__ __ | | _ | _ | ) _ _ __ _| / _ _ _ _ _ |--| / \ \ / | /_\ |-< / \ / | | / | | _ / | | | | /_\ (_ | | \_/ \/ | \__ |__) \_/ \_| | \_| \__| \_| | | | \__ __) / __ __ __ __ / _\ / \ / \ | / | | | | --| /___ \__/ \__/ __| O--------------------------------------O | Hoyle Board Games 2003 | | An FAQ | | By KeyBlade999 | | | | Total Size: 64.6 KB | | Current Version: Final | | Previous Update: 1:30 AM 8/20/2011 | O--------------------------------------O 0. Contents*******************************HBG0******************************* _________________________________________________ / | \ | Section Title | CTRL+F Tag | | | | >-------------------------------< >---------------< | 0. Contents | **HBG0** | | 1. Intro | **HBG1** | | 2. Version History | **HBG2** | | 3. Legalities | **HBG3** | >-------------------------------< >---------------< | 4. Mahjong Tiles | **HBG4** | | 5. Gravity Tiles | **HBG5** | | 6. Doublecross | **HBG6** | | 7. Word Yacht | **HBG7** | | 8. Wordox | **HBG8** | | 9. Reversi | **HBG9** | | 10. Backgammon | **HBG10** | | 11. Chess | **HBG11** | | 12. Chinese Checkers | **HBG12** | | 13. Rummy Squares | **HBG13** | | 14. Master Match | **HBG14** | | 15. Mancala | **HBG15** | | 16. Battling Ships | **HBG16** | | 17. Yacht | **HBG17** | | 18. Dominoes | **HBG18** | | 19. Checkers | **HBG19** | | 20. Pachisi | **HBG20** | | 21. Bump 'Em | **HBG21** | | 22. In-Game Menus | **HBG22** | \________________________________|________________/ 1. Intro*******************************HBG1********************************** Welcome to an FAQ for one of my first PC games, Hoyle Board Games 2003. It's been a while - about six months - since I last wrote a PC FAQ, but I'll give it a shot. Guess there's not much else to say. Enjoy. 2. Version History*******************************HBG2************************ v0.10 - Got the overall layout completed. Finished Contents, Intro, Legal, Mahjong Tiles, Gravity Tiles, Doublecross, Word Yacht, Wordox, and Reversi. 11:20 PM 8/17/2011 Final - Finished Backgammon, Chess, Chinese Checkers, Rummy Squares, Master Match, Mancala, Battling Ships, Yacht, Dominoes, Checkers, Pachisi, Bump 'Em, and the menus. Thusly, this FAQ is completely done. ~~ File Size : 64.6 KB. ~~ Start-End Time: 3 days. ~~ Time of Update: 1:30 AM 8/20/2011 3. Legalities*******************************HBG3***************************** This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. � 2011 Daniel Chaviers (aka KeyBlade999). If you would wish to contact me concerning this or my other FAQs, use this e-mail: [email protected], or PM me on the GameFAQs message boards. O-----------------------------------O O------------------------------------O | Allowed sites for my FAQs | | Forever-Banned Sites | O-----------------------------------O O------------------------------------O | GameFAQs (www.gamefaqs.com) | | CheatCC (www.cheatcc.com) | | Neoseeker (www.neoseeker.com) | | www.cheat-database.com | | SuperCheats (www.supercheats.com) | | Cheat Index (www.cheatindex.com) | | | | Cheat Search (www.cheatsearch.com) | | | | www.panstudio.com/cheatstop | | | | Game Express (www.gameexpress.com) | | | | Mega Games | O-----------------------------------O O------------------------------------O 4. Mahjong Tiles*******************************HBG4************************** Mahjong Tiles is a tile-based game that can be played using one or two players. One-Player Rules: After selecting your layout and the tiles are put into it, try to find matching tile pairs. Do so by clicking on the first member of the pair. However, these tiles must adhere to two conditions to be clickable: ~ NO tiles can be on top of them in any manner. ~ They must be visible, of course. ~ One side (left/right) must be not be touching another tile. ~ The pair must of be of the same SUIT (ie. circles) (as applicable) and NUMBER/LETTER (ie. 7), except in the cases of the seasons (Spring, Summer, Autumn, Winter) and the flowers (Orchid, Bamboo, Mum, and Plum in the Chinese set; only pictures in the Egyptian set). If you're in doubt about the validity of removing a tile, simply click it! If it darkens, then it is selected. Additionally, if you use a timer, and run out of time, you also lose. Be careful. Gameplay continues in this pair-removing manner until you cannot match and remove any more tiles. Your goal is to try to have as few remaining tiles as possible. After the game ends, you have these options: ~ Shuffle Tiles: New game, shuffled tiles, same layout. ~ Don't Shuffle Tiles: New game, same layout entirely. ~ New Layout: Use a different layout. Additionally, if you lost, you can also undo your previous move or shuffle the tiles that remain. Two-Player Rules: After selecting your layout and the tiles are put into it, Player 1 will begin their turn. On your turn, you are to try to match up a pair of tiles. Click on a tile to select it. However, these tiles must adhere to two conditions to be clickable: ~ NO tiles can be on top of them in any manner. ~ They must be visible, of course. ~ One side (left/right) must be not be touching another tile. ~ The pair must of be of the same SUIT (ie. circles) (as applicable) and NUMBER/LETTER (ie. 7), except in the cases of the seasons (Spring, Summer, Autumn, Winter) and the flowers (Orchid, Bamboo, Mum, and Plum in the Chinese set; only pictures in the Egyptian set). If you're in doubt about the validity of removing a tile, simply click it! If it darkens, then it is selected. Additionally, if you use a timer, you have a limited time to find a matching pair. Once you make a pair or run out of time, play passes to Player 2, and so on. Gameplay continues in this pair-removing manner until you and the other player are both unable to make a pair. The winner is determined by whoever has the most matches; if this is a tie, the time you took in FINDING THE MATCHES will be used, with the speedier player winning. After the game ends, you have these options: ~ Shuffle Tiles: New game, shuffled tiles, same layout. ~ Don't Shuffle Tiles: New game, same layout entirely. ~ New Layout: Use a different layout. Gameplay Example: 1 2 3 4 5 A [9C][SU][FA][BA][9R] R = rectangle Chinese suit B [4S][WI][2R][9C][6C] S = Symbolic suit C [4R][4S] [9R][9C] C = Circles D [PL][MU][6C] [4S] ? = Everything else is the first two letters of the E [BA] [WI] [SP] name In this game, you are capable of removing tiles 1A and 