 6, 7, 8, or 9 and, if he fails to roll one of these totals, he continues throwing until he does.
Once the “main point” is established, the caster throws the dice again to
establish a “chance point” which must be a total of 4, 5, 6, 7, 8, 9 or 10. If
on the “chance point” throw they roll an “out” they lose. An “out” is a total
of 2 or 3, known as a “crab”, or a total of 12 with a “main point” number of
5, 6, 8, or 9. The caster wins, if when throwing for the “chance point”, he
rolls a “nick”. A “nick” is a total of 11 when the “main point” is 7, a total
of 12 with a “main point” of 6 or 8, or a throw of the “main point” itself.
If a “chance point” is established he continues rolling until he either throws
the “chance point” again and wins or until he throws the “main point” again
and loses.
If the caster wins, then they receive all the points. If he loses, then each
of the players take their points back with an equal amount of the caster’s.
15. BARBUDI
Players: Any number.
Required: 2 dice.
How to play: Each player throws a dice. The highest becomes the shooter, and
the player to their right becomes the fader. Play rotates counter-clockwise in
this game. The fader decides a point total. The shooter or fader may decide
not to play, in which case the dice are passed to the next players. The
shooter and fader roll the dice alternately, the shooter rolling first. Either
of the two players wins the points if they throw a 3-3, 5-5, 6-6, or 5-6. They
lose if they throw 1-1, 2-2, 4-4, or 1-2. All other combinations are
meaningless. As long as the shooter wins, loses with a 1-2, or the fader wins
with a 5-6 the player’s roles remain unchanged for the next round. Otherwise,
the fader becomes the shooter and the next player the new fader.
Variations: Some play what is known as a two shot game. In this version, the fader can stipulate a two shot decision when they decide the point total. Throws of 6-5 and 1-2 win and lose only half the points. In this event the shooter or fader can decide to end the round there. If the fader wins, then they become the new shooter. If both players agree to a second throw, then the shooter throws again first if they won, or the fader throws first if they won. The second half of the game is then decided as before. If either player wins both decisions, they take the points. Otherwise, both players withdraw their own. Once a two shot decision round has been played, both players lose their roles, regardless of who won, and the players to the right of the fader become the new shooter and fader respectively.
16. ACES
Players: Any number.
Required: 5 dice.
How to play: Order of play is determined by each player throwing five dice,
with the highest ranking hand throwing first, and the next highest second and
so on. Each player in turn throws their dice. Any 1’s rolled are put in to the
centre of the table and are eliminated from the game. Any 2’s thrown are
passed to the player on the left, and any 5’s are passed to the player to the
right. Players continue their turns, throwing their remaining dice, until they
fail to throw a 1, 2 or 5, or until they lose all of their dice. Play
continues around the table until the last die in play comes up as a 1 and the
player who threw it, wins the game.
Variations: Another version played simply reverses the outcome. The last player to throw a 1 is the loser.
17. CHO-HAN BAKUCHI
Players: Any number.
Required: 2 dice, Cup (not included).
How to play: A dealer will shake the two dice in the cup, and then upturn the
cup onto the floor. Players then decide how many points on whether the total
will be “Cho” (even) or “Han” (odd). The dealer then reveals the dice and the
winners collect their points. The dealer will sometimes act as the house,
collecting losing points.
18. PURSUING SHEEP
Players: Any number.
Required: 5 dice.
How to play: Players first decide upon a point total. Each player in turn
throws the dice until they roll three-of-a-kind. Dice combinations rank as
below.
Any five-of-a-kind wins all points without further play. When a player rolls any three-of-a-kind, the subsequent player rolls and wins the previous player’s points if their hand is ranked higher, and loses their points if lower.
19. HEAVEN AND NINE
How to play: Each player takes turns as the banker. The banker sets a limit for players’ points and the players list out the number of points they want to use per game. Once the banker has totalled all the points, the game begins. The banker throws two dice. The 21 possible hands are divided into two categories, Civil or Military, and rank as listed on the chart. The banker automatically wins all points if they throw Heaven or Nines.
