FAQ by KeyBlade999
Board Game Classics on SuperCheats.com
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       | |__) | ___   __ _ _ _____| |     | |  ___  __ _ _ __ ___   ___
       |  __ < / _ \ / _` | '__/ _` |     | | |_  |/ _` | '_ ` _ \ / _ \
       | |__) | (_) | (_| | | | (_| |     | |___| | (_| | | | | | |  __/
       |_____/ \___/ \__,_|_|  \__,_|      \______|\__,_|_| |_| |_|\___|
                        _____ _               _
                       / ____| |             (_)
                      | |    | | __ _________ _  _______
                      | |    | |/ _` / __/ __| |/ __/ __|
                      | |____| | (_| \__ \__ \ | (__\__ \
                       \_____|_|\__,_|___/___/_|\___|___/


                   O---------------------------------------O
                   |          Board Game Classics          |
                   |                 An FAQ                |
                   |             By KeyBlade999            |
                   |                                       |
                   |           File Size: 21.2 KB          |
                   |         Current Version: Final        |
                   |  Time of Update: 10:06 PM 12/12/2012  |
                   O---------------------------------------O


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                        Section Negative One: Donations            **BOARD_-1**
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While I do write all of my guides for free, it does take a lot of time and
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                        Section Zero: Table of Contents             **BOARD_0**
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  [Section Title] ............................................. [CTRL+F Tag]

  -1. Donations ............................................... **BOARD_-1**
   0. Table of Contents ....................................... **BOARD_0**
   1. Introduction ............................................ **BOARD_1**
   2. Version History ......................................... **BOARD_2**
   3. Legalities .............................................. **BOARD_3**

   4. Chess ................................................... **BOARD_4**
   5. Checkers ................................................ **BOARD_5**
   6. Backgammon .............................................. **BOARD_6**


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                           Section One: Introduction                **BOARD_1**
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Welcome to another FAQ of mine. This one covers the GameBoy Advance game known
as Board Game Classics. This game, made in 2005 by DSI Games, incorporates
three of the most popular board games of human history - chess, an intricate
game of strategy and pseudo-psychic; checkers, a weaker version of chess with
its own intricacies; and backgammon, the most confusing of the three, in my
opinion.

...

That's all I have to say on this game. Enjoy.


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                         Section Two: Version History               **BOARD_2**
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Final - First and likely only version of this FAQ completed.
        10:06 PM 12/12/2012


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                           Section Three: Legalities                **BOARD_3**
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This FAQ may not be reproduced under any circumstances except for personal,
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All trademarks and copyrights contained in this document are owned by their
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 2012 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this
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                              Section Four: Chess                   **BOARD_4**
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Pre-Game Settings:
``````````````````

Gameplay:
- Quick Play (your general game)
- Tournament (five games in a row; first to win three wins overall)
- Custom (choose your own settings)
- Watch (let the computer duke it out)

Opponent:
- Computer (AI-controlled; you have no influence)
- Human (an actual human or an acceptable equivalent)

(AI) Difficulty:
- Easy
- Normal
- Hard
- Genius (very hard)

Timed Game:
- Off (No time limit)
- 5 (Five minutes)
- 10 (Ten minutes)
- 15 (Fifteen minutes)
- 20 (Twenty minutes)
- 30 (Thirty minutes)

Music: Choose one of four tracks or play no music whatsoever.


The Game of Chess:
``````````````````

You'll have an 8-by-8 tiled board. The farthest two rows of two opposite sites
are filled with pieces of the colors white or black. Each side has a set number
of pieces, each with their own properties. Moves are made by clicking the piece
you want to move, and then its destination, and each person can only move one
piece per turn, except in certain cases.

Below is a diagram of the board, and the pieces:
                    ____ ____ ____ ____ ____ ____ ____ ____
                   |    |    |    |    |    |    |    |    |
                   | ER | EK | EB | EQ | E! | EB | EK | ER |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   | EP | EP | EP | EP | EP | EP | EP | EP |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   |    |    |    |    |    |    |    |    |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   |    |    |    |    |    |    |    |    |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   |    |    |    |    |    |    |    |    |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   |    |    |    |    |    |    |    |    |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   | YP | YP | YP | YP | YP | YP | YP | YP |
                   |____|____|____|____|____|____|____|____|
                   |    |    |    |    |    |    |    |    |
                   | YR | YK | YB | YQ | Y! | YB | YK | YR |
                   |____|____|____|____|____|____|____|____|

                              - "E_": Enemy piece           
                              - "Y_": Your piece
                              - "_P": Pawn
                              - "_R": Rook
                              - "_K": Knight
                              - "_B:" Bishop
                              - "_Q:" Queen
                              - "_!:" King

In chess notation, it is worth noting that the squares also have certain
designations to them. From the white side, if you go left to right, you'll
find the columns are given letters A - H, and the rows are labeled, going up,
1 - 8. For example, the White King's starting point is E1, and the Black Queen
is D4.