5C; 1B and 5D; 5B and 3D; 5A and 4C; 1D and 1E; 3C and 5D; and 3E and 5E. Tips: ~ When you can see multiple possibilities for making a pair, try to focus first on those that free up tiles. ~ Easier games have freer layouts, just as harder ones have many blocked tiles. Actions: ~ Find Match: Will pick out two tiles when you get stumped. Cannot be used in two-player. Shortcut: M. ~ Remove Pair: Removes the selected pair of tiles. Shortcut: Enter. ~ Undo: Undoes the previous move. Unusable in timed games. Shortcut: CTRL+Z. Game Options: ~ Tile Set: There are two sets you can use - the traditional Chinese tiles, or those based on the Egyptian hieroglyphics. ~ Layout: Allows to select a different layout; delete layouts; and create new layouts. ~ Timer: Allows you to set a time limit per pair match. The game ends in one-player if time runs out; in two-player, play goes to the other player. Limits are 15/30/45/60 seconds. ~ Tiles Face Down: Puts the tiles of the game face down, allowing you only to see the faces when the mouse is over them. Makes for an extremely challenging game. 5. Gravity Tiles*******************************HBG5************************** Gravity Tiles is a one-player tile-based game. Rules: After the start, you will see some tiles on the board with 3, 4, or 5 varying colors. You are to click on the groups of them (can vary from groups of 2 to 4) to remove them. You will continue play like this until you run out of possible moves, and are then given a point-based score. Points are given for removing whole columns, whole colors, large groups of tiles, and just for removing the tiles. An additional feature is the Movsable Tiles. If you click-and-hold on a tile, you can drag and drop it into a location, but only if it completes a group. As such, the game, when using this mode, will not end until all moves, whether you need to move tiles or not, are made. Once the game ends, you can play a new game, or replay the same one. Tips: ~ Start removing from the top and going down; you'll disturb less tiles this way. ~ Try clearing from left to right; when columns are removing, the board will collapse from right to left. ~ You can, when using Moveable Tiles, drag a tile into an empty column, but it must complete a group. Actions: ~ Undo: Undoes the last action made and returns those tiles to the board. Shortcut: CTRL+Z. Game Options: ~ Number of tile colors: How many differently colored tiles are there? Ranges from 3 to 5. ~ Moveable Tiles: If used, you can drag-and-drop tiles to complete groups. ~ Minimum Tiles to Click: How many tiles must be in a group before you can click and remove them? Ranges from 2 to 4. 6. Doublecross*******************************HBG6**************************** Doublecross is a two-to-four player word game. Rules: Upon your colored box flashing, it will be your turn. Drag tiles onto the board to place them and make words. Some stuff about this: ~ The tiles must extend from a stable tile OR in a straight line from a stable tile with unstable tiles of the SAME COLOR connected. Stable tiles are black with colored letters; unstable tiles are of a colored background with black letters. ~ The tiles become stable a word is made using these tiles. If there are any unstable tiles still connected to a tile, that tile remains unstable. ~ The words must be 3 (or 4) letters long. Therefore, the words "xi" and "ay" aren't made stable. ~ If a word is a partial word (part of a word; example: "cr-" in reference to "create", "crate", and "cradle") will remain unstable until a full word is made. ~ If you try to place a tile and it won't make at least a partial word, you will lose the tile, your turn, and points. ~ Points are given for completed words, based on the letters in it. During your turn, you can also use "Pass" to finish your turn with the tiles currently places, or "New Tiles" to pass your turn while getting a new rack. The latter only functions if you haven't played a tile this turn. Once you "Pass", your rack is refill and play passes to the next turn. There are some bonus tiles on the board. The "+##" spaces add points to your score when played on; the value increases as more of these spaces are taken. The "?" spaces are a random effect. The colored bombs when played on will remove all of the unstable tiles of the color of the bomb; if the player with that color plays on said bomb, it is defused and does nothing. There are bombs with pointing arrows: if you place this on a tile, any unstable tiles in the path outlined by the arrows will be destroyed and the owner loses points. You can use them when desired, though only two are held. The "X" spaces are where nothing can be placed. The game will end when someone's rack is emptied and cannot be refilled, or all players consecutively cannot/choose not to play. Points are deducted and a winner is determined by the highest number of points. Scoring: ~ Play on YOUR colored bomb = +16 points. ~ Play on a different colored bomb = +8 points. ~ Pick up the N/W/S/E bomb = +4 points. ~ Pick up a different bomb = +2 points. ~ Completion of a word = +1 point per letter in word. ~ Stablization of tiles = +1 point multiplied by number of letters in word. ~ Have tiles in rack at end = -1 point per tile. ~ Have unstable tiles at end = -1 point per tile. ~ Get a letter blown up = -4 points per tile. Tips: ~ Avoid making words that use the unstable tiles of another player's word; instead, try to make words with these tiles nearby that would make the opponent's tiles not part of the word, thereby destroying them. ~ Aim for the bonus point spaces - you don't need to have complete words to get them, just legal partial words. ~ Make lots of words when playing; avoid having unstable tiles. ~ When playing on another's color bomb, beware that you, too, lose points if you orphan (and thereby destroy) some of your tiles. ~ Maximize the opponents' destruction when using a directional bomb while minimizing your own. ~ Try completing multiple words. For example, adding E, N, and D to M will first make MEN, then MEND, which can earn bonus points. Actions: ~ Pass: Passes turn to next player. Shortcut: P. ~ Get New Letters: Pass turn to next player and get a new rack. Shortcut: G. ~ Undo: Undoes last move on this turn, if it didn't mess with a special space, stabilize a word, or complete a word. Shortcut: U. ~ Pause/Resume: Pause/Restart game. Game Options: ~ Include colored bombs: Do you want colored bombs? ~ Include directional bombs: Do you want directional bombs? ~ Include bonus point spaces: Do you want bonus point spaces? ~ Include blocking spaces: Do you want block spaces? ~ Grid Mode: If active, the blocking spaces are in a grid form. ~ Include mystery spaces: Do you want the mystery spaces? ~ Verbose descriptions: If on, you'll see a description of all plays; if off, you'll see a description of the critical plays. ~ Minimum Word Size: Must a word be 3 or 4 letters before it can be stable? ~ Time Limit For Turn: How long do you get to play per turn? Time limits are 30/45/60 seconds and infinite time. ~ Skill Level: How tough are the computers? 