The banker automatically loses all points if they throw Red Mallet Six or Final Three. If the banker throws any other combination, then each player in turn settles the points by throwing the dice. A player’s throw doesn’t count unless it is in the same suit as the banker’s, and they must continue to throw the dice until it is. Players win their points if they throw a higher ranking combination and lose if they throw a lower ranking one. In the case of a tie, neither the player nor banker win and their points are withdrawn. The banker maintains their position until a round is completed in which they have lost. The player to their left then becomes the new banker.
20. TEN
How to play: Each player takes a turn at being the banker. Players decide a point total on the outcome of the dice. One of the players (usually the player to the banker’s left) throws three dice. If they total less than 10, the players lose their points. If the total is 10 or more, the banker loses and gives out an equal amount on the players’ points. The banker is at a disadvantage and players try and avoid taking up the position.
Variations: Some players prefer to make the odds fairer for the banker by making a total of exactly 10, a winning number for the bank.
21. CUBILETE
Players: Any number.
Required: 5 dice.
How to play: Order of play is determined by each player rolling a single dice
with the highest rolling first, and then with subsequent play passing to the
left. Each player takes a turn to roll the dice. In each turn, players have up
to three rolls, setting aside any dice they want for their final hand. The
object is to roll a hand of five-of-a-kind. All other hands are meaningless.
Aces are wild and can be matched to any other value. A number of rounds are
played and the winner of a game is the first to score a total of 10 points.
Only the winner of a round scores any points and must have five-of-a-kind. If
no player has scored with five Kings, then the last player to throw the dice
rolls first in the next round. A player who throws five Kings, wins the round
or game outright, and rolls first in the next round or game.
Hands of five-of-a-kind are ranked and named as below.
Five Aces. Scores 10 points.
Five Kings with no wild Aces.
Scores 5 points.
Five Kings including wild Aces.
Scores 2 points.
Five Queens including wild Aces. Scores 1 point.
Five Jacks including wild Aces. Scores 1 point.
Five Tens including wild Aces. Scores 1 point.
Five Nines including wild Aces. Scores 1 point.
22. YACHT
Players: Any number.
Required: 5 dice.
How to play: Each player in turn tries to score the highest possible amount
for each of the twelve categories on the score sheet. In each turn, a player
has up to three throws rolling the dice, setting aside any they wish to use
for a category and rolling the remainder. They do not have to use all three
throws and may stop after the first or second. Players must fill in a score
for a category after each turn. Once it is used they may not change it.
Categories may be filled in any order. After each player has had twelve turns
and all the categories on the score sheet have been filled, the scores are
totalled, and the player with the highest total, wins the game.
1 Ones: Score one point for each 1 thrown. Maximum of 5 points.
2 Twos: Score two points for each 2 thrown. Maximum of 10 points.
3 Threes: Score three points for each 3 thrown. Maximum of 15 points.
4 Fours: Score four points for each 4 thrown. Maximum of 20 points.
5 Fives: Score five points for each 5 thrown. Maximum of 25 points.
6 Sixes: Score six points for each 6 thrown. Maximum of 30 points.
7 Little: Straight 1, 2, 3, 4, 5. Scores 30 points.
8 Big: Straight 2, 3, 4, 5, 6. Scores 30 points.
9 Full House: Three-of-a-kind and a pair. Scores total value of all dice.
10 Four of a Kind: Scores total value of the four dice. i.e. 6, 6, 6, 6, 2
scores 24 points.
11 Chance: No pattern required. Scores total value of all five dice.
12 Yacht: Five-of-a-kind scores 50 points.
Example: A player rolls all five dice resulting with the numbers 6, 6, 6, 3,
3. They could score for a full house without any further throws.
But if the full house category is already used, they would set aside the three
6’s and roll the remaining two dice to try and gain a good score for the sixes
category. The remaining dice are rolled again and come up as a 4 and 6. The 6
is kept making four-of-a-kind and the remaining die rolled as the last throw.
It is a 6 as well making a Yacht (five-of-a-kind) and scores 50 points which
ends a very lucky turn. It is common for a player to enter zero for a category
and players often use the 1’s for this because it is low scoring.
