Gamer's Dozen!

Gamer's Dozen!



Clarifications and Variations!

On this page, you will find a whole bunch of clarifications of rules, but also variants for game play.  This page will only include variants designed "for the whole family," rather than the many possible drinking games and adult party games.

  1. Muggers

    • In games with three to five players, you can, on a turn, take off one of your own mugged pieces to stop others from doing so on their turns!  Sure, it means one less piece on the board, but it's better than allowing someone else to get your point!

    • Try changing the board between games to prevent people from getting complacent!

    • When playing with younger people or those less-experienced with the game, take a "handicap" by playing with only five pieces rather than six!

  2. Movers

    • Instead of placing your pieces on their color, have everyone place one opponent's pieces!

    • When playing with younger people, or those less experienced with the game, you can either take a "handicap" by playing only with five pieces rather than six, or by requiring the junior player(s)  to only get three of their pieces in a row, rather than four.

  3. Capture-Chase

    • As an alternate way of bringing out new pieces, bring pieces out on any role of doubles.

  4. Stepping Stones

    • To make this a Pure Strategy Game, instead of rolling a die, require each player to move a total of four squares amongst his or her counter (moving one counter four square; one counter one square, the other three; and so on).

    • In a Pure Strategy Game, it is possible for any one given layout to favor one player over another;  it is thus recommended that the Stepping Stones tiles get rearranged after each round.

  5. Oranges and Lemons

    • "Landing on a square" includes landing on an orange or yellow square before or after moving forward or back, as well as a piece moving back to the prior grey square.  In other words, if a piece is forced to move back to a previous grey square that is already occupied, the piece that occupies that square gets "bumped" back to the previous grey square.

    • When attempting to land on the last square, this must be done on the exact count--unless you choose to play a variant where one can "overshoot" the square (rolling a five when only a roll of four is necessary).  Choosing which you want will depend on player patience!

    • The game can be played like Capture-Chase, requiring a "1" on a die to bring multiple counters onto the board.  In this case, the object is to get all the counters to the end of the board!  In this variant, you *might* also want to play with two dice, to allow more choices when moving!

  6. Horse Race

    • The obvious variant here is for each player to roll both dice.  This makes the race go faster, but it also allows for more ties!.

  7. Pot Shots

    • Normally, when the 6x6 square is set up, the players use the same point-of-view to determine row and column.  As a variant, let the player's seating determine which rows and columns are being attacked!

    • As a variant, when both tiles have already been removed, the player may place a tile at either row-column combination.  This will allow for more mobility toward the end of the game!

  8. Thinker's Dice

    • Instead of rolling just one die, roll two dice.

    • If you roll two dice, you can try variants where either (a) you take the sum for each die or (b) take the sum based on the total roll from a row (a person rolling a total of seven would be able to take the six and the one, the two and the five, the one, the two, and the four... and so on)

  9. Orange Rush

    • Try playing with three counters per player instead of all six!

    • Try a more cut-throat game, where not only do you get to take an opponent's white stones, you get to place his or her counter on the empty square of your choice!

    • This is also a great game for multi-round play!

  10. Homeland Security:

    • The NeoCon version is the opposite of the regular game:  In this, you want to get to 25 points first.  Played over several rounds, first player to 100 points wins!

  11. Movers' Maze:

    • Horizontal rows shift horizontally and vertical columns shift vertically, sliding exactly one square in either appropriate direction. Do *not* slide rows vertically or columns horizontally!

    • Just a few words on "connection" as they relate to the game: two tiles are "connected" if there is a route between the two tiles across tiles that share whole edges. Routes that cross a corner are "disconnected." Generally, during a game, you will more easily see whether or not there are groups of tiles that are "disconnected" because one group of tiles will be connected to other groups of tiles only at corners.

  12. Apex

    • Rather than "rebuilding" the pyramid each game, swap colors with the other player. Once each player has played each color, the highest sum of scores from each game determines the winner!

    • Rather than playing six rounds, play to a "goal score," like 25 or 50. Once a player reaches the goal, each player finishes his or her last turn to determine the winner, using the tie-breaker rules included in the game.

New Games!

If you develop a new game submit it here!  If your game gets used in the next release, you will receive-at your choice--either a check for twenty dollars or two new sets of Gamer's Dozen!  Meanwhile, your new games will be included right here, for everyone to see!

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