7. Word Yacht*******************************HBG7***************************** Word Yacht is a one to four player game in which you roll dice and make words. Rules: You'll begin by clicking the cup and rolling the ten lettered dice. Using the letters appear, you are given two minutes to make as many words as possible. You may type the word or click on the appropriate tiles. Each tile can only be used in a word once (remember: if you have 2 "T" tiles, then the word CAN have 2 "T"s; however, if you had just one, you'd be limited to one). At the end of the two minutes, or whenever you prefer, you can select a number on the scoring sheet to get that many points in that category. The words you make need to be 3+ letters long and recognized by the dictionary of the game. Scoring: O================O============O==============================O===============O | Difficulty | Category | Words Made of the Category | Point Value | O================O============O==============================O===============O | Beginner | 3 Letter | 3; 5; 10 | 15; 30; 45 | | | Words | | | | | | | | | | 4 Letter | 2; 4; 6 | 15; 30; 45 | | | Words | | | | | | | | | | 5+ Letter | 1; 2; 3 | 30; 50; 70 | | | Words | | | | | | | | | | Straight | 3; 4; 5 | 25; 50; 75 | | | | | | | | Starter | Special - make words that | 15; 30; 45 | | | | start with the same letter. | | | | | Words: 3; 5; 10. | | | | | | | | | Slam | Special - use all tiles | 20 | | | | at least once | | | | | | | | | Scorer | Special - 3/4 letter words | Special | | | | are one point; 5 letters get| | | | | 2 points; 6+ letters = 3pt. | | | | | | | | | Yacht | Make any 15+ words. | 75 | | | | | | | | Bonus | Make a 7+ letter word. | 50 | | | | | | O----------------O------------O------------------------------O---------------O | Intermediate | 3/4 Letter | 5; 10; 15 | 15; 30; 45 | | | Words | | | | | | | | | | 5/6 Letter | 3; 6; 9 | 15; 30; 45 | | | Words | | | | | | | | | | 7+ Letter | 1; 2; 3 | 30; 50; 70 | | | Words | | | | | | | | | | Straight | 3; 4; 5 | 10; 25; 50 | | | | | | | | Starter | Special - make words that | 15; 30; 45 | | | | start with the same letter. | | | | | Words: 5; 10; 15. | | | | | | | | | Slam | Special - use all tiles | 20 | | | | at least once | | | | | | | | | Scorer | Special - 3/4 letter words | Special | | | | are one point; 5/6 letters | | | | | get 2 points; 7+ letters get| | | | | 3 points. | | | | | | | | | Yacht | Make any 30+ words. | 75 | | | | | | | | Bonus | Make a 8+ letter word. | 50 | | | | | | O----------------O------------O------------------------------O---------------O | Expert | 3/4 Letter | 10; 15; 20 | 15; 30; 45 | | | Words | | | | | | | | | | 5/6 Letter | 6; 9; 12 | 15; 30; 45 | | | Words | | | | | | | | | | 7+ Letter | 2; 3; 4 | 30; 50; 70 | | | Words | | | | | | | | | | Straight | 3; 4; 5 | 10; 25; 50 | | | | | | | | Starter | Special - make words that | 15; 30; 45 | | | | start with the same letter. | | | | | Words: 10; 15; 20. | | | | | | | | | Slam | Special - use all tiles | 20 | | | | at least once | | | | | | | | | Scorer | Special - 3/4 letter words | Special | | | | are one point; 5/6 letters | | | | | get 2 points; 7+ letters get| | | | | 3 points. | | | | | | | | | Yacht | Make any 40+ words. | 75 | | | | | | | | Bonus | Make a 8+ letter word. | 50 | | | | | | O================O============O==============================O===============O Tips: ~ Various new words can be made using prefixes (eg. "re-", "en-", "de-") and suffixes (eg. "-s", "-er", "-ed"). If you plan on using this technique a lot, it helps to set the game to not clear the tiles after you make a word. ~ The most common letters in English are R, S, T, L, N, and E. Take this into consideration when doing "Starter". Likewise, remember that the least common are Z, X, Q, J, and V. Actions: ~ Roll Dice: On your turn, roll the dice to start your turn. Shortcut: Spacebar. ~ Clear: Clear the word typed. Shortcut: Esc. ~ Remove Letter: Removes the farthest-right letter. Shortcut: Backsapce. ~ Add Word to List: Adds, if legal, the word to the list. Shortcut: Enter. ~ Pause/Resume Timer: Turns the timer on/off for a pausing session. Game Options: ~ Clear word after entering: After entering the word into the list, do you want to have it remain? This is useful for doing lots of prefixes/suffixes when off. ~ Return dice to original positions: Do you want the dice to return to where they started at when cleared, or shuffled? ~ Show popup help: Do you want the description of the categories on the score sheet to appear when the cursor is over it? 8. Wordox*******************************HBG8********************************* Wordox is a Scrabble-esque word game for two to four players. Rules: When it is your turn, you are to make words with the tiles in the rack. You will do so by dragging them onto the board. The words are made up/down or left/right, never diagonally. These words must be 2+ letters long. You also must play 2+ tiles on your turn. These tiles must extend from others on the board, if any; if not, it be in the center starred square. Click "Submit" to enter the word. If you run out of time before doing so, your tiles already placed are submitted and checked. You can also use "Pass" to pass play to the next player. The rack is refilled if all players consecutively pass. If the word submitted is not a word/allowed, you lose the turn. When a word is accepted, the tiles used in it become the color of you. This also goes for previously-played words. For each tile of your color, you get a point. When you play on an orange space, you'll get a dot. If you hit the pink space, you'll get extra points equal to the number of dots. The pink space