23. DICE DELUXE
It is played as described above, but the score sheet is divided into two sections. 1’s through 6’s as the first section, and the remaining categories as the second. At the end of a game, a player scores a bonus of 35 if the 1’s to 6’s section totals 63 or more. Additionally, the definition of a big straight is any run of five consecutive dice values and a little straight any run of four consecutive dice values. Players score 40 for a big straight, not 30.
24. GENERAL
It is played as described above for Yacht but with the following differences: There is only one straight scored in General and can be either 1, 2, 3, 4, 5 or 2, 3, 4, 5, 6. Score 25 points if made with only one throw and only 20 points if made on the second or third. For this category, Aces (1s) are wild and may represent a 2 or a 6 if either or both are needed to make a straight. The full house scores 35 points if made with one throw and 30 points if made on the second or third. Four-of-a-kind scores 45 points if made with one throw and 40 points if made on the second or third. The Yacht category is known as a general. If it is made with one throw then the game is won with no further play and is known as a big general. If made on the second or third throw, the player scores 60 points and is known as a small general. When played for stakes, the winner receives the difference between their score and that of each of the other players at a pre-arranged sum for each point.
25. CHICAGO
Players: Any number.
Required: 2 dice.
Object of the game: The game is based on the 11 possible combinations of the
two dice – 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 – and so consists of 11
rounds.To score each of these combinations in turn. The player with the
highest score is the winner.
How to play: Each player rolls the dice once in each round. During the first round, players will try to make a total of 2, during the second, a total of 3, and so on up to 12. Each time a player is successful, that number of points is added to their score. For example, if they are shooting for 5, and throws a total of 5, they gain five points. If they fail to make the desired number, they score nothing on that throw.
26. BASEBALL
Players: 2.
Required: 1) One, two, or three dice, according to the type of game being
played; 2) The one-die and two-dice games require at least three counters for
each player to represent their team; 3) A sheet of paper (not included) with a
simple diagram of a baseball diamond drawn on it;
4) Another piece of paper for recording scores.
Object of the game: The objective is to score the highest total number of runs in the nine innings per player that constitute the game. If the two players have equal scores after the usual nine innings, an extra-inning game is played. (Note that in Baseball, each player’s turn at batting is called a half-inning).
How to play: The banker covers each stake the other players put up, to an agreed limit. Each player in turn has five throws, putting the highest die to one side after each roll and throwing with the remainder. After the last throw, with the last die, the five dice put aside are totalled. If the total is 25 or more, then the player wins and takes their stake back with an equal amount of the banker’s. If the total is 24 or less, the banker collects the player’s stake.
Variations: A more social game, sometimes called High Dice, can be played
without a banker. Each player throws the dice and must put aside one (or more
if desired) after each roll, and throw the remainder again. The winner is the
player with the highest total once everyone has had a turn, who then takes the
stakes.
As a dice game for two players, baseball can be played in several different
ways. Of the three described below, the most popular is probably the two-dice
game.
27. BASKETBALL
Players: 2.
Required: Two dice, or as many as 10. Many players use eight dice, as there
are then enough to ensure a rapid game and realistic scores.
How to play: A game consists of four quarters. In each quarter, each player
takes a turn rolling the eight dice once, their total being their score for
that quarter. If the game is played with only two dice, each player rolls the
dice four times, to determine their score for that quarter.
The player with the highest score for the four quarters wins the game. If the game, or agreed series of games, ends in a tie, this is resolved by playing extra quarters, until the outright winner is established.
28. ONE-DIE BASEBALL
Players: 2.
Required: 1 dice.
How to play: The players throw the dice to decide who should bat first (i.e.,
shoot the dice first). Each player in turn then throws a half-inning.
A half-inning is ended when a player has thrown three outs (see below).
Value of the throws: At the start of the game, or whenever all bases are empty, a throw of 1, 2 or 3 permits the player to put a piece (counter) on which ever of the three bases they have thrown. A player may have only one piece on a base at a time. If they throw 1, 2, or 3 again, this permits the player to move their piece around the diamond by the number of bases thrown, and to place another piece on the base that bears the number thrown. For example, if the player has a piece on 1, and throws a 2, the piece advances to base 3 (1 + 2) and a new piece is entered on base 2. Each time a piece reaches home plate, a run is scored. A single throw may give a score of more than one run, if it results in more than one piece reaching home base. (The rule against more than one piece on a base does not apply to home plate.) For example, if a player with pieces on bases 2 and 3 throws a 2, both pieces advance to home base and two runs are scored. At the same time a new piece is entered on base 2. A throw of 4 counts as a home run, and advances all pieces on the bases to home base. The score is thus the home run plus one run for each piece brought home.
