Strategic
Board Game
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When printing this board
after clicking on the thumbnail,
be sure to print in landscape mode
1st PLAYER to
reach the PAYOFF with all GAME pieces is the WINNER
GAME pieces travel
along ROWS and down through locked DOORS
Various CARD
combinations provide KEYS to unlock DOORS
|
SQUARE NOMENCLATURE |
ACTION INDICATED |
|
No Action |
Remain here until next turn |
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Move 1 Square or to Doorway |
Move to the Draw/Swap square or to the next Doorway to the right. |
|
Draw or Swap |
Draw a card from the unused Deck or swap a card from the hand for one on the table. Early in the Game, players usually Draw a card from the unused Deck. |
|
Draw a Whiz Card |
Draw a card from the unused Deck, look at it, and place it face down on the large WHIZ CARDS square. Maximum of two allowed at any one time. |
|
Doorway |
Remain here until the next turn. |
|
Move to Doorway Choice |
To complete this turn, move to any Doorway. |
For rules click HERE
Check out
http://strcat.com/News/
(The Strategic Castle)
for a great gamer site.
ECONOMY VERSION |
$11.95 |
ZIP LOCK ENCLOSURE |
4 LAMINATED GAME SHEETS |
12 GAME CHIPS |
RULES |
FREE SHIPPING (CONTINENTAL USA) |
Above prices
include shipping - US only
For more information contact me
at "www.game4all.com"
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PLAY MAKER |
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Make the right play |

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Main
Features/Benefits
Rotating assembly.
Four sets of 5 card slots.
Four caches for card storage.
Four card rest areas for discards, chips, or other uses.
Easy to design new games utilizing the Play Maker.
Allows playing of many standard rummy games with new wrinkles.
Allows game play on small or unusual surfaces, such as on a
pedestal,
or in the rear of an SUV.
Offers much visual player interaction.
Great for kids game play while traveling.
Many untested games are already designed as examples
of the unit’s inherent flexibility.
Puzzle creation, an exciting new use.
You do
it - We publish it
Any original game design meeting specific criteria will be published
with recognition of the designer.
Any innovative use of the Play Maker will be recognized on this
site.
All games utilize the following components
Spinning assembly with 4 racks, 4 caches and 4 card
rests.
Each rack has a set of 5 slots for placing the cards.
At times each player uses a specific rack, but at other times
the
cards in the racks or the vacant slots are for all players to use.
Each player has their own cache which holds the cards
from which to draw or swap during the course of play.
Each player has
their own card rest identified by the numbers 1, 2, 3, 4. Discards or
cards won are typically placed here,
but may have other uses for
particular games.
Puzzles require cutting from cardboard cards approximately the same size and thickness of regular playing cards.
EDUCATIONAL GAMES and PUZZLE CREATION
An extremely use of the PLAY MAKER is as as a playing
aid for educational card games.
Check out this Web
Site for a 132 game list of games, many of which can be adapted to
the PLAY MAKER.
Games that are especially applicable are Clockface Rummy, Subtraction
Sentences, and Place Value.
Most require special playing cards
although Place Value uses a standard deck with certain cards removed.
In order to easily create special cards go to Web Site called Plain
Cards.
WORD PUZZLES
Word puzzles are a bit more daunting. As in the
puzzle above, make up many cards using all of the popular
letters,
or all of the letters, if desired. Make many of each, especially
the vowels. Once finished, place 5 letters
on each rack that are words when unscrambled. In each of the
associated cache's, place one or two clues as to what the
word is. For example, palep, mared, caneo, and taraw, when
unscrambled are apple, dream, ocean, and water.
A clue for each could be: fruit, when asleep, salty, wet.
Another version of this is making a simple 4 word
sentence using rack #1 as the first word, rack #2 as the second, etc.
By using mainly two and three letter words a simple sentence can be
created. For example: ym, ogd,si, and igb could
be placed in rack one thru rack four. When the words are
unscrambled, the sentence reads: my dog is big.