will empty the board of all tiles. The game ends when a player hits the target point number, or there are not enough tiles to refill the rack, or if all tiles are used. The player with the most points will win in the latter two situations. Another note on tile-taking... If you make a new word from another word (eg. "SHEET" from "SHE", "STONE" from "TON", or "FIRES" from "FIRE"), you will take all of the tiles in the word. Tips: ~ Try to capture everyone's tiles. Make words alongside the word or add some prefixes or suffixes to it. ~ Make your words tough to capture. For example, if you can play "STAGE" or "GATES", play "GATES"; this is because "STAGE" can have several different prefixes and suffixes added. ~ PLAY LOTS OF TILES! Each tile is one point; thusly, longer words mean more points. For example, don't play "AIR" when you can play "HAIRY"; the same goes for "RAIL" and "FRAIL/GRAIL" and "LEAK" and "BLEAK". ~ Clear the board when possible. The points you have after playing can never be lost. Game Options: ~ Second to play: How long you have to play a word before the game auto-submits the word. Ranges from 30 to 240 seconds. ~ Cannot end existing word with S: When this is active, you cannot add an "S" to a word and make another on the side; you will have to use A/E/I/O/U before it. ~ Game ends when board is cleared: Upon clearing the board, the game ends. ~ Winning Score: Use the default score for winning, or make your own! ~ Skill Level: Choose how difficult the opponent(s) are to beat. 9. Reversi*******************************HBG9******************************** Reversi is a two player board game. Rules: When it is your turn, you want to place some distance between your piece and another one, with the other person's between. For example... B B W In this situation, you'll want to place a black (B) piece at W W B the bottom of the left or rightmost columns to capture three W W W of the white (W) pieces and make the become black. W B W B W These "sandwiches" can occur horizontally, vertically, diagonally, or any combination of these. However, these sandwiches only occur when a piece is placed; if a new sandwich is made after such, it won't do a thing. A legal play is shown on screen when you hover the cursor over a space and a transparent chip appears. If no legal play exists, you lose your turn. The "L" piece shows the last one played. The game ends when all squares are filled, neither player can make a legal move, or one player captures all of the on-the-board chips of the other. Tips: None. Actions: ~ Undo: Take back your last move. Shortcut: CTRL+Z. ~ Resign: Give up or lose before game's end. Shortcut: R. Game Options: ~ Skill Level: How tough is the computer? ~ Piece Colors: Do you wish to alternate the colors with each game. ~ Board Type: Choose to have black/white chips or purple/yellow. It is black or purple that moves first. 10. Backgammon*******************************HBG10*************************** Backgammon is a two player board game. Rules: 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 will use that winning roll firstly (if set to be so; otherwise, you'll roll). From this point 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) Doubling: When you wish to double and up the stakes, you declare to do so before rolling the dice by clicking the die on the left. The right to do so then alternates. When it happens, the other player must either resign or continue on with a double game. This basically means if you lose, the loss amount doubles or so. Tips: None. Actions: ~ Roll Dice: Rolls Dice. Shortcut: Spacebar. ~ Double: With doubling enabled, you can double. Shortcut: D. ~ Resign: Resign/Lose game. Shortcut: R. ~ Undo: Undoes your last move. Shortcut: CTRL+Z. Game Options: ~ Use Doubling Cube: If active, enables doubling. ~ Automatic Doubles: Use None to turn off automatic doubling; otherwise, set a limit on such (1 to 6). ~ First Roll: ~ Must use first non-double roll. ~ Must roll again. ~ Can choose to roll again. ~ Skill Level: Determines the CPU/AI difficulty. ~ Game Options: Show stone destinations. 11. Chess*******************************HBG11******************************** Chess is a two-player board game. Rules: Firstly, notice the board. There are two colors, white and black (typically, these are referred to as "armies" (probably due to the medival creation) and White moves first). You have 16 pieces on your side: ~ Pawn: These accompany the top row. They can move one or two spaces forward on the first move, and one thereafter. They can capture when a piece of the opponent is a space diagonal from it. Additionally, it can capture other pawns en passant (French: "in passing"): if a pawn tries to bypass you by moving two spaces to land on the side, you can capture it. Finally, if these get onto the final row (the opponent's back row), it can transform into any piece (sans Pawn and King). ~ Rook: These accompany the bottom-left and bottom-right corners. They can move vertically or horizontally for any distance desired, unless an enemy piece blocks it. If it captures a piece, it'll stay there for that turn. ~ Knight: These are beside the Rooks. They can move in an L-shaped pattern. They move two spaces vertically/horizontally, then go one space horizontally/vertically (respectively). It can bypass other pieces and will capture any enemy piece on the destination. ~ Bishop: These two are beside the Knights. They move diagonally for any desired distance, or until it is blocked or takes a piece. ~ Queen: This piece can move any distance horizontally/vertically/diagonally that you desire, or until it is blocked or takes a piece. ~ King: This is the most important piece. It can move one space in any direction, unless that space risks its capture (a situation known as check), and can take any piece there of the enemy. However, the moving exception is Castling. Castling occurs in this situation: a Rook and the King haven't moved and there are no pieces (enemy or ally) between the two. If the Rook is on the King side, move the king two squares to the right (on the computer's perspective) and the Rook will move to the other side. If the Rook is Queenside, the King moves two spaces left (from the computer perspective), with the Rook taking the other side. It is only allowed once. Additionally, you cannot use it to castle out of, through, or into check. Check occurs