GO a strategic wooden game for 2 players.
The game includes a board and two bowls of chess (black and white)
The board cleared, each player chooses his color of chess.
The two players take turns to place his/her chess on board. The player with black chess starts first.
A dragon is a line of chess with the same color. When a dragon is strangled, (a line of chess isolated from chess of same color), the dragon(line of chess) is captured by the opponent.
The player can choose to give up placing chess on his turn.
If both players decide to give up placing new chess on board on their turns, the game is over
The player with more chess on board wins.
The Gentle Tower game made from our beautiful Monkey Pod wood from Thailand.
Players take turns removing one block at a time from a tower constructed of 54 blocks. Each block removed is then placed on top of the tower, creating a progressively taller and more unstable structure. The player before the person who knocks over the tower wins. Same rules as the classic Jenga.
A strategy board game which can be played by two, three, four, or six people, playing individually or with partners. The game is a modern and simplified variation of the game Halma.( invented in Germany in 1892) The rules are simple, so even young children can play
The classic stacking game can be played in 2 variations:
1. Classic- without taking in consideration the colored pieces.
2. When A color direct your move.
Each turn A player roll the die to get a color and then must remove a piece of the color shown.
This game uses standard Jenga rules. Once a piece is removed it is placed on top of the stack. Pieces may only be removed from the top of the stack once there are at least 3 full rows completed over them. The game is over when the tower falls.
Master Mind - Wooden Game
A game for 2 players.
* A decoding board, with a shield at one end covering a row of four large holes, and five additional rows containing four large holes next to a set of four small holes;
* Code pegs of six different colors, with round heads, which will be placed in the large holes on the board; and
* Key pegs, colored black and white, they will be placed in the small holes on the board.
One player becomes the code maker, the other the codebreaker. The codemaker chooses a pattern of five code pegs. Duplicates are allowed, so the player could even choose five code pegs of the same color. The chosen pattern is placed in the five holes covered by the shield, visible to the codemaker but not to the codebreaker.
The codebreaker tries to guess the pattern, in both order and color, within five turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing a:
White peg for A HIT = The Codebreaker guessed the right color but not in the right place.
Black peg for A SHOT = The Codebreaker guessed the right color in the right place.
Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made.
The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess. The winner is the one who has the most points after the agreed-upon number of games is played.