The following games
have been designed or are under development.
Cache Me Out - great rummy
variation
Games below are book-marked - click on title to go directly to them.
Cache Math - undergoing play testing, rules
are preliminary
Rack em, Cache em, Rest em - great rummy
variation
Cache Rummy - great rummy
variation
High Low Cache - undergoing play testing, rules are preliminary
Steal My Cache - great rummy
variation
Cache Sequence -
undergoing play testing, rules are preliminary
December 4, 2004
OBJECT OF THE GAME
Create sets of 4 of a kind
&/or runs of 4 (same suit - aces are low) on any rack.
GAME END
Considered as that point in the game when no player is able to make a
legal play or when all players pass.
WINNER
The first player to run out of cards. If all players still have
cards at to game end, the winner is the player with the most cards after subtracting
the cards left in his/her hand from the total of the cards on his/her
card rest.
If a player has no cards on the card rest at game end, the only
way the player can be a winner is to be the first to run out of cards.
DEAL
Four players
5 cards to each cache which are placed face down.
8 cards to each player to hold (max cards to hold at any time).
Three players
8 cards to each of 3 caches, and 1 card to any rack.
9 cards to each player (max cards to hold at any time).
Two players
Each player has 2 caches and 2 card rests. Player #1 has caches and
card rests #1 and #2.
Player #2 has caches and
card rests #3 and #4.
Deal 8 cards to each of 4 caches.
Deal 10 cards to each player (max to hold at any time).
PLAYING RULES
Any card placed in a rack (could have been added or swapped) must allow eventual completion of a run or set.PLAYING THE GAME
Following the deal, the player to the left of the dealer makes the
first play (player #1).
Player’s have one of 5 choices on each turn. Each choice must comply
with the playing rules.
Players take 2 consecutive turns in 2 player game.
OBJECT
Solve a mathematical problem by placing cards in slots 1, 2, &
3 whereby the card in Slot 3 is
the sum of the cards
in Slots 1 and 2,
or the result of subtracting the card in Slot 2 from Slot 1. The
winner of the game
is the player
completing the most problems by game
or round end.
DEFINITIONS
Slot 1 – at the top of the card rack, the first Slot
Slot 2 – slot below the top slot, the second Slot
Slot 3 - two slots below the top slot, the third Slot
Ace – is equal to the number 1.
Jack – is equal to the number 11. For example 9 + 2 = 11 (Jack)
Queen – is equal to the number 12. For example 3 + 9 = 12 (Queen)
King – is equal to the number 13. For example 13 (King) – 12
(Queen) = 1 (Ace)
THE DEAL
- Four playersThe dealer deals 8 cards to each cache, and 5 cards alternately to each player.
PLAYING THE GAME
At each turn, players have the following options:
When a player’s rack is empty
Draw a card from own Cache (if any there), and place it or a card from the hand in the top Slot.
When there is a card in the top Slot
Draw a card and decide whether to
place the card in Slot 2 or whether to place a card from
the hand in Slot 2 and in Slot 1.
The card placed in Slot 2 should allow a math solution with one of
the cards in the player’s hand.
If neither option is chosen, the player must discard a card from the
hand or discard the card drawn (discards
placed face up on the player’s card rest).
Another option is to swap a card from the hand with a top card from any player’s discard pile.
When there are cards in both slots 1 and 2
Draw a card and place it in Slot 3 or
place one from the hand rather than the card drawn. The assumption
is that once a card has been placed in Slot 2, there is a card in the
hand that will complete the problem. If the player
has made a mistake in placing the wrong card in Slot 2, at the next
turn, he/she may swap this card (if possible)
with one in the hand or one that is drawn or swap with a face up
discard from any discard pile.
This new card should complete the math problem.
If the mistake can not be corrected on this turn, the player must
discard face up to his/her card rest.
Players draws a card, and if there is no play to be made, a card is
discarded face up to the player’s own card rest.
