Champion Board Games - Rules and System Requirements
TABLE OF CONTENTS
1. System Requirements
2. Backgammon
3. Checkers
4. Chinese Checkers
5. Chess
6. Mahjongg
1. SYSTEM REQUIREMENTS
The minimum system requirements to the play the Champion
Board Games are:
A PC running Windows 95/98/ME, Windows 2000, or Windows
XP.
A 233Mhz CPU.
32MB of system memory. (Windows ME, 2000 and XP may
require more.)
A 8MB DirectX 8 compatible video card.
A DirectX 8 compatible sound card.
The recommended system requirements are:
A 800Mhz (or faster) CPU.
64MB of system memory.
A 16MB DirectX 8 compatible video card (see list below
for specifics)
The following video card chipset's will run the Champion
Board Game Series games at best quality settings:
A Nvidia Geforce or later based card. (i.e. Geforce
2,3,4 Ti, FX)
A Nvidia TNT2 based card.
A ATI Radeon based card.
A 3DFX Voodoo 4/5/6 based card.
The following video cards should run the Champion
Board Games Series games at the lower quality settings:
Any Nvidia TNT based card.
Any 3DFX Voodoo 3 based card.
Most ATI rage based cards.
If your video card isn't listed, and it's compatible
with DirectX 8 or later, the Champion Board Games
Series games should run on your computer. Do make
sure you have the latest video card drivers for your
card!
2. BACKGAMMON
Backgammon, a game in which involves two players,
is played on a board consisting of twenty-four triangles
called points. The triangles alternate in color and
are grouped into four sections of six points each.
The sections are referred to as a player's home board
and outer board, and the opponent's home board and
outer board. The home and outer boards are separated
from each other by a space down the center of the
board called the bar.
The points are numbered for either player starting
in that player's home board. The outermost point is
the twenty-four point, which is also the opponent's
one point. Each player has fifteen checkers of his
own color. The initial arrangement of checkers is:
two on each player's twenty-four point, five on each
player's thirteen point, three on each player's eight
point, and five on each player's six point.
To start the game, each player throws a single die.
This determines both the player to go first and the
numbers to be played. If equal numbers come up, then
both players roll again until they roll different
numbers. (Champion Backgammon randomly chooses a player
to go first) The player throwing the higher number
now moves his checkers according to the numbers showing
on both dice. After the first roll, the players throw
two dice and alternate turns.
The roll of the dice indicates how many points, or
pips, the player is to move his checkers. The checkers
are always moved forward, to a lower-numbered point.
The following rules apply:
A checker may be moved only to an open point, one
that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves.
For example, if a player rolls 5 and 3, he may move
one checker five spaces to an open point and another
checker three spaces to an open point, or he may move
the one checker a total of eight spaces to an open
point, but only if the intermediate point (either
three or five spaces from the starting point) is also
open.
A player who rolls doubles plays the numbers shown
on the dice twice. A roll of 6 and 6 means that the
player has four sixes to use, and he may move any
combination of checkers he feels appropriate to complete
this requirement.
A player must use both numbers of a roll if this
is legally possible (or all four numbers of a double).
When only one number can be played, the player must
play that number. Or if either number can be played
but not both, the player must play the larger one.
When neither number can be used, the player loses
his turn. In the case of doubles, when all four numbers
cannot be played, the player must play as many numbers
as he can.
A point occupied by a single checker of either color
is called a blot. If an opposing checker lands on
a blot, the blot is hit and placed on the bar.
Any time a player has one or more checkers on the
bar, his first obligation is to enter those checker(s)
into the opposing home board. A checker is entered
by moving it to an open point corresponding to one
of the numbers on the rolled dice.
Once a player has moved all of his fifteen checkers
into his home board, he may commence bearing off.
A player bears off a checker by rolling a number that
corresponds to the point on which the checker resides,
and then removing that checker from the board. Thus,
rolling a 6 permits the player to remove a checker
from the six point. If there is no checker on the
point indicated by the roll, the player must make
a legal move using a checker on a higher-numbered
point. If there are no checkers on higher-numbered
points, the player is permitted (and required) to
remove a checker from the highest point on which one
of his checkers resides. A player is under no obligation
to bear off if he can make an otherwise legal move.
The object of the game is for a player to move all
of his checkers into his own home board and then bear
them off. The first player to bear off all of his
checkers wins the game.