Outs
Throws of 5 or 6 are outs.
A throw of 5 is as though there had been a hit and a throw-in, so that pieces
on the bases may also be out, as follows:
a) If the player has only one piece on the bases, they are out
b) If they have pieces on all bases, the piece on base 1 is out
c) If they have pieces on bases 1 and 2, the piece on base 2 is out
d) If they have pieces on bases 1 and 3, the piece on base 1 is out
e) If they have pieces on bases 2 and 3, both are safe
Pieces on the bases, who are not out, remain where they are. A throw of 6 is
also an out, but it is as if the batter was out without striking the ball;
pieces on bases are safe, and remain where they are. Note that three outs ends
a half-inning. The other player then throws their half-inning, to complete the
inning.
29. TWO-DICE BASEBALL
Two-Dice Baseball is similar to the one-die game, but the dice scores count as follows: Any 12 or 2 is a home run. Any 4 or 10 is a one, any 11 a two, any 3 a three. With these, all pieces already on bases advance the appropriate number of bases, and a new piece is entered on the appropriate base. Any 6 or 9 is an out, and the pieces on bases do not move. Any 8 is an out, except for double 4 (4 + 4), which is a walk.
On a walk, a new piece is entered on first base, and other pieces advance only if they are forced on. Any 5 is an out, but basemen advance one base each (sacrifice). Any 7 is an out, and, if there are any basemen, one of them is also out. When there is more than one baseman, it is the one nearest home base; the others do not move.
30. THREE-DICE BASEBALL
Three-Dice Baseball is the simplest version of baseball dice. Each player throws the dice in turn, scoring one run for every 1 that is rolled. When a player fails to throw a 1, the player’s half-inning is ended, and their opponent takes over. The game consists of the usual nine innings, with extra innings to decide any tie. As a dice game, Baseball is usually played by two players, but more can take part, each player representing a team. As in the real game, the winner is the team (i.e., player), making the highest score in the game or series of games.
31. BEETLE
This is a lively game for two or more players – more than six tend to slow
down the game.
Required:
- One dice, either an ordinary one or a special beetle die, marked B (body), H (head), L (legs), E (eyes), F (feelers), and T (tail);
- A simple drawing of a beetle as a guide, showing its various parts and (when an ordinary dice is used) their corresponding numbers;
- A pencil and a piece of paper (not included) for each player.
Object of the game: Each player, by throwing the dice, tries to complete their drawing of the beetle. The first to do so scores 13 points, and is the winner. The 13 points represent one for each part of the beetle (body, head, tail, two feelers, two eyes, and six legs).
How to play: Each player throws the dice once only in each round. Each player must begin by throwing a B (or a 1); this permits them to draw the body. When this has been drawn, they can throw for other parts of the beetle that can be joined to the body. A H or a 2 must be thrown to link the head to the body before the feelers (F or 5) and eyes (E or 4) can be added. Each eye or feeler requires its own throw. A throw of L or 3 permits the player to add three legs to one side of the body. A further throw of L or 3 is necessary for the other three legs. Sometimes it is agreed that a player may continue to throw in their turn for as long as they throw parts of the body they can use.
Continuing play: When a series of games is played, each player counts one point for every part of the beetle they have been able to draw, and cumulative scores are carried forward from round to round. The winner is the player with the highest score at the end of the series, or the first to reach a previously agreed total score.
32. BUCK DICE
Players: Any number.
Required: 3 dice.
Preliminaries: Order of play is established by a round in which each player throws a single dice. The highest scorer becomes first shooter. The lowest scorer then throws one dice, to determine a point number for the first game.
Object of the game: Players aim to score a buck or game (exactly 15 points). On achieving this score, the player withdraws from the game, which continues until one player is left: the loser.
