A Classic Game of Strategy for the 21 st Century.

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A Classic Game of Strategy for the 21 st Century

Transcript of A Classic Game of Strategy for the 21 st Century.

Page 1: A Classic Game of Strategy for the 21 st Century.

A Classic Game of Strategy for the 21st Century

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The Game

• Tri-Cross is an abstract strategy board game

• Originally made in the 1980s, Tri-Cross was reintroduced at the 2008 NY Toy Fair

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Beginner’s & Educational Variation

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Game Play• The object of the game is to win by occupying the Tri-Cross® square (center of board) for four

consecutive turns or to eliminate your opponent’s pieces.

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Power of Pieces

• Each player has six pieces

• Each piece has a different value

• Higher pieces jump lower pieces

• The Tri-Cross can jump the Six but all other pieces can jump the Tri-Cross

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Power of Pieces

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Set Up for Play

• For two players only the black and red pieces are used.

• After choosing colors, both players will place one piece in the Tri-Cross bag and without looking, one player chooses a piece. The color chosen determines who moves first.

• You and your opponent will take your own pieces and place them face-up in the predetermined “Straight-Up” formation (See diagram to right).

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The Play• The player whose piece was pulled from the bag moves first.

• You may move any one of your pieces one square only, in any unoccupied

square, in any horizontal or vertical direction. No diagonal movement is allowed

for moving or jumping.

• After you move a piece and your hand is removed, your turn is finished (except

for any challenges or jumps required) and the next player’s turn begins

(clockwise).

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The Jump (Removing Pieces from the Board)

• When two pieces are side-by-side, a piece MUST jump another, if possible, with

the result being the removal of the jumped piece from the board.

• A jump can only be made in a horizontal or vertical direction over a weaker

piece in an adjacent square.

• If the two pieces are of equal value, then no jump is made and both pieces

remain in place.

• All jumps must begin, if possible, with the player who started the turn.

• If at the end of a jump a new piece can be jumped, then the turn continues.

• A player’s turn does not end until all jumps have been made.

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The Jump (Cont…)

The black Three moves to challenge the red Two.

The black Three continues his turn by jumping and removing the Two from the board

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The Jump (Cont…)

The black Three moves to challenge the red Two.

The black Three continues his turn by jumping and removing the Two from the board

The black Three then challenges the red Tri-Cross.

The Three is higher so the Tri-Cross is jumped and removed

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Other Jumping ExamplesBecause the red Three started the move, that players has the priority of the first jump even though the black Four has a higher value.

The red Three moves to challenge the opposing Two and Four

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Other Jumping ExamplesThe red Three jumps the black Two, then challenges the black FourThe red Three moves to challenge the opposing Two

The black Four is higher so the Four jumps the red Three

Whose turn would it be?Since the red Three initiated the previous turn it would be the Black player’s turn

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How to WinYou win by occupying the Tri-Cross square (center of board) with one of your pieces for four full consecutive turns or by eliminating your opponents’ pieces.

A) When you move a piece into the Tri-Cross square you will immediately say, “In, in one,” which puts your opponents on notice of entering the Tri-Cross square and the count starts.

B) If you did not have to move your piece out of the Tri-Cross square or lose it by being jumped, then you can make another move with one of your other pieces. At this point you will say, “In, in two.”

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How to Win (cont.)C) This process continues through the fourth full turn. At the end of “In, in

four,” you win the game as long as you were not forced out of the Tri-Cross square in the final fourth turn of your opponents by having to jump or be jumped.

D) If you choose to move your piece out of the Tri-Cross square or you are forced to jump out of the Tri-Cross square, the count stops. When a piece re-enters the Tri-Cross square the count begins again at “In, in one,” even if entering the Tri-Cross square by jumping. The count will continue on that player’s next turn.

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How to Win (cont.)• You must always move a piece on your turn. The only exception to this

rule is if you occupy the Tri-Cross square and have no other pieces remaining on the board. In this case, you may pass on your turn and continue the count by saying, “In, in two, pass,” etc. It is up to your opponent to get you out before four full turns.

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Example of Controlling the Center

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Additional Notes

• The “Start Zone” is a part of the game play and pieces can move back into the “Start Zone”.

• All jumps settle themselves during one players turn. If jumps are possible, they must be settled before the next player moves a piece.

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Standard Variation

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Variations of Play

The Standard ‘face-down’ version adds memory aspects to the game and strategy begins before the pieces are placed

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Each player lines their pieces up off the board so they can see them but their opponent cannot. The player who moves first also places their piece first. They place one piece, face down in any square on the starting square.Once a piece is placed face-down you cannot look at it again.The opponent then places one of their pieces face down in a starting square, this alternates until all 12 Start Squares are occupied, then players can begin moving pieces.

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The Jump (Cont…)

The black piece moves to challenge the red piece.

The black Three continues his turn by jumping and removing the Two from the board

The pieces are turned face-up to reveal their values

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The Jump (Cont…)

The black piece moves out of the start zone

Because one of the pieces is in the Playing Area, a challenge occurs and both are turned face-up

The red piece moves to challenge the black piece

The black cannot jump off the board so the red is safe from being removed

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Other Jumping ExamplesBecause the red Three started the move, that players has the priority of the first jump even though the black Four has a higher value.

The red piece moves to challenge the opposing black pieces

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Variations of Play

Guts- Place your pieces face down in front of you and then place them on the board

Reverse Guts- Your opponent places your pieces for

you- You will move your pieces without knowing what you’re moving until challenged

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Information

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