A truly ancient game, fun for all ages.
First, stand the sticks upright holding them all vertically with your hand. Let go gently and allow them to drop where they may. Each player's goal is to pick up as many sticks as he can without making the other sticks move. There were two methods used: one included the black stick in the group and it was worth the most points or players to used the black stick as a "tool" to assist in removing the other sticks.
The first player to go (determined by lottery) picks up one stick at a time until he is failed (one stick moves when he attempts to pick another up). The player sums up his points and the turn goes to the next player and so on until someone reaches 200 points. The winner is the first to total 200 points. You can use your own total if you wish. Some versions used 500.
The Gentle Tower game made from our beautiful Monkey Pod wood from Thailand. Take turns removing pieces from the tower until it falls.
Players take turns removing a tile and placing it on top of the tower. Tiles can only be taken once there are 3 full layers above them. 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.