when a piece has a chance at capturing the King (for example, a Rook takes place in the bottom-left corner with no pieces between it and the king in the bottom-right corner). You must, on your turn, get out of check. You can move the King out of the check zone, block the threatening piece with another piece of yours, or, primarily in the case of pawns, capture the piece. However, the above options assume that your move wouldn't put you in another check zone -- if you cannot make a move to get out of check, it is checkmate and you lose (if your King is threatened). (There actually seems that there is an absolute minimum of pieces needed to cause checkmate. You will need, at minimum, a King, Bishop, and Knight. Once you lose one of them and have no other pieces, you'll be forced a draw game.) On draw games, there are quite a few methods to drawing a game: ~ By agreement. ~ By Perpetual Check. (When one player constantly and consistently checks the opponent and won't stop. He is trying to force a draw, probably because he is at a disadvantage and doesn't want to lose.) ~ By Insufficient Material. (You need a King, Knight, and Bishop to induce checkmate. If you lack these, the game will end in your loss or a draw.) ~ By Stalemate. (The player cannot move at all, and is not in check.) ~ By Move Repetition. (The same position occuring three times in a row by the same player means a draw.) ~ By the 50-Move Rule. (The previous fifty moves have gone without a capture or a Pawn move. Common in cases when one side has only a King.) Tips: ~ This game is all practice and strategy. Games like Final Fantasy Tactics and Pokemon actually seem to be decent at learning strategy. Actions: ~ Show Captures (shows the current captured pieces). ~ Board Style: Changes the board style. Shortcut: Spacebar. ~ Undo: Undoes your most recent move; disallowed against Expert AIs. Shortcut is CTRL+Z. ~ Resign: Resign/Lose the game. Shortcut: R. ~ Request Draw: Requests a draw from the opponent (draw by agreement). Shortcut is D. Game Options: ~ The left side of the menu lets you create special situations for the game. ~ Piece Colors: Want to become black one game, and white the next? ~ Skill Level: Determines AI difficulty. ~ Board Style: Determines the board graphics. Only a 2D-marble is available if the CD isn't in the CD drive. 12. Chinese Checkers*******************************HBG12********************* Chinese Checkers is a board game for two, three, four, or six players. Rules: You'll begin with 10 marbles. Your goal is to get all ten into the colored area opposite you. On your turn, you can move any marble one space, typically. However, you can also jump pieces. For example... O O O O O X X Assume the X's are other's marbles, with the # as yours. O O O O O X You can jump over into the nearby @ area. These jumps O O O O O @ O allowed as many as needed. However, the jumped-over marble O O O O O X needs to be diagonal from yours (in a potential place to O O O O O O # otherwise go) with another space beyond it. You can jump as many as needed, and in any allowed direction, with any color. (Of course, the marbles CAN move forward and backward.) Tips: ~ Always be wary of possible jumps. Even though it might take you backwards at the start, it may be possible to get all of the way to the end! Actions: None. Game Options: ~ Skill Level: Determines the AI difficulty. 13. Rummy Squares*******************************HBG13************************ Rummy Squares is a one-to-four player game. Rules: In this game, you are to make melds. These can come in sequences and groups. Sequences are three-plus tiles of the same color arranged in numerical order, and groups are three/four tiles of the same number, but different colors. The number allowed can extend (13 is the sequence max; 4 is the group max). There are four colors: red, blue, yellow, and green (the names of the first four Pokemon games, which is weird). There are also two Jokers. More on that later. Your very first play is the initial meld. It must have a numerical sum of 30+ and MUST BE ALL FROM YOUR HAND - YOU CANNOT DO ANYTHING OTHERWISE BUT PASS. (A Joker is worth the represented value). After this play, you can use tiles from the board. You must use tiles from your hand to modify a sequence to your benefit. You are allowed to make those from just your hand or with the help of the board. If you cannot play, you pass and get a tile. As for Jokers... They are the "wild cards" of this game, and, when used from the hand, can represent any color and number in a meld. After this, though, you can still use it in a different meld -- but only if you replace the Joker with a tile of the color and number the Joker was represented. If someone goes out, and you have a Joker, you lose 30 points. The game is over when one player runs out of tiles or the tile pool empties. A player who goes out has the best score, zero. The remaining tiles are totaled up (Jokers count 30) and that value is multiplied by -1. The player with the least-negative/most-positive score wins. (-17 beats -32 as 0 beats all.) Tips: None. Actions: ~ Submit: Submits your play, if legal. Shortcut: S. ~ Pass: Pass your turn and get a tile. Shortcut: P. ~ Reset: Return the board to the arrangement as of the start of the turn. The shortcut: R. Game Options: ~ Skill Level: Determines AI difficulty. 14. Master Match*******************************HBG14************************* Master Match is a code-guessing game for two. Rules: One player will make a code by combining some pegs, with the other one trying to guess it in as few tries as possible. This player does so by putting pegs into his/her board. The results are shown when submitted. The "Correct Place & Color" number will tell you how many pegs used are in both the correct position and are of the right color. The "Correct Color" will tell you how many pegs are of the right color, but not the right position. Once you guess correctly or run out of guesses, the game ends. Scoring: With the scoring option active, you will play multiple games. With each, you get a point for each row it takes the opponent to guess the code, and you get an additional three points for a failure. Tips: None. Actions: ~ Submit Puzzle: Submits the created puzzle. Shortcut: Spacebar. ~ Match: Submits your code guess. All holes must be filled. Shortcut: Spacebar. Game Options: ~ Variation: Play with one or two boards? ~ Skill Level: Determines AI difficulty. ~ Duplicates: If unchecked, you can use multiple pegs of the same color for your code. ~ Rows: How many guesses do you get? Is from 5 to 15. ~ Colors: How many colored pegs are there? There are 4 to 8. ~ Pegs: How many pegs are in the code? Goes from 3 to 5. ~ Scoring: Select whether to have no scoring, or choose a point limit at which someone wins (20 to 50). 