How to play: Each player in turn takes the three dice, and each goes on throwing for as long as they throw the point number on one or more of the dice. As soon as the player makes a throw that does not contain the point number, they pass the dice to the player to their left. Each player keeps count, aloud, of the number of times they have thrown the point number. Each occasion counts one point. If, when they are nearing 15 points, a player makes a throw that carries their score beyond 15, the throw does not count, and they must roll again.
Special Values: Some throws rate special values. Three point numbers in one
throw (big buck or general) count 15 points. A player making this throw
withdraws immediately from the game, irrespective of any score they have made
previously. Three of a kind that are not point numbers count as a little buck,
and score five points.
Variation: Some players follow the rule that, when a player has scored 13
points, they roll with only two dice; and when 14 is reached, rolls with only
one dice.
Continuing play: Start of play rotates one player to the left after each game.
The right to determine the point number also rotates in this way, so that it
is always with the player to the starter’s right.
33. DROP DEAD
Players: Any number.
Required: 1) 5 dice; 2) A sheet of paper (not included) on which to record
players’ scores.
Object of the game: Players aim to make the highest total score.
How to play: Each player in turn rolls five dice several times. The player’s score for each throw is the total of the numbers in that throw. Any throw containing a 2 or a 5, however, scores nothing. Any dice showing those numbers must be removed from succeeding throws by that player. For example, if a player threw 2, 4, 6, 3, 4 on their first throw, the dice showing 2 would count zero, and on their second throw they would roll only four dice. Eventually they may be reduced to only one dice. When this shows a 2 or a 5, they are said to have dropped dead, and is out of the game. It is possible, of course, for a sudden demise to result from the very first throw, e.g. 5, 5, 5, 2, 2; and equally possible to survive profitably for a long time with only one dice! The game can also be played with each player having several throws, exactly as above, but throwing only one dice in a turn, and passing it to the player to the left after each throw. This makes the game more exciting, but, after each player’s throw, a careful note must be made of their score so far, and how many dice (if any) they have left.
34. PIG
Order of play is determined by a preliminary round. Each player throws the dice once, and the player with the lowest score becomes first shooter. The next-lowest scoring player shoots second, and so on. The order of play is important, because the first and last shooters have natural advantages (see below).
How to play: Play begins with the first shooter. Like the other players, the player may roll the dice as many times as they wish. The player totals their score, throw by throw, until they elect to end their turn. The player passes the dice to the next player, memorizing their score so far. But, if they throw a 1, they lose the entire score they have made on that turn, and the dice passes to the next player. Play passes from player to player, until someone reaches the agreed total. Given a little luck, the first shooter is the player most likely to win. But their advantage can be counteracted by allowing other players to continue until they have had the same number of turns. The player with the highest score is the winner. The last shooter still has the advantage of knowing the scores made by all of their opponents. Provided that they do not roll a 1, they can continue throwing until they have beaten all those scores.
The fairest way of playing the game is to organize it as a series, with each player in turn becoming first shooter.
35. SHIP, CAPTAIN, MATE AND CREW
Players: Any number.
Required: 5 dice.
Object of the game: Players try to throw 6 (the ship), 5 (the captain), and 4
(the mate) in that order, and within three throws.
Order of play: Order of play is established by a preliminary round, in which
each player throws a single dice. The highest scorer becomes first shooter.
Play then moves in a clockwise direction around the table.
How to play: Each player in turn is allowed not more than three throws of the dice. If the player makes a 6 and a 5 on their first throw, they can set those dice aside. In their second throw, they then roll the other three dice, hoping to make a 4. If, however, they make a 6 and a 4 on their first throw, only the 6 can be set aside, and the remaining four dice must be rolled again for a 5 and a 4.
If the player makes 6, 5, and 4 in their three throws, the remaining two dice (the crew) are totalled as their score. But, if they make 6, 5, and 4 in their first or second throw, they may, if they wish, use the remaining throws to try to improve the total of the crew dice. The winner is the player with the highest score in the round. A tie nullifies all scores, and a further round has to be played. Start of play rotates one to the left after each game.
36. THIRTY SIX
Players: Any number.
Required: 1 dice.
