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Rules:

Players take turns joining who horizontally or vertically adjacent dots by a line.

A player that completes the fourth side of a square (a both colors that box and must play again. When all boxes have been colored the game ends and the player who has colored more boxes wins. You are playing against the computer. The computer is red; you are blue. In the game of Dots and Boxes, the winner is generally the player who makes the last move. The reason for this is that at the end of the game, there are usually a few long corridors or chains of boxes left to be taken. If your opponent is forced to play in one of these chains, then you can take all but two of the boxes and, by sacrificing the last two boxes, make certain that it is his turn to play into the next long chain. You will thus win all but two boxes in each long chain, and of course you will win all boxes in the last chain. We say a chain is long if it contains at least three boxes.

Rules:

The scans are marked with red arrows in this example. The two parallel scans from the two ones in the middle tier prevent any ones in the top two rows of the left most region. The vertical scan eliminates the middle cell of the bottom row from consideration.In this example, you can see that there is only one cell (marked with a black X) that can contain a 1 in the left most region in the middle tier. Enter a 1 in the cell marked with an X. The numbers shown in the example are the "givens". These numbers can not be changed in any puzzle.Scan the "givens" looking for the same number in different rows, columns, or regions. Eliminate cells for consideration by applying the Sudoku rules using these numbers..

3.

Rules:

Chess is a board game played by two players. Each player controls an army of

16 pieces - one white, one black. Starting with white, the players take turns moving one piece each turn. Each piece moves in a unique manner, and understanding how the pieces move is a must when learning how to play chess. The first step in starting a chess game is learning how to properly setting up the board. The two armies oppose each other across the board, with the smallest pieces -- pawns -- manning each army's second row, and the larger pieces on the first row. The royal couple of king and queen sit in the center of the army, flanked by the bishops, knights and rooks.

4.

Rules:

squares of the board are all white at the beginning. The players called angel and devil take turns in their steps. When it is the devils turn, he can turn a square black. The angel always stays on a white square, and when it is her turn she can y at a dist ance of at most J (horizontal or vertical) steps to a new white square. Here J is a constant. The devil wins if the angel does not nd any more white squares to land on. The result of the paper is that if J is sufciently large then the angel has a strategy such that the devil will never capture her. This solves a problem that to the authors knowledge has been open for about 30 years.See the bibliography and also the Wikipedia item on the angel problem.

Rules:

Chomp is played on a rectangular grid, such as squares of a candy bar. The lower left square is considered "poison". Players take turns picking a square. With each choice, all squares above and to the right of the picked square are no longer available --they are eaten. The person forced to take the "poison" square loses. Example: Playing on a 3x8 grid, the lower left square (in black) is the poison square. The first player chooses the red square of the grid and all the blue squares are eaten chooses the yellow square:The first player responds with the red square:The second player plays the yellow square:The first player plays the red square.

1.

Rules: homp your way to the top of the food chain by collecting all of the cards.

The first player to collect all of the cards wins the game.Each player will want to familiarize themselves with the game's sea creatures and know who chomps what. Take the time to look over the cards and learn each critter's place in the food chain.The higher a creature is on the food chain, the more it can chomp. Creatures cannot chomp their own kind (this is a civilized game, after all) or anything higher up the food chain. Nobody can chomp an Octopus or an Electric eel, which are special cards explained below.

Rules:

Two flat blocks of wood each pierced with three tiny holes are joined with three

parallel strings. Each player holds one of the blocks of wood. The first player holds one block of wood still, while the other player rotates the other block of wood around any axis for two full revolutions. Then the first player tries to untangle the strings without rotating either piece of wood. Only translations (sliding the pieces) are allowed. Afterwards, the players reverse roles; whoever can untangle the strings fastest is the winner.

Rules:

(also referred to as take-a-square) is a two-player mathematical game of strategy starting with a positive integer and both players taking turns subtracting a non-zero square

number not larger than the current value. The game is usually played as a normal play game, which means that the last person who can make a subtraction wins. In the above example, the number '13' represents a winning or 'hot' position, whilst the number '2' represents a losing or 'cold' position. Given an integer list with each integer labeled 'hot' or 'cold', the strategy of the game is simple: try to pass on a 'cold' number to your opponent. This is always possible provided you are being presented a 'hot' number. Which numbers are 'hot' and which numbers are 'cold' can be determined recursively:

480

Rules:

Take turns. On your turn: Ask a player for a card that goes with a card in your hand to make 10. If you get what you ask for, put down the pair. Draw a card. If you have a pair that makes 10, put it down. If you use up your cards, draw a card.Play until the deck is used up. The player with the most pairs wins.