15. Mancala*******************************HBG15****************************** Mancala is a board game for two. Rules: Across the bottom, you'll find eight cups. The tall one on the left is your opponent's mancala, the small six cups are your, with the tall one on the right being your mancala. In each of your cups are some stones. Click on the cup to distribute them. You go counterclockwise around the whole board (sans the opponent's mancala) and drop one into each cup until you run out. There are some special situations: ~ If your last stone lands in your mancala, you get another turn. And another, and another... as long as the last stone returns to your mancala. ~ If the last stone goes into one of your empty cups, any stones in your opponent's cup directly across from it will go into your mancala. The game ends when one person's cups are empty. The remaining stones on the opponent's side are put into their mancala. Whoever has more stones wins. Tips: ~ Try to strategize a lot. Actions: ~ Undo: Takes back your last move. Shortcut: CTRL+Z. ~ Resign: Resigns the game and you lose. Shortcut: R. Game Options: ~ Number of Stones: How many stones are in each cup at the start? Goes from 3 to 6. ~ Display Stone Counts: If on, shows how many stones are in a cup; otherwise, you'll have to manually count. ~ Starting Player: From the computer perspective, who goes first? Is it the bottom player (you), the top player (CPU or friend), or should it alternate? ~ Skill Level: Determines AI difficulty. 16. Battling Ships*******************************HBG16*********************** Battling Ships is a two-player board game quite obviously based on Battleship. Rules: Firstly, you'll set up your boats. The aircraft carrier is five squares; the battleship is four; the destroyer is three; the submarine is three; and the PT boat is two. These locations are usually unknown to your opponent until the game gets underway. At the start, you can choose six squares to shoot missiles at. You are told if you hit a ship or missed. A ship is sunk when all of its squares are hit. After this, depending on the settings, you still get six shots, or you get less shots for losing ships (you start with six and lose one (two for the aircraft carrier) for each ship lost). The first to sink all of the enemy ships wins. Tips: ~ Remember that ships don't move at any point during the game. Also keep in mind they aren't pieced apart or made diagonal. Actions: ~ Fire: Shoot all missiles at the specified squares. Shortcut: Spacebar. ~ Clear All: Clear all target settings. Shortcut: Backspace. Game Options: ~ Number of Missiles: Determines the number of shots per turn. Can be set to a fixed amount (one through six), or will be determined by the number of ships left. ~ Skill Level: Determines AI difficulty. ~ Mark Sunken Ships: If unchecked, you won't know if you have sunk a ship or not. Therefore, just because you have two hits in a row doesn't meet that you necessarily sunk the PT boat. 17. Yacht*******************************HBG17******************************** Yacht is a one to four player dice game, possibly based on Yahtzee. Rules: Firstly, you will roll the dice. Keep the ones you desire by clicking on them and roll again with the remainder if desired. Keep desired ones and roll again if you wish. That will be your last roll. From the dice you have now, pick a category with the score desired. This score becomes permanent for this game and cannot be changed afterwards. The game ends when all players have filled all twelve categories. The highest score wins. Scoring: O========================O==============================O===========O | Category | Score Determinant | Point | | | | Range | O========================O==============================O===========O | Ones | Total of ones in hand. | 0 - 5. | O------------------------O------------------------------O-----------O | Twos | Total of twos in hand. | 0 - 10. | O------------------------O------------------------------O-----------O | Threes | Total of threes in hand. | 0 - 15. | O------------------------O------------------------------O-----------O | Fours | Total of fours in hand. | 0 - 20. | O------------------------O------------------------------O-----------O | Fives | Total of fives in hand. | 0 - 25. | O------------------------O------------------------------O-----------O | Sixes | Total of sixes in hand. | 0 - 30. | O------------------------O------------------------------O-----------O | Four-of-a-Kind | Must have four of the same | 0 - 30. | | | dice value. Will total all | | | | dice. | | O------------------------O------------------------------O-----------O | Full House | Must have two of one | 0 - 30. | | | dice value and three of | | | | another, or a Yacht. Total | | | | value of dice. | | O------------------------O------------------------------O-----------O | Four Straight | Must have a sequence of | 0; 25. | | | four or five numbers. | | O------------------------O------------------------------O-----------O | Five Straight | Must have a sequence of | 0; 30. | | | five numbers. | | O------------------------O------------------------------O-----------O | Yacht/Five-of-a-Kind | Must have five of the same | 0; 50. | | | dice value. | | O------------------------O------------------------------O-----------O | Choice | Total of all dice. | 5 - 30. | O========================O==============================O===========O Tips: ~ If your hand pretty much sucks, and you cannot get points worth much in the potential categories, think about those categories you'd get few points out of, anyhow. (The ones category.) Despite not getting as many points as you would out of the others, the max penalty here is 5 points -- for the others, it can easily be 20 or more. Actions: ~ Roll Dice: Rolls dice. Shortcut: Spacebar. ~ Keep Dice: Keeps a die. Shortcut: The die number you want to keep. ~ Release Dice: Gets rid of a die. Shortcut: Backspace. Game Options: ~ Skill Level: Determines AI difficulty. 