Order of play is determined by a preliminary round, in which each player
throws a single dice. The lowest scorer becomes first shooter, the next-lowest
second shooter, and so on.
Object of the game: Players aim to score a total of 36 points. Any player
scoring more than 36, however, is eliminated from the game.
The winner is the player with the score nearest 36 points.
How to play: Each player in turn rolls the dice once, totalling their score round by round. As a player nears 36, they may choose to stand on their score, especially if it is 33 or more.
37. PAR
Players: Any number, but is best played with 6 or 7.
Required: 1) 5 dice; 2) Chips (or counters), representing a point.
Object of the game: Each player tries to achieve a total score of 24 or more
by throwing the dice.
Order of play is established by a preliminary round, in which the highest
scoring player becomes the first shooter. The second highest scorer throws
next, and so on.
How to play: The first shooter rolls all five dice. They may stand on that throw, if total makes 24 or more, or throw four of the dice again, if desired. The player may continue throwing, to try to improve their total (or they may stand), but, each time they throws, they must leave one more dice on the table. If the player makes 24, they neither gain nor lose. If they fail to make 24, they pay each other player the difference between their score and 24. If they make more than 24, the difference between their score and 24 becomes their point. For example, if the player has thrown 26, thay have a point of 2. The player then throws all five dice again (but once only), and for every 2 that appears, they collect two chips from each of the other players. If 6 was his point, they would collect six chips for every 6 that appeared.
38. CENTENNIAL
Players: 2-8.
Required: 1) 3 dice; 2) A long piece of paper (not included), marked with a
row of boxes numbered 1 to 12; 3) A distinctive counter or other object for
each player.
Object of the game: Each player tries to be the first to move their counter,
in accordance with throws of the dice, from 1 to 12 and back again.
How to play: Play begins after a preliminary round has determined the first
shooter (thrower) – usually the player rolling the highest score. Each player
in turn throws the three dice once. A player’s throw must contain a 1 before
they can put their counter in the box so numbered. After the first player’s
throw, the dice are passed to the next player, and so on.
Once a player has thrown a 1, they must try for 2. They can make 2 by throwing
either a 2 or two 1s. The player continues to move their counter in this way
from box to box. Some throws may enable them to move through more than one box
on a single throw. For example, a throw of 1, 2, 3 would not only take the
player through the first three boxes, but on through the fourth (1 + 3 = 4),
to the fifth (2 + 3 = 5), and finally the sixth (1 + 2 + 3 = 6). Other
players’ throws must be watched constantly. If a player throws a number they
need, but overlooks and does not use it, that number may be claimed by any
other player. The other player must do this as soon as the dice are passed,
however, and must be able to use it at once.
39. EVEREST
Players: Any number.
Required: 1) 3 dice, 2) a sheet of paper (not included) for each player
showing two columns, each divided into 12 boxes. In one column, the boxes are
numbered from 1 to 12 in ascending order. In the other, they are numbered from
1 to 12 in descending order.
Object of the game: Each player tries to be the first to score all 24 numbers. The numbers do not have to be scored consecutively as in Centennial, but as desired, and in either column.
Scoring: Each dice in a throw can be counted only once.
How to play: This game is like Centennial, but has a different layout and scoring system. Play begins after a preliminary round has determined the first shooter (thrower) – usually the player rolling the highest score. Each player in turn throws the three dice once. The player’s throw must contain a 1 before they can put their counter in the box so numbered. After the first player’s throw, the dice are passed to the next player, and so on. Once a player has thrown a 1, they must try for 2. They can make 2 by throwing either a 2 or two 1s. The player continues to move their counter in this way from box to box. Some throws may enable them to move through more than one box on a single throw. For example, a throw of 1, 2, 3 would not only take them through the first three boxes, but on through the fourth (1 + 3 = 4), to the fifth (2 + 3 = 5), and finally the sixth (1 + 2 + 3 = 6). Other players’ throws must be watched constantly. If a player throws a number they need, but overlooks and does not use it, that number may be claimed by any other player. The other player must do this as soon as the dice are passed, however, and must be able to use it at once.
40. GOING TO BOSTON
Players: Any number.
Required: 3 dice.