Take turns. On your turn, you can either: Draw a card and add it to the layout. Find the new total .If you make 40, the round ends. You score 0. The other player scores the number on the card you drew.If you go over 40, the round ends. You score the difference between the total and 40. The other player scores 0.OR Play it safe and end the round. Your score is the difference between the total and 40. Lowest score after three rounds wins the game

574 -

Rules:

Today let me introduce you this cool game! If you are reading this in the office,

you can play this game too, its full of fun! Dont work too hard for your boss OK, break for a drink and play this game .At first, I was amazed how the game creator did this. The game is so smart, its as if the game can read our mind so terror! But after playing the game a few times, I think I know how it works, it is just a trick.

1.

Rules:

A subtraction gameS=(s 1, ...,s k)is a two-player game played with a pile of tokens where each

player at his turn removes a number ofm of tokens providedmS. The player first unable to move loses, his opponent wins. This impartial game becomes partizan if, instead of one setS, two finite setsS LandS R are given: Left removes tokens as specified byS L, right according toS R. We say thatS LdominatesS R if for all sufficiently large piles Left wins both as first and as second player. We exhibit a curious property of dominance and provide two subclasses of games in which a dominance relation prevails. We further prove that all partizan subtraction games are periodic, and investigatepure periodicity.

Rules: Draw a grid on graph paper so that each square in the grid is the same size as

each individual square in the pentominoes. For an advanced game, make a 5-by-5 square grid. For intermediate and advanced games, make a 5-by-8 or 6-by-10 grid, respectively. If you don't already have pentominoes, you can make them out of graph paper. Draw all possible pentominoes on graph paper. Each pentomino must have five squares, each square connected to the next on at least one edge. There are 12 possible shapes. Do not draw rotated or flipped versions of the same shape, since you will be able to rotate and flip them in the game. Cut out the pentominoes and color them if you want. Place the pentominoes in the grid so each pentomino square covers one grid square and the shapes don't overlap. You may rotate and flip the shapes. You will not use all the pentominoes in most boards. The game is complete when the board is filled with pentominoes and has no empty spaces.

Place all the pennies you have on any surface. You must place the pennies in rows, and there must be an equal number of pennies for each row. For example, if you have 36 pennies, you can make 6 rows of 6 pennies each OR 12 rows of 3 pennies each. If the number of pennies you have is a prime number, you must add or remove pennies to fix this. The two players sit across from each other with the pennies between them. The players take turns. The player with the turn selects a row, takes pennies from it, and pockets them. The player can take as many pennies from that row as he wants (up to the whole row), but must take at least one penny. The player who takes the last penny is declared the loser of the game.

Rules:

Rules: How does one make a computer program to play tetris? Or more generally, how does one play tetris in the first place? The rules of tetris seem to me to be better viewed than explained, but Ill give a quick overview of tetris gameplay and tetris strategies.Here the black outline is one of the places you can put the funny shaped block. And when a row is filled entirely with blocks (the row with the red outline below), you get a clear; that entire row is removed and the rest of the board is shifted down (often with a series of beeping noises and a small increase to your score):If the blocks dont get cleared and they stack to the top of the board, you lose. So ideally you want to fill as many lines as possible and avoid stacking the blocks up. Very simple. So what are some things that we can try to avoid losing the game? Some things immediately come to mind.

Rules:

The following is a list of some possible games and their positions (P = previous player win and N = Next player win with optimal game play) where (n, m, r,s N; n > 1; m > n; r > m; s > r) 1 heap:1 P n - N (reduce to 1)

3 heaps:1,1,1 P 1,1,n - N (reduce to 1,1,1) 1,n,n P 1,n,m - N (reduce to 1,n,n) n,n,n - N (reduce to 1,n,n) n,n,m - N (reduce to 1,n,n) n,m,m P n,m,r - N (reduce to n,m,m)

4 heaps:1,1,1,1 - N (reduce to 1,1,1) 1,1,1,n - N (reduce to 1,1,1) 1,1,n,n P 1,1,n,m - N (reduce to 1,1,n,n) 1,n,m,m P 1,n,m,r - N (reduce to 1,n,m,m) n,n,n,n P n,n,n,m - N (reduce to n,n,n,n) n,n,m,m P n,n,m,r - N (reduce to n,n,m,m) n,m,m,m - N (reduce to n,n,m,m) n,m,m,r - N (reduce to n,n,m,m) n,m,r,r P n,m,r,s - N (reduce to n,m,r,r)

It can be observed that (with the exception of each heap only having one stone) an odd number of largest heaps will be an N game and an even number of largest piles will be a P game, just like in regular Greedy Nim. In the case that each heap only has one stone, the opposite is true an even number of heaps is an N game and an odd number is a P game. Thus, whether you are playing Greedy Nim or its Misre version, optimal game play is the same until you get down to each heap having only one stone.

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