18. Dominoes*******************************HBG18***************************** Dominoes is a game with several varieties, most ranging from 2 - 4 players. General Rules: Dominoes are these retangular tiles with combinations of numbers from 1 to 6. (In this game.) There are also some blank numbers. Therefore, there are 28 dominoes. Each one with the dots have pips. The more pips one has, the heavier it is. (Metaphorically, of course.) There are some with symmetrical ends. These are doublets and they belong to a certain suit. All of these games are started with the dominoes placed face-down and shuffled. You then click on the dominoes to get some of them. For the first play, a bone (domino) is laid down. To connect them, they must have a similar end. For example, to connect to a 1-3, a domino must have an end of 1 or 3 pips. The end will touch the corresponding end. Sometimes, you can also extend from the middle of a doublet, if the bone placed matches the doublet. Block Variation Rules: Firstly, with two playing, they each start with seven bones. With three or four playing, it is five bones each. The player with the highest doublet (usually 5-5 or 6-6) places it. Play then goes counterclockwise. Bones are added to an end of the layout with the corresponding numbers touching. There are only two open ends - there is none of the four-way play with doublets. If one player cannot do anything, they'll pass. The game ends when someone empties their hand, or if no one can play. The pips on each player's bones are totaled - the lowest amount wins. Sebastopol Variation Rules: This mode is four player, with each having seven bones (all of the dominoes are gone). The 6-6 doublet is set and play goes counterclockwise. The 6-6 is open all four ways. Each of the four plays MUST (and can) fill a branch (unless the setting are changed) -- no branch is extended further. It then plays like Block from here on out. Draw Variation Rules: Firstly, with two playing, they each start with seven bones. With three or four playing, it is five bones each. The player with the highest doublet (usually 5-5 or 6-6) places it. Play then goes counterclockwise. Bones are added to an end of the layout with the corresponding numbers touching. There are only two open ends - there is none of the four-way play with doublets. If one player cannot do anything, they'll draw from the boneyard (where any undrawn bones reside) until they CAN play. A player must pass if they cannot play and the boneyard has been emptied. The game ends when someone empties their hand, or if no one can play. The pips on each player's bones are totaled - the lowest amount wins. Fives Variation Rules: Fives is the score-based Dominoes game, and is usually played with two people starting with seven bones. As with Draw, a player must draw for a bone if he cannot play until he CAN. The player will have to pass if they cannot move and the boneyard is emptied. Typically, you'll begin by placing a doublet. If not, the first one later played is the spinner. The bones can extend from it in all four directions. During this, a line of play is formed from the four EXTENDED branches. The open ends of the non-doublets are the lines of play, and doublets touching only one other bone are also counted. If you count the pips after a play and it is a multiple of 5 (5, 10, 15, 20, 25, etc.), one point is awarded for whatever multiple it is (1 point for a 5 count, 5 for a 25 count, etc.) There will only be a single line of play until the spinner is played. The game ends when a player empties his hand or no one can play and the bone- yard is empty. The points are added. The person losing has his pips counted and rounded to the nearest five. This is divided by five and added to the winner's points. (Please note a pip count of 0, 1, or 2 results in 0/5 or 0.) Tips: None. Actions: ~ Pass: Pass turn. Shortcut: Enter. Game Options: ~ Game Variations: Choose to play Block, Sebastopol, Draw, or Fives. ~ Apply Sprout Rule: Must all branches be filled before being extended in Sebastopol? ~ General: ~ Start with highest doublet: When applicable, do you need to always start with the heaviest doublet? ~ Leave last 2 bones in boneyard: When applicable, should the last two bones never be drawn? ~ Must play if possible: Passing is prohibited. ~ Skill Level: Determines AI difficulty. ~ Bones in Hand: Should you have 5 or 7 bones? (Only for two player.) ~ Winning Score: Determines winning number of points (100, 200, 300). 19. Checkers*******************************HBG19***************************** Checkers is a board game for two. Rules: You and your opponent each have 12 pieces called checkers (or men). They are on the same colored spaces, with four per row. The lighter ones are White; the darker, Black. 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), though it can be changed in the settings. If you get a piece onto the farther 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. Tips: ~ Don't always go straight to trading pieces - only do so for a positional advantage. ~ Your lower-left corner and the opponent's top-right corner are the weakest parts of the board, as pieces can get Kinged here twice as easily - two spaces connecting. ~ If you wish to leave back-row protection, leave two men there. One on the farthest left space, and the one two to the right. ~ Always consider whether jumping will let your opponent do so, or worse... ~ Consider that, sometimes, sacrificing one man can net you two captures! Actions: ~ Resign: Quit/Lose the game. Shortcut: R. ~ Request Draw: Request a tie. Shortcut: D. ~ Pass: Only available with Must Jump off, and in the middle of a multi-jump situation. You can choose to stop jumping in the middle of the multi- jump. Shortcut: Enter. Game Options: ~ Board Type: Place the standard 2D board, a board with frogs (2D), or a 3D board. ~ Include the Fly: Have frogs randomly eat flies in the frog board. ~ Must Jump: If possible, do you HAVE to jump? ~ Alternate Colors: Alternate colors with each game? ~ Skill Level: Set the AI difficulty. 