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NYOUT

NYOUT. A game from South Korea. 2 to 4 players The circle and the cross are composed of circles that act as playing spaces. The center circle and the circles at the cardinal points are larger than the rest of the circles.

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NYOUT

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  1. NYOUT A game from South Korea

  2. 2 to 4 players The circle and the cross are composed of circles that act as playing spaces. The center circle and the circles at the cardinal points are larger than the rest of the circles. Based on horse racing, it's playing surface is shaped as a circle inscribed with a cross. Set up

  3. Possible moves with a throw of four sticks. Those are the dice used with traditionnal yut boards. Dice

  4. To enter your pieces onto the board, move them around the board and bear them off. The player to bear all of their pieces off first wins. Object of the game

  5. Pawns per player • If there are 2 players = 4 each • If there are 3 players = 3 each • If there are 4 players = 2 each, team up

  6. The entry and exit point is the small circle to the left of the top large circle and is called the Chut. Pieces travel counter-clockwise around the board. Horses enter the Chut on any throw value. Entering

  7. Each circle space (including the Chut) counts as a move of one. A throw of four or five allows another throw. Moving

  8. Finishing a move on a large circle allows a player to change the direction his horse is going, and on the next move take a shortcut using the paths through the center of the circle, if desired. If a horse taking a shortcut through the circle ends up on the opposite side of the circle with movement still to do they, the horse must turn widdershins (counter-clockwise) and finish out its movement. Use of shortcuts is not required. Shortcut

  9. If a player's horse finishes a move on a space that already has a rival horse there, the rival horse is considered to be "kicked", and it is removed from the board and must begin again. If a player has a horse finish a move on a space that has two or more rival horses there, all rival horses are considered to be "kicked", and all are removed from the board and must begin again. The player who "kicks" another horse or horses off the board gets an additional turn. (only one additional turn no matter how many horses were "kicked". ) Kicking away

  10. If a player's horse finishes a move on a space that already has one of his own horses there, the player may (if desired) pair the two and have them move as one piece from then on. No more than two pieces may be paired together. If a player has a horse finish a move on a space that has two or more of his own horses there, he may pair pieces (if desired) provided they are not already paired. Pairing up

  11. An exact throw is NOT required to bear a horse off the board. If a horse is borne off, with movement left, the extra movement is lost. Bear off the board

  12. If playing in teams • A player may NOT pair one of his horses with a teammate's horse. But • A PARTNER IN A TEAM MAY MOVE HIS OWN HORSE OR ONE OF HIS TEAMMATE'S HORSES.

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