Board game rules and regulations




















When playing with partners, players are allowed to use their cards to move either their own or their partners' marbles. If you land on a partner's marble you send it back to its starting holding pen.

You are allowed to hop over your partner's marble. A split move 7 may be used to move any two of your team's marbles, the same color or different colors.

If your team has any marbles on the Fast Track, regardless of color, you must use the card you play move your team's Fast Track marble. Other marbles belonging to your team can only be moved when your team has no marbles on the Fast Track. In the table below "move" means move one of your own marbles forwards clockwise around the track , except where otherwise specified. Dave Stevens' Fast Track site archive copy had rules for the game and instructions for making your own board.

There is a Fast Track bulletin board for discussion of rules, variants, tactics and so on. Fast Track This page is based on information from Dave Stevens. Introduction Players, Cards and Board Object of the Game Deal Play Other web sites and sources of equipment Introduction This is one of a number of North American race games in which cards are used to control movement of pieces around the board.

Players, Cards and Board Fast track can be played by from 2 to 6 players, using a special board. The illustration, from Dave Stevens' Fast Track site , shows the various areas of the board: Starting Holding Pen - this is the starting position of all 4 of your marbles. Holding Pen Exit - colored position on the outer edge of the board where marbles enter the main track Main Track - the chain of holes that form the route that marbles take around the board, consisting of 56 spaces on a square board, and 84 on a hexagonal board.

Home Base Row - a colored row of four spaces, which is the ending location for all your marbles. Bull's Eye - this is the center space. Fast Track - this consists of the 6 colored spaces at the inner corners of the Main Track, closest to the Bull's Eye. Object of the Game To be the first player or team to move all his, her or their marbles or pegs from the starting Holding Pen into the Home Base Row of the appropriate color.

The Setup and Deal Each player should choose a color and place 4 marbles matching that color in their starting "holding pen". The Play Players take turns clockwise around the table.

As an alternative to the basic route there are some possible short cuts: The Fast Track is available as a short cut. A marble that ends a move on the Fast Track may then move from space to space clockwise around the Fast Track until it reaches the Fast Track space of its own color, at which point it continues along the Main Track towards its Home Base Row. This is not compulsory - the marble may alternatively continue along the Main Track.

If a marble that is on the Main Track but not a Fast Track space moves so as to overshoot a Fast Track space by exactly one space, it may be moved onto the Bull's Eye instead of continuing along the Main Track. From there it can only move to the Fast Track space of its own color, and only by means of a King, Queen or Jack. A marble moving backwards may pass its the Holding Pen Exit and the entrance to its Home Base Row, and later move forwards into its Home Base Row without having made a circuit of the board.

There are a couple of rare situations that may arise: If two marbles of the same color are in the Fast Track because one of them has been placed there by a Jack swap, or because both marbles arrived on the Fast Track in the same turn by splitting a 7 , the marble nearest to the fast track exit must move first. If you play a card such that your Fast Track marble cannot be moved without landing on or hopping over another marble of the same color, your Fast Track marble is sent back to its Starting Holding Pen.

Darts sport has a very long history dating back to the Middle Ages of England, and accordingly, the darts rules have been changed many times. To throw the first darts at all and to start the game, certain game preparations have to be made. It is important to note some darts rules and darts dimensions. Read Also: What are the best soft tip dart board?

First of all, we deal with the dartboard, which is thrown with darts. It is completely irrelevant whether an electronic dartboard such as the cricket pro or a classic dartboard such as the Blade5 is thrown. All dartboards are divided into 20 equal segments, which are assigned to the numbers The numbers are confused so that most large and small numbers follow each other alternately. The 20 highest value is always in the middle. Two narrow rings cross all segments. The outer of the two rings is the so-called double segment and surrounds the disc at its outer edge.

A hit within the double segment doubles the worth of the individual segment. Towards the interior of the disc, a small ring pervades the disc. Here we speak of the so-called triple-segment, which triples the value. The highest score per litter is, therefore, the Triple, so 60 points. Read Also: Best electronic dart board for home. The other dartboard dimensions are as follows. The value range of the disc, so the area covered by the double-ring, has a diameter of 34 centimeters. The entire disc, however, has a diameter of Only the dartboard height is different: The classic dartboard is mounted on the wall so that the Bulls-Eye hangs at the height of 1.

With the E-Dart, the dartboard height is 1. Above all, we recommend protecting the wall behind the dartboard as well as the floor within the play area.

This is especially true when playing with steel darts, darts that have an iron tip. There are ready-made rear panels for the dartboards, so-called surrounds, as you see them, for example, at the World Cup in use. Let us now move to the dart distance: The distance from the front of the dartboard to the throw-off line — also called Oche — is uniform for all variants 2. It is advisable to play with attached drop marks to maintain the dart distance.

So, no player can break. In the meantime, there are even specially produced dart mats or small lasers that project a broken line at the touch of a button. Now, if the dartboard hangs in the right place, we just have to worry about the right darts. In the event there is more than one path to capture your opponents pieces, one must use the path that results in collecting the most checkers.

If during a move, you land in the king row but are still able to jump backwards, you must jump backward and the checker is not kinged. In order to be kinged the piece must land exactly in that row. The same rules as international draughts apply.



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