SPECIAL RULES
After a player completes the problem, the 3 cards
are placed face down on the player’s card Rest. If there are
discards on the card Rest, the cards from the math problem
are placed under them.
Each player who discards, places the card face up on their own card Rest.
At game end, players count the face down cards on
their own card Rest. The game winner is the player
with the most
cards.
GAME END
When no player is able to solve any more math problems.
CACHE ME OUT
OBJECT OF THE GAME
To have completed the most combinations by game end.
COMBINATIONS
Run of 3, Run of 4, or Run of 5 (must be same suit for each group)
Set of 3 or Set of 4 of a kind
Pair + set of 3 of a kind
Pair + run of 3 (same suit)
2 PLAYER GAME
Player #1 uses Racks, Caches, and Card rests #1 and #2
Player #2 uses Racks, Caches, and Card rests #3 and #4
Each player takes 2 consecutive turns
DEAL
8 cards to each cache & 10 cards to each hand (max to hold)
GAME END
There are no more plays to the rack, or each player passes.
WINNER
The player with the nost cards on his/her card rest
TO PLAY
At each turn the players have the following options:
1. Place a card ono the rack and draw one from the
applicable cache.
2. Swap a card from the hand with one from the rack
CACHE RUMMY
December 4, 2004
Object of the game
P
layers attempt to be the first to complete combinations of runs and/or sets within the hand consisting of a total of 8 cardsLegal Combinations
Ace is low
2 Players - 3 runs of 4, 3 sets of 4 of a kind, 2 runs of 4 + 1 set of 4 of a kind, 1 run of 4 + 2
sets of 4 of a kind, run of 4 + run of 8, 2 runs of 6, run of 12.
3 Players - run of 6 + run of 4 or set of 4 of a kind, run of 10, two runs of
5.
4 Players - run of 8, 2 runs of 4, 2 sets of 4 of a kind, run of 4 + set of 4 of a
kind.
The player who completes the required combo shouts loudly
"RUMMY", and exposes his/her hand.
Racks/Card Rests used.
4 racks are available to all.
2 Players -2 caches and 2 card rests for each.
3 Players - 1 cache and 1 card rest for each.
4 Players - 1 cache and 1 card rest for each.
Deal
2 Player – 3 cards to each rack, 8 cards to each cache, and 4 cards to each
hand.
3 Players - 4 cards to each rack, 7 cards to each of 3 caches, 5 cards to each
hand
4 Player – 3 cards to each rack, 6 cards to each cache, 4 cards to each hand.
Game end
Ends when a player completes the combo requirement. If there is
no hand with a winning combo,
and no possibility of a winner after a few turns
& all cache cards are exhausted, the player with the
most complete hand
is
the winner.
Each turn presents one of the following
options:
1. Players may swap a card from the hand with one in any rack.
2. Draw one card from the player’s own cache.
3. If holding max cards and a card is drawn, discard one face up
to own card rest.
4. Top card from any card rest (including player's own) may be
swapped for card from hand.
5. Lay down combo after draw or swap
Special rules
1 If the card drawn completes a combo, the
player discards a card and calls out RUMMY.
HIGH/LOW CACHE
10/30/04
Game Description
For 3 or 4 players. The game is played over 4 rounds, with each player
having one deal. Each round consists of 2 selected games with 4
players, or 3 selected games with 3 players.
The games of choice are High card, Low card, High pair, and Low pair.
High Card
The player with the highest card in the rack at round end is the winner.
Ties are settled by the denomination of
the additional 2 cards in the rack. For example if more than one player
has a King (assuming this is the highest card), and another card in this
same rack is also a King, and there is no King
in any other rack, than this is the winning hand.
Low Card
The player with the lowest card in the rack at round end is the winner.
Ties are settled by the denomination of
the additional 2 cards in the rack. For example if more than one player
has a 3 (assuming this is the lowest card), and another card in this
same rack is a 2, and there is no 2 in any other rack,
than this is the winning hand.
High Pair
The player with the highest pair in the rack at round end is the winner.
