Kindle Scribe Games

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Eleven Games You Can Play On The Kindle Scribe

1. Dots and Boxes 6. Obstruction X


O X
O

X O

7. Gomoku
2. Paper Soccer

8. Nim
3. Ultimate
Tic-Tac-Toe

9. Order and Chaos

4. SOS

10. TwixT

5. Join Five

11. Cram
Dots and Boxes
(HOME)
The game starts with an empty grid of dots.

Usually two players take turns adding a single


horizontal or vertical line between two unjoined
adjacent dots.

A player who completes the fourth side of a 1×1 box


earns one point and takes another turn.

A point is typically recorded by placing a mark that


identifies the player in the box, such as an initial.

The game ends when no more lines can be placed.

The winner is the player with the most points.

The board may be of any size grid. When short on


time, or to learn the game, a 2×2 board (3×3 dots) is
suitable. A 5×5 board, on the other hand, is good for
experts.

Example game of Dots and


Boxes on a 2×2 square board.

Wikipedia
Paper Soccer
(HOME)
A “ball” is marked as a dot in the center of the pitch.

Players alternately move the ball to a new point by


drawing a line from its current position to a new one.

Each move must be to a point orthogonally or


diagonally adjacent.

The ball cannot be moved beyond the boundary of


the pitch, nor along a line that has already been drawn
(including the boundary of the pitch).

If the ball is moved to a point which already has one or


more lines connected to it, including the perimeter of
the pitch, the ball “bounces” and the player immediately
takes another turn. The player’s move ends only when
the ball reaches a point with no existing lines.

The winner is the player who places the ball in their


opponent’s goal. A player also wins if their opponent
scores an own goal. If the ball reaches a point from
which it cannot be moved (such as a corner of the
pitch) this is regarded as a draw.
Example of a "bounce" move
is the dotted line: the player
moves the ball one space
west, and then bounces it
another space west

Wikipedia
Ultimate Tic-Tac-Toe
(HOME)
Each small 3 × 3 tic-tac-toe board is referred to as a
local board, and the larger 3 × 3 board is referred to as
the global board.

The game starts with X playing wherever they want in


any of the 81 empty spots.

This move “sends” their opponent to its relative


location.

For example, if X played in the


top right square of their local
board, then O needs to play
next in the local board at the
top right of the global board. O
can then play in any one of the
nine available spots in that local
board, each move sending X to a
different local board.

If a move is played so that it is to win a local board by


the rules of normal tic-tac-toe, then the entire local
board is marked as a victory for the player in the global
board.

Once a local board is won by a player or it is filled


completely, no more moves may be played in that
board.

If a player is sent to such a board, then that player may


play in any other board.

Game play ends when either


a player wins the global board
or there are no legal moves
remaining, in which case the
game is a draw.
Wikipedia
SOS
(HOME)
Before play begins, draw a square grid of at least 3x3
squares.

Players take turns to add either an “S” or an “O” to


any square, with no requirement to use the same letter
each turn.

The object of the game is for each player to attempt to


create the straight sequence S-O-S among connected
squares (either diagonally, horizontally, or vertically),
and to create as many such sequences as they can.

If a player succeeds in creating an SOS, that player


immediately takes another turn, and continues to do so
until no SOS can be created on their turn. Otherwise
turns alternate between players after each move.

Keeping track of who made which SOSs can be done


by, e.g., one player circling their SOSs and the other
player drawing a line through theirs.

Once the grid has been filled, the winner is the player
who made the most SOSs. If the grid is filled and the
number of SOSs for each player is the same, then the
game is a draw.

An incomplete game of
SOS

Wikipedia
Join Five
(HOME)
An initial grid of dots are drawn; a square of
4x4 dots, with a rectangle of 4x3 added to
each side.
The starting grid.
During each turn, draw a straight line that is
exactly five “dots” long, such that:

No part of the new line can retrace any


portion of a previously drawn line. In the
outlined version, the line can continue an
existing line (they must not overlap).
After one move.
Exactly one of the five dots covered by the
new line is missing from the grid before the
line is drawn. This missing dot (which can be
at either end of the new line, or somewhere
in the middle) is also drawn during the turn.