20. Pachisi*******************************HBG20****************************** Pachisi is a board game for two to four people. Rules: First, you need to get pieces out of your start area. Roll a five (either as an individual die or a sum) to do so; otherwise, you lose your turn. After this, you are to use dice rolls to move it forward. As you do, be aware of these things: ~ If a enemy piece lands on the same space as your piece, it is taken away to the starting area. ~ If you land on an enemy piece, it goes away and you get 20 bonus spaces. ~ Two pieces on the same space can form a blockade through which nothing can pass, not even allies. Blockades cannot be advanced via doubles. ~ When you get to the colored lane of your color, go down it. With the correct rolls, you can get in and get ten bonus spaces. (You cannot overshoot the goal.) ~ Those black spaces are those on which pieces cannot be taken. ~ Rolling doubles equals another turn. The first to bring all four pieces home wins. Tips: ~ If someone is in the lead and nearing their lane, you may want to have a piece near your lane make another circuit, so as to stop the opponent from winning. Actions: ~ Pass: Pass the turn to the next player when you don't/can't use both dice. Shortcut: Enter. ~ Roll Dice: Roll the dice. Shortcut: Spacebar. Game Options: ~ 3 doubles in a row: If you row three doubles in a row, does your piece closest to the home lane get sent to the start? ~ Skill Level: Determines the AI difficulty. 21. Bump 'Em*******************************HBG21***************************** Bump 'Em is a racing board game for two to four people. Rules: At the start, you'll need to move your car onto the start space from pit row. You'll do so by getting a 1 ticket, 12 ticket, or Bump 'Em! Ticket (the last makes your car take the place of an opponent's on the track). From here on, you'll be given a select variety of tickets: ~ 1 ticket: Move car one space forward OR put a pit row car onto the start. ~ 2 ticket: Move car two spaces forward. ~ 3 ticket: Move car three spaces forward AND get a bonus ticket. ~ 4 ticket: Move car four spaces forward. ~ 5 ticket: Move car five spaces forward. ~ 6 ticket: Move car six spaces forward OR nine spaces backward. ~ 7 ticket: Move car seven spaces forward OR switch a car on the track with an opponent's. ~ 8 ticket: Move car eight spaces forward. Can be split between two cars. ~ 9 ticket: Move car nine spaces forward OR six spaces backward. ~ 10 ticket: Move car ten spaces forward. ~ 11 ticket: Move car eleven spaces forward OR one space backward. ~ 12 ticket: Move car twelve spaces forward OR bring a car from pit row to the start space. ~ Bump 'Em Ticket: Bring a car from your pit row to take the space of an opponent's on the track. (The bumped car goes to pit row.) Some rules on moving: ~ You cannot land on a space occupied by one of your cars (excepting turbo spaces). ~ If you land on a space occupied by an opponent, it goes to pit row. Same goes for you. (You can PASS, though, without effect.) ~ If you cannot use the ticket, you lose a turn. ~ If you only have one move, you'll HAVE to do it, despite the consequences. ~ When you reach your home stretch, you'll go into it and further along the track. These cars cannot be swapped or bumped by others. Special Spaces: ~ Oil Slick: If you land on another's oil slick, you'll slide six spaces forward, bumping ALL cars in the way to the pit row. Nothing will happen on your own. ~ Turbo Space: If you have a car on a turbo space, and ANY OTHER CAR lands on that very same space, the original car is set to the next turbo space or the finish area, whichever comes first. You win when all four cars go into the finish area. Tips: ~ If possible, move backwards from the start - it is a quicker way to the home stretch! ~ With the Bump 'Em! ticket, don't get revenge on the last one who bumped you; go for the most strategic position. Remember ... winning is always the best revenge. ~ Stay out the six spaces ahead of oil slicks if at all possible! Actions: ~ Take Ticket: Get a ticket. Shortcut: Spacebar. Game Options: ~ Include Turbo Spaces: Should Turbo Spaces be used? ~ Skill Level: Determines AI difficulty. ~ Cars per Player: How many cars do you get? Ranges from 2 to 4. 22. In-Game Menus*******************************HBG22************************ File: ~ Sign In...: Change character being used. ~ Statistics: See the stats for the games, like wins/losses/etc. ~ Exit Board Games: Exit the program. Shortcut: Alt+F4. Go To: ~ Internet Games: Connects you to http://play.hoylegames.com/. ~ Facemaker: Make a character. ~ Demo Mode: Watch quick clips of gameplay between the computers. ~ Backgammon: Go to a backgammon game. ~ Battling Ships: Go to a Battling Ships game. ~ Checkers: Play checkers. ~ Chess: Play chess. ~ Chinese Checkers: Play Chinese Checkers. ~ Dominoes: Play dominoes. ~ Doublecross: Play Doublecross. ~ Gravity Tiles: Play Gravity Tiles. ~ Mahjong Tiles: - One Player: Play Mahjong Tiles by yourself. - Two Player: Play Mahjong Tiles with someone else. - Layout Maker: Make a tile layout. ~ Mancala: Play Mancala. ~ Master Match: Play Master Match. ~ Pachisi: Play Pachisi. ~ Reversi: Play Reversi. ~ Rummy Squares: Play Rummy Squares. ~ Wordox: Play Wordox. ~ Word Yacht: Play Word Yacht. ~ Yacht: Play Yacht. Options: ~ Environment...: - General: - Character Speech: Can the AI talk? (CD only.) - Animations: See various animations? (CD only.) - Background Music: Want some music in the background? (CD only.) - Sound Effects: Have sound effects? - At Startup: - Show intro movie: Start the weird Indiana Jones ripoff each time you load the game with the CD in the drive? - Attitude: How talkative is the AI? - Speed: How fast is the game and the AI? Help: - Board Game Help: Brings up the help menu for the game. - Setup Wizard: Brings up the windows that initially appear on the first visit. - Dictionary: Look up words. Pretty useful, actually! - Credits: Show the credits of the game. - About Board Games: Shows the copyright info for the game. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++ +++ +++ This is the end of KeyBlade999's +++ +++ Hoyle Board Games 2003 (PC) FAQ. +++ +++ +++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ________________ | ____________ | | | | | | | | | | |____________| |____________________________________________ | |____________| |_________________________ | | | | | | |\ /\ /| | | | | | | | \ / \ / | | | |____________| | | | (_) (_) | | |________________| |_| |_| ___ ___ ___ /'__`\ /'__`\ /'__`\ /\ \_\ \ /\ \_\ \ /\ \_\ \ \ \___, \ \ \___, \ \ \___, \ \/__,/\ \ \/__,/\ \ \/__,/\ \ \ \_\ \ \_\ \ \_\ \/_/ \/_/ \/_/ KeyBlade999