Ties are settled by the denomination of
the additional card in the rack. For example if more than one player
has
a pair of Queens (assuming this is the highest pair), and the other card
in this same rack is King, and there is no King
in any other rack, than this is the winning hand. If there is no pair
placed on any rack at game end, this game reverts
to high card.
Low Pair
The player with the lowest pair in the rack at round end is the winner.
Ties are settled by the denomination of the additional card in the rack. For example if more than one player has a pair of 3’s (assuming this is the lowest pair), and the other card in this same rack is a 2, and there is no 2 on any other rack, than this is the winning hand. If there is no pair placed on the rack at game end, this game reverts to low card.
Each deal leads to either 2 rounds or 3
rounds (3 player game) with a winner declared at the end of the two or
three rounds equating to a game. For example in a 4 player game, four
deals equates to 8 rounds for a total of 4 games, at which time
a winner is declared. Each round has a winner, and the overall winner is
the winner of the most rounds.
Ties are possible, with the final winner to be declared at the start of
the game on how to settle the tie issue,
possibly by an extra game,
PLAYING THE GAME
DEAL (4 players)
8 cards to each cache, and 5 cards to
each player.
DEAL (3 players)
12 cards to each cache, 5 cards to each player, the card remaining is
placed on the non player’s card rest face up.
The player to the dealer’s left is Player #1, Player #2 is to the left of Player #1, etc.
Player #1 starts play by declaring which two of the of the 4 possible games will be player during the first 2 rounds.
Each player in turn on the first and
second turn, starting with Player #1, places a card in their own
rack
and draws a card.
On the third turn, each player,
starting with player #1, draws a card and either discards it to the
player’s own
card rest, or swaps with a card already on the player's rack, and
than discards to the card rest.
On the 4th turn, each player draws a card, analyzes the hand and cards in the rack, and selects the final card to be played. Prior to placing this card on the rack, it is placed on top of the 5 remaining cards in the hand which are held face down as a 6 card pile.
After all players have drawn a card and have created a 6 card pile, each player in turn or simultaneously placed the top card of the pile on the rack. The 6 card pile is used in order that players not make their final card placement based on what other players have placed as their last card.
By viewing each of the player’s
racks, a winner is now declared, and one point is given to the
winner.
The start of round 2 is the same as that of round 1, except that the
second selected game is now being played.
After the 3rd card is placed in the rack, a winner is
declared as before.and a point is awarded this winner.
The deck is now reshuffled, and the next round of games start.
Player #2 now selects the two games to be played and leads off.
STEAL MY CACHE
December 4, 2004
OBJECT
To create on a player’s own rack a set of 3 of a kind plus a pair, a run
of 3 (same suit) plus a pair, or a run of 5 (same suit).
Aces are low.
DEAL
4 players –9 cards to each cache and 4 cards to each player’s
hand.
2 players- See difference in rules following 4 player rules.
WINNER/GAME END
The player who first completes one of the three required combos.
When all cards are removed from all caches, and there are no more legal
plays, and no required combos can be completed,
the game is over with no winner.
SPECIAL RULES
1. Players can steal a card only when they have 1-4 cards on their
own rack.
2. Cards can be stolen from a player only when he/she has 1-4 cards on their card
rack.
3. Cards can not be stolen unless the player doing the stealing has cards in
his/her own cache.
4. All cards stolen & placed on the rack must be able to become part of a set, run, or
pair if 3 cards already there.
5. A player who has a card stolen, may immediately steal the top card from
the cache
of the opponent who stole the card and place it in his/her hand. This
does not count as a turn.
6, Players may not take back a card that has been stolen until at least one
turn has gone by.
7. Cards placed on the rack do not necessarily have to become part of a
legal combo except when stolen.
8. In a 2 player game, players can not steal from own rack.
PLAYING THE GAME - 4 player game
Players always draw a card from their own cache on each
turn and than select a playing option.
When a player has no cards on the rack there is only one
option after drawing from cache.