How to play: Each player in turn rolls the three dice together. After the
first roll, the player leaves the dice showing the highest number on the
table, and then rolls the other two again. Of these, the dice with the highest
number is also left on the table, and the remaining dice is rolled again. This
completes the player’s throw, and the total of the three dice is his score.
When all players have thrown, the player with the highest score wins the
round. Ties are settled by further rolling. A game usually consists of an
agreed number of rounds; the player who wins the most games is the winner.
Alternatively, each player can contribute counters to a pool that is won at
the end of each game.
41. MULTIPLICATION
This game is played like Going to Boston, but with one important difference. When each player has completed their turn, the score is the sum of the spot values of the first two dice rolled, multiplied by that of the third. For example, if a player’s first throw is 5, their second throw 4, and their final throw 6, their score will be 54: (5 + 4) x 6.
42. INDIAN DICE
Players: Any number.
Required: 5 dice. “6” ranking as the highest number and “1’s” (Aces) are wild.
Object of the game: Indian Dice is very similar to Poker Dice. Players aim to
make the highest Poker hand. The hands rank as in Poker Dice, except that
straights do not count.
How to play: Play begins after a preliminary round to decide the order of
play. The highest scorer becomes first shooter, the second highest scorer sits
to his left, and so on. The player who shoots first may have up to three
throws to establish their hand. They may stand on their first throw, or pick
up all or any of the dice for a second throw. They may then stand on that
throw, or pick up the dice again for a third and final throw. No subsequent
player in the round, or leg, may make more throws than the first player. A
game usually consists of two legs, with the winners of each leg playing off,
if points are involved, or the lowest scoring players playing off, if no
points have been deternined. If there are only two players, the victor is the
one who wins two out of three legs.
43. HOOLIGAN
Players: Any number.
Required: 5 dice and a throwing cup (not included).
Hooligan is a point-scoring game; the winner is the player making the highest
total score.
Preliminaries: Aside from a preliminary round to determine the order of play,
a score sheet must be prepared. This sheet should have a column divided into
seven sections marked 1, 2, 3, 4, 5, 6, and H (Hooligan), against which the
score of each player can be recorded. The game consists of seven rounds, each
player throwing in turn. A turn (frame) consists of three throws. After their
first throw, each player declares which of the numbers on the score sheet
(including H) they are shooting for (i.e., the point number). They must shoot
for H on their final throw, if they have not previously done so. Hooligan is a
straight, either 1, 2, 3, 4, 5 or 2, 3, 4, 5, 6, and counts 20 points. If they
wish, a player need not declare a point number after their first throw. In
this case they pick up all five dice, shoot again, and then declares their
point number; but this counts as their second throw; so, they have only one
throw left in this frame. The player puts aside all dice bearing that number,
and then throws a second time with the remaining dice. Once more, any dice
bearing the point number are put aside. The player then makes their third and
final throw with the remaining dice. Sometimes games of Hooligan are operated
by a banker. Players play against the bank, and must pay to enter the game.
The odds and rules of such games vary from place to place.
44. TWENTY ONE
Players: Any number.
Required: 2 dice.
How to play: The aim is to score 21, or as near as possible to it, by throwing
the dice as many times as desired and adding up the numbers thrown. Once a
player totals 14 or more, only one dice is used. A player who totals over 21
is bust, and is out of the game. In the case of an equally high total, a play-
off is made.
How to win: The player whose total is nearest 21, after each player has had a
turn, wins the game.
45. FIFTY
Players: 2 or more.
Required: 2 dice.
How to play: Each player in turn rolls the two dice, but scores only when
identical numbers are thrown (two 1’s, two 2’s, and so on). All these doubles,
except two 6’s and two 3’s, score 5 points. A double 6 scores 25 points; and a
double 3 wipes out the player’s score, and they have to start again.
How to win: The first player to score 50 points is the winner.
46. POKER DICE
Players: Any number:
Required: 5 dice. Poker Dice is similar to Dice Deluxe. It is a pure dice
game, which means that there are no other pieces, not even a game board, just
five dice and a table to write the score. Start position and game object.
Players roll five dice each turn and try to get the best combination for maximum points in different rows. The scoring rules will be explained at the next section and the game starts with an empty score table. The player who gets the most total points, wins the game.