In other words, make a five-segment line


from four dots, and draw in the fifth (unless
it is saved to draw two dots in later turns). After four moves.

The game ends when no more segments


can be drawn on the grid.

In the two player version, the last player to


draw a line segment is the winner.

In the single player version, scoring is The game ends


accomplished by counting the number of when no more
segments drawn, or by calculating the total segments can
area of the grid at the end of play. be drawn on the
grid.

Wikipedia
Obstruction
(HOME)
Players take turns in marking squares on a grid. The
first player unable to move loses.

The game is played on a grid; 6 x 6 is a good size. One


player is ‘O’ and the other is ‘X’.

Players take turns in writing their symbol in a cell.

The restriction is that you can only play in a cell if all


its neighbors are empty (shown shaded in the following
diagrams).

The first player unable to move loses.

Example
For example, in the following game the second player
‘X’ wins because ‘O’ has nowhere to play:

X
O O

X X
O O

O X O

X
O X O X
O O

X O X O

ppag.com
Gomoku
(HOME)
Also known as: Five in a row, Go Bang, Pegit, Gomoku

Players take turns in marking squares on a grid. The


first player to get five squares in a row wins.

The game is played on a large piece of squared paper, at


least 15 x 15.

The players take turns in marking a square with their


symbol (eg ‘O’ and ‘X’).

The first player to get five squares in a row,


horizontally, vertically, or diagonally, wins.

Example
The following example shows a typical game won by
the second player, ‘X’:

ppag.com
Nim
(HOME)
Players take turns in removing dots from one of several
rows. The first player unable to move loses.

The players start by drawing several rows of dots on a


piece of paper. A good start is three rows of 5, 7, and 9
dots:

The players now take turns in crossing out (or erasing)


one or more dots from a single row. They must remove
at least one dot, and they can remove any number up
to the entire row.

The last player able to move wins.

Once you know the simple strategy for winning at Nim


(see below) it’s not a very challenging game, but it’s
important because it forms the foundation for analysing
many more complex and interesting games.

Example
Here’s an example game. The first player chooses to
remove two dots from the third row:

The second then removes the entire first row:

It’s clear that the first player’s opening move was


foolish, because from now on second can copy
whatever first does and win the game.

ppag.com
Order and Chaos
(HOME)
Order and Chaos is a variant of the game tic-tac-toe
on a 6×6 gameboard.

The player Order strives to create a five-in-a-row of


either Xs or Os. The opponent Chaos endeavors to
prevent this.

Unlike typical board games, both players control both


sets of pieces (Xs and Os).

The game starts with the board empty.

Order plays first, then turns alternate.

On each turn, a player places either an X or an O on


any open square.

Once played, pieces cannot be moved.

Order aims to get five like pieces in a row either


vertically, horizontally, or diagonally.

Chaos aims to fill the board without completion of a


line of five like pieces.

O O
X O O
X X X X X O
X O O

ppag.com
TwixT
(HOME)
The players try to link their dots to form a continuous
chain from one side of the board to the other.

Description
The board

The game is played on a large grid of dots, at least 12 x


12, excluding the four corner dots. One player uses a
pen and the other uses a highlighter.

The top and bottom rows belong to pen, and the


leftmost and rightmost columns belong to highlighter:

Description
Pen plays first, and the players take turns in marking
a dot anywhere on the grid, apart from on their
opponent’s border.

Linking dots

After placing a dot a player can optionally link a pair of


their own dots that are a knight’s move apart; in other
words, one dot apart in one direction and two dots
apart in the other direction.

A player’s link can cross one of their own links but


not one of their
opponent’s. Links that
cross aren’t considered
connected.

The first player to


create a continuous
chain of linked pegs
connecting their
border rows wins the
game.
ppag.com
Cram
(HOME)
Also known as: Plugg

The players take turns linking pairs of dots on a grid.


The first player unable to move loses.

The game is played on a matrix of dots.

The players take turns in linking a pair of adjacent dots


with a horizontal or vertical link. No dot can be linked
more than once.

In the normal game the first player unable to move


loses.

Alternatively, in the Misère version, the first player


unable to move wins.

ppag.com

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