1. Place a card on the rack.
When a player has 1, 2, 3 or 4 cards on the rack there are
6 options after drawing from cache.
1. Place a card on the rack.
2. Swap a card from the hand with one from the player’s own cache. Place
card under cards in cache, and take top card.
3. Swap the card from own rack with one from the hand.
4. Place a card on the rack which does not complete a legal combo.
5. Play a card to the rack which completes a legal combo, and declare
yourself the winner. If a 2 player game,
both racks must have legal combos.
6. Steal a card from an opponent's rack, and place it on own rack (must
become a part of a legal combo
if 3 or 4 cards are already there). Opponent immediately takes top card
from your cache for his/her hand.
When a player has 5 cards on a rack, there are 3 playing options after
drawing from cache.
1. If there is no rack play, the player passes.
2. Swap a card from own rack with one from the hand. No combo completed.
3. Completes a legal combo via a swap, and declare yourself the winner. If a
2 player game,
both racks must have legal combos.
PLAYING THE GAME -
2 PLAYER GAME
Each player has 2 racks and 2 caches. Player #1 has racks and caches #1
and #2. Player #2 has racks and caches #3 and #4.
The combo requirements are the same as with 4 players except that each
player must complete a combo on each of their racks.
Each player takes 2 consecutive turns.
Deal
11 cards to each cache, and 4 cards to each hand.
Winner
The player who completes one of the required combos on each of his/her 2
racks .
SPECIAL RULES
The same as for the 4 player game.
CACHE SEQUENCE
10/30/04
OBJECT
DEAL
SPECIAL RULES
Player #1 plays on Racks #1 and #2, draws cards from
caches #1 and #2, and places completed combos
on card rests #1 and #2.
Player #1 builds sequences on whichever of the 2 racks are the most
convenient as long as the combos are completed
in the proper sequence. This allows building partial combos in
advance.
Player #2 uses racks, caches, and card rests #3 and #4.
When placing cards on rack #1, #2, #3, or #4, the player must use
matching caches #1, #2, #3, or #4 to draw from.
If any of the caches become empty, players may use the other.
1. Maximum cards to hold are the number dealt, 8 cards.
2. There can never be two combinations on the racks at the same time.
For example, if a player has on a rack
a 3 and 4 of spades in preparation of the next sequence, and also has
a 2 of diamonds on the rack, the player can not place
a 2 of spades on the rack to complete the pair option, because a 3
card straight has also been completed.
3. Upon comleting a specified combo, at least one card or more at the
player’s option, is placed (discarded) on a player’s
own card rest face down. These options are:
For a pair: discard one or both.
For a 3 card straight: discard all or one or two cards
For three of a kind: discard all or one or two cards
GAME STRATEGY
During the course of the game players may want to
have extra cards on a rack in order to prepare for the later
sequences.
For example: during the pair sequence, cards that help create the next
sequence could be placed on the rack while waiting to complete the
pair combo. Future sequences can not be completed on either rack until
some cards from a prior sequence
have been discarded.
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Trivia, card & board games, chess boards & sets,
family games
Trivia, card
& board games, chess boards & sets, family games.
boardgames, cribbage, scrabble, monopoly, card games, othello,
stratego, yatzee, trivial pursuit, backgammon, clue, cranium,
classic, parcheesi, brain teasers, retail.
Vintage Games - Used Board Games - Vintage Game Store.Com
Vintage, Used and
Rare Board Games or Game. Find that special game
from your
childhood.
webring.com
The Web Games Ring
Welcome to Clanfork - the home of board games
Clanfork - the
home of boardgames
Word Games and Board Games: Spinergy - the board game that s
not square!
Spinergy is the
hot new game thats taking everyones imagination by storm.
Its hip,
clever, contagious and fun! Get together and SPIN! A very cool
gift!
Yahoo! Games
Yahoo! Games
ACE CHESS
A Resource List
EA ONLINE GAMES
ON LINE GAMES, ARTICLES, and SITES

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