How to get points: The dice are rolled at the beginning of each turn. The player who is to make the move decides which row could be the best to use the dice combination for. There are 13 rows in the table and their descriptions show the corresponding score calculations:
1. Ones – a sum of all 1’s
2. Twos – a sum of all 2’s
3. Threes – a sum of all 3’s
4. Fours – a sum of all 4’s
5. Fives – a sum of all 5’s
6. Sixes – a sum of all 6’s
7. 3 of a kind (3 or more dice with the same number) – a sum of all dice
8. 4 of a kind (4 or more dice with the same number) – a sum of all dice
9. Full House (3 dice with the same number + 2 dice with the same number, and
those two numbers must be different) – 25
10. Small Straight (a straight of 4 or more dice) – 30
11. Large Straight (a straight of all dice) – 40
12. 5 of a kind (all dice with the same number) – 50
13. Chance (any dice combination) – a sum of all dice
The scores at this table are valid only if the dice combination (used in the corresponding row) fulfills the row conditions, otherwise the player scores 0 points. For example, if the player rolls 1-3-2-4-4, they can get 1 point at the 1st row (a sum of 1’s) or 8 points at the 4th row (a sum of 4’s) or 30 points at the 10th row (a small straight) etc.
Other important rules: Since the basic rules would make the game too luck- based, there are several additional points to make it more interesting and strategic. If a player is not satisfied with the dice roll, they can select one or more dice and make another roll with them. This action can be done twice at the current turn, then the player must use the resulting combination with no more changes to it. Of course, the additional rolls are not mandatory if the player is satisfied with the first roll, they can use it immediately. Using the dice is mandatory in every turn. It means that even if the roll does not make any points at any available row, the player must use it, even if it they score 0 points. It also means that every game has exactly 13 moves.
47. C-LO
Step 1: Get together with at least one friend. More than two players can play,
but there must be at least two. Decide on a point total for each round.
Step 2: Roll the dice (three dice) if you are the first player. Each player
will get a turn to roll. If you (or whoever is rolling) rolls a 1, 2, 3 on the
dice, then you automatically lose. If you roll a 4, 5, 6 on the dice, then you
immediately win. The only way to survive if the roller rolls a 4, 5, 6 is to
roll a 4, 5, 6 as well, which will require a “shoot-out” round between the
players who rolled the 4, 5, 6.
Step 3: Continue rolling until a recognized combination is rolled. The two
combinations mentioned in Step 2 are just two of the possible combinations.
Another possible combination is to roll three of the same number (trips).
Three of the same number will not beat a 4, 5, 6, but it beats all other
rolls. The only way to beat a roll of three of the same number is to roll a 4,
5, 6, or to roll triples of a higher number. For example, a roll of 4, 4, 4
will beat a roll of 2, 2, 2.
Step 4: The only other recognized rolls besides the ones mentioned in Steps 2
and 3 are doubles. For example, a roll of 3, 3, 5 is a recognized combination.
As long as two of the dice match, then it is a legal roll. If two of the dice
do not match, and none of the rolls mentioned in Steps 2 and 3 are rolled,
then the player must continue rolling until they roll a recognized
combination.
Step 5: Remember your score. To get your score, you will take the single number from your roll mentioned in Step 4. So if you roll a 3, 3, 5, then your score is 5. If you roll a 6, 6, 5, then your score is still 5. The double numbers have no effect on your score. A roll where the single number is a 6 is hard to beat. To beat a roll where the single number is a 6, either trips (three of same number) or 4, 5, 6 must be rolled. If the 6 is matched, then the two people with the sixes go another round (assuming no one beat them). If two players get the highest rolls, then they may bet extra before they go another round, if they wish.
Step 6: Remember the scoring structure. 1, 2, 3 loses. 4, 5, 6 must be matched; otherwise it beats all other rolls. Trips are the next highest roll. 6, 6, 6 is the highest trip, and beats all trips below it. The next scoring level is rolling doubles with one single. The single dice is your score. Remember, however, that even trip ones (1,1,1) still beats a high 6 (3,3,6 or any combo of six high). Whoever has the highest roll at the end of the round takes the points.
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