3. CHECKERS
Checkers, a two player game played on a 8 by 8 board
of tiles. Each player has 12 pieces of their own,
placed in a zig-saw fashion at the 1,2,3 and 6,7,8
rows.
Each player moves his pieces forward towards the
opposing players piece in diagonal directions. A player
make jump over an opposing diagonal piece, which is
then removed from the board. In fact, if a player
can make a jump during their turn, they are required
by the rules to perform the jump.
If a player's piece reaches the end of the opposing
board, the players piece becomes "kinged"
and may now move in all four diagonals.
The goal of the game is to eliminate all the opposing
player pieces, or prevent the player from making a
move on their turn by blocking their pieces. You cannot
forfeit a turn, it's an automatic loss.
4. CHINESE CHECKERS
Not to be confused by Anglo-American checkers, involves
a 6 point star shaped board with "peg holes"
that are positioned in a hexagonal form in form with
other "peg holes". Up to 6 players can play
the game at once. Each player has 10 marbles in one
of the 6 points of the board.
Each player may move one marble in any direction
assuming the "peg" is unoccupied.
Jumping over your marbles and other players marbles
is permitted as long as you can jump consecutively
over the marbles. (i.e., each marble you jump is one
peg away from the next.
The goal is to move all your pieces into the opposing
point across from your beginning position.
5. CHESS
The chess board is made up of eight rows and eight
columns for a total of 64 squares of alternating colors.
There are 6 unique pieces in Chess, each with their
own rules of movement.
The board is setup as follows:
Row 1: Rook - Knight - Bishop - King - Queen - Bishop
- Knight - Rook
Row 2 is a line of Pawns.
The opposing player using the other end of the board
players their pieces in the same fashion, except the
King and Queen switch places. (By tradition, the Light
colored Queen is placed on the lightest colored square).
Rules of movement:
With pawns as an exception, any piece can capture
and remove another piece from the board, in it's normal
movements.
Pawns cannot move backward or sideways, but must
move straight ahead unless they are taking another
piece. A pawn cannot take a piece directly in front
of him but only one at a forward angle. A special
case of pawn movement is the pawns very first move.
This piece may move two squares forward in one move.
Should a pawn get all the way across the board to
reach the opponent's edge of the table, it will be
promoted. The pawn may now become any piece that the
moving player desires (except a king or pawn).
The knight is the only piece on the board that may
jump over other pieces. The knight can be thought
of as moving one square along any rank or file and
then at an angle. The knight's movement can also be
viewed as an "L" laid out at any horizontal
or vertical angle. (Two squares high, one square wide.)
The bishop may move any number of squares in a diagonal
direction until it is prevented from continuing by
another piece.
The rook can move any number of squares in a straight
line along any column or row. They do not move diagonally.
The queen can move in any direction as a straight
line, for as many squares as desired, or until a players
piece is captured, or a the edge of the board is reached.
The king can only move one square in any direction.
There is only one restriction on his movement, this
is he may not move into a position where he may be
captured by an opposing piece on the following turn.
Castling: It can only occur if there are no pieces
standing between the king and the rook. Neither king
nor rook may have moved from its original position.
There can be no opposing piece that could possibly
capture the king in his original square, the square
he moves through or the square that he ends the turn.
The king moves two squares toward the rook he intends
to castle with (this may be either rook). The rook
then moves to the square through which the king passed.
En Passant may be performed after a pawn has moved
two squares forward. If an opposing piece moves to
the square behind it, the pawn is removed from play.
The game ends when one of the players captures his
opponent's king, when one of the player's resigns
or there is a stalemate.
6. MAHJONGG
There are 42 unique tiles in Mahjongg. 144 tiles
are put into play. Tiles can be removed if either
the left or right side and the top of the tile are
clear. Tiles must be matched exactly except for seasons
and flowers, which must be matched with a season or
flower tile (respectively). Each time you shuffle
the board, 10 seconds is added to your time.
Once all tiles are removed, the game is won.
The Lee Play game is played backwards compared to
a normal Mahjongg game. You have only 15 seconds to
make your first move. After that you get between 5-15
seconds more for each consecutive move. It's random
how much time exactly you get, but you do "keep"
any extra time you acquire from past moves. Each time
you shuffle the board, you lose 10 seconds from your
time. |