Here are the pieces. Each piece has a certain "value" to it. Consider it like
points. If you will lose a 5-point Rook to take out a 1-point Pawn, it isn't
worth it, because you lost four points. It is a nice trade value.

~ Pawn: These can move two spaces forward on their first move (or one, if you
        prefer), and then one space only afterwards. If an enemy piece is
        diagonally in front of the pawn, you can take it. It can also capture
        "en passant" - if you put an unmoved pawn in danger, you can take it if
        it moves forward two spaces. Finally, if you move a pawn to the
        opposite end of the board, you can turn it into a Rook, Knight, Bishop,
        or, most commonly, a Queen. There are eight Pawns per side, all
        composing the innermost row of the armies. Each is worth one point.

~ Rook: These "castles" can move as far in a horizontal or vertical manner as
        you wish, unless a piece gets in the way. There are two per side, and
        are found in the corners. These are worth five points.

~ Knight: The horsey guys move in "L"-shapes; two spaces in one direction and
          one more space after a ninety-degree turn. They can bypass any other
          pieces in the way (there are TWO ways to get to any one space),
          unlike the other pieces, and capture by landing on a piece. There are
          two per side, next to the Rooks, and are worth three points.

~ Bishops: These holy men will move as far diagonally as you wish, until
           something gets in their way. There are two per side, between the
           Knights and the King/Queen, and are worth three points.

~ Queen: Like a result of mixed breeding between Rooks and Bishops, the Queen
         is the most potent piece in the game, able to move horizontally,
         vertically, or diagonally as far you wish in a straight line until a
         piece gets in the way. These are worth nine points.

~ King: And if the Queen is the most potent, the King is both the most impotent
        and important. They can travel one piece in any direction, capturing
        any enemy piece on that space. They obviously move slowly. However, you
        don't want to lose this piece. If a King is at risk of being taken, it
        is "check"; if the King is certain to be captured on the next turn,
        then it is "checkmate" and that King's side loses.

The goal of the game to force the opponent's King into checkmate. As explained
earlier, "checkmate" shows that it is guaranteed the King will die on the next
turn; "check" merely shows he is at risk, but not necessarily will be taken. If
in check, you must do something to protect your King. Mostly, moving one space
to the side works, but you often end up also having to sacrifice a piece by
putting it in the path of the offending enemy. You cannot execute a move that
puts you in check as well.

There are a few techniques one can use.

First, capturing en passant is not just a way to play magic tricks. It is one
of the lesser-known tricks of the chess world, and a good way to boggle
opponents' minds. The trick is explained above, in the Pawn section.

Castling. This is how you truly make your King live. You can castle towards
either Rook you have; however, there must be nothing in-between, and the King
and the Rook chosen cannot have moved at all for this entire game. And, of
course, you can't be put in check. You'll move your King two spaces towards the
Rook in question and the Rook will move onto the other side of the King.

And the point values of the pieces. There are dozens of moves one can execute
just by their second turn. Strategizing will come into play, and the point
values of the pieces really helps. Luring opponents is not necessarily the best
idea. Also try to cover every piece you move from a threat - that way, you will
force the opponent to give something up to take you down.

That's about it, I guess.


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                             Section Five: Checkers                 **BOARD_5**
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Pre-Game Settings:
``````````````````

Gameplay:
- Quick Play (your general game)
- Tournament (five games in a row; first to win three wins overall)
- Custom (choose your own settings)
- Watch (let the computer duke it out)

Opponent:
- Computer (AI-controlled; you have no influence)
- Human (an actual human or an acceptable equivalent)

(AI) Difficulty:
- Easy
- Normal
- Hard
- Genius (very hard)

Timed Game:
- Off (No time limit)
- 5 (Five minutes)
- 10 (Ten minutes)
- 15 (Fifteen minutes)
- 20 (Twenty minutes)
- 30 (Thirty minutes)

Music: Choose one of four tracks or play no music whatsoever.


The Game of Checkers:
`````````````````````

You and your opponent each have a dozen pieces called checkers. They are
on the same colored spaces, with four per row. The lighter ones are White; the
darker, Black. This takes place on your general 8x8 chessboard.

Traditionally, Black goes first, with turns alternating afterwards. You can
only move forward at the start like this:


O O @ @		O = space 		      X = piece you want to move 
 O O X O	@ = potential destination 


In this situation, your piece can only move to those two spaces.

Now, if an enemy piece occupies that space, and a space is beyond it, you can
jump over the piece, remove it from the game, and go into the space past it.
(You can jump again from here, resulting in double/triple/quadruple-jumping.)
Jumping traditionally isn't forced (by what I've seen).

If you get a piece onto the farthest row from you, you have Kinged that piece.
This piece can move forwards and backwards, and can capture pieces in either
manner. Please note that, if you jump onto the square to become a King, you
cannot complete a double jump. Take this into consideration:


O O O O            X marks your piece, O marks spaces, and # marks the enemy
 # # O O           pieces. You CAN jump to the far row. However, from there,
X O O O            you will have to wait to next turn to jump the other three
 O O # O           pieces.
O O O O
 O O # O
O O O O 
 O O O O


When someone loses all of their pieces, they lose. If neither player can move,
a draw occurs.


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                            Section Six: Backgammon                 **BOARD_6**
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Pre-Game Settings:
``````````````````

Gameplay:
- Quick Play (your general game)
- Tournament (five games in a row; first to win three wins overall)
- Custom (choose your own settings)
- Watch (let the computer duke it out)

Opponent:
- Computer (AI-controlled; you have no influence)
- Human (an actual human or an acceptable equivalent)

(AI) Difficulty:
- Easy
- Normal
- Hard
- Genius (very hard)

Scored Game:
- Off (No scoring limit)
- 3 (Game ends at 3)
- 5 (Game ends at 5)
- 10 (Game ends at 10)
- 25 (Game ends at 25)
- 50 (Game ends at 50)


Music: Choose one of four tracks or play no music whatsoever.


The Game of Backgammon:
```````````````````````

On each side of the board, each player has 15 pieces of the same color (for
player; not ALL pieces are the same). The lighter ones, regardless of color,
are White; the darker ones are Black.

There are two halves called tables, with the bar going through the center. The
outer of the tables is the one on your left, with the inner one on the right.

After determining who goes first by rolling the dice, the winner of the dice
throw will then again use the dice that were rolled for his turn. Here onward,
forward, turns will alternate, with the dice throw starting the turn; the sole
exception is being shut out (when your blot is is on the bar). If your opponent
has blocked all available points, you'll also lose your turn.

To win, you need to move all of your stones (the pieces) into the table on the
right (the inner table; your home table). Once they're there, you can begin to
move them off of the board.

After you throw the dice, you can apply the individual dice values to one stone
per die or both dice to one stone (like Pachisi). (Example: Throw a 1 and 2 to
move two stones one and two spaces respectively, or one stone three spaces.)
To move, you'll move the piece that number of points. However, the destination
must be an open point, AND, if you use two dice on a stone, both of the points
must be open (ie. In the above example, the points one AND two points away must
be open). If you rolled doubles, it is as if you rolled FOUR dice and obtained
all of those values, and can be applied to four stones max.

Now, back to points. If a point is occupied by two or more of your opponent's
stones, you cannot land there - you can go past it, or not make the move at
all (the former must apply to the rules, though). Any number of your pieces can
remain on a single point - all 15 if needed; they'll just pile on top of one
another.

Another thing is that, despite if it is a better idea to remain stationary, you
must move if at all possible, usually using the higher number. Even if you can
only use one die, you'll be forced to use it.

About sending blots to the bar... Assume a point has only one of your
opponent's stones on it. It is called a blot; this point (and the blot) can be
landed on (or hit). The blot goes to the bar. The blot needs to be entered and
become a stone before another move can be made - it also needs to land on the
enemy's home table on an open point.

Now, onto the end of the game. Once all of your stones are in your home table,
you can bear off, which is removing your pieces from the game in the order as
determined by the dice. If the number rolled is higher than the points you have
to travel, just bear off the farthest piece.

Now, there is something about this. Once the game is over, the following can
happen:

 ~ Loser has borne off a stone                   = 1 loss
 ~ Loser has borne off no stones                 = 2 losses (Gammon)
 ~ Loser has a stone on bar/winner's inner table = 3 losses (Backgammon)





O=============================================================================O
|                      This is the end of KeyBlade999's                       |
|                      FAQ for the GameBoy Advance game                       |
|                            Board Game Classics.                             |
O=============================================================================O
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                                                               KeyBlade999