REGLAS DEL JUEGO DE COCK & BULL
OBJETIVO
Cock & Bull es un juego para dos jugadores y hay 2 formas para ganar:
1 – Sea el primer jugador que logre “Chip-In” (ponga las seis piezas en el tablero de juego)
2 – Sea el primer jugador que logre “Peg-Out” (mueva su ficha de START [COMIENZO] a FINISH [FINAL])
“Chip-In” o “Peg-Out”, no importa, de cualquier forma usted puede ganar el juego.
COMIENZO
Al comenzar el juego no hay fichas ni estacas en el tablero. Cada jugador tira un dado de ‘Cock & Bull’ para determinar su turno. El toro desplaza al gallo, el chango desplaza al toro y si los dados salen iguales, los jugadores vuelven a tirar. El primer jugador tiene la ventaja, y puede escoger el color (rojo o negro). El primer jugador tirará los dos dados, y continuará tirándolos hasta perder su turno y ceder los dados a su oponente. Hay seis posibilidades de moverse con los dados:
2 Changos: Ponga (o voltee la ficha) una ficha en la corona. Cuando la ficha ya esta en la corona, mueva la estaca 6 lugares en el tablero. Continúe tirando los dados.
2 Toros: Ponga (o voltee la ficha) una ficha en alguno de los dos toros. Cuando las fichas ya están en los dos toros, mueva la estaca 3 lugares en el tablero. Continúe tirando los dados.
2 Gallos: Ponga (o voltee la ficha) una ficha en alguno de los tres gallos. Cuando las fichas ya están en los tres gallos, mueva la estaca 2 lugares en el tablero. Continúe tirando los dados.
1 Gallo + 1 Toro: Tiene una opción: Remueva una ficha del oponente o mueva la estaca un lugar en el tablero. Continúe tirando los dados.
Nota: Las fichas no pueden ser removidas al azar, deben ser removidas por categorías. Las fichas de su oponente deben removerse, primero del tablero. Una vez así, las fichas pueden removerse del tablero. La ficha en la cresta es siempre la última en ser removida.
Pierde su turno. Debe ceder los dados al oponente. Cuando su oponente hace lo mismo, usted recupera su turno.
Para obtener más información: www.cocknbull.org
Copyright F. M. Smith 2009
OBJETIVO
Cock & Bull es un juego para dos jugadores y hay 2 formas para ganar:
1 – Sea el primer jugador que logre “Chip-In” (ponga las seis piezas en el tablero de juego)
2 – Sea el primer jugador que logre “Peg-Out” (mueva su ficha de START [COMIENZO] a FINISH [FINAL])
“Chip-In” o “Peg-Out”, no importa, de cualquier forma usted puede ganar el juego.
COMIENZO
Al comenzar el juego no hay fichas ni estacas en el tablero. Cada jugador tira un dado de ‘Cock & Bull’ para determinar su turno. El toro desplaza al gallo, el chango desplaza al toro y si los dados salen iguales, los jugadores vuelven a tirar. El primer jugador tiene la ventaja, y puede escoger el color (rojo o negro). El primer jugador tirará los dos dados, y continuará tirándolos hasta perder su turno y ceder los dados a su oponente. Hay seis posibilidades de moverse con los dados:
2 Changos: Ponga (o voltee la ficha) una ficha en la corona. Cuando la ficha ya esta en la corona, mueva la estaca 6 lugares en el tablero. Continúe tirando los dados.
2 Toros: Ponga (o voltee la ficha) una ficha en alguno de los dos toros. Cuando las fichas ya están en los dos toros, mueva la estaca 3 lugares en el tablero. Continúe tirando los dados.
2 Gallos: Ponga (o voltee la ficha) una ficha en alguno de los tres gallos. Cuando las fichas ya están en los tres gallos, mueva la estaca 2 lugares en el tablero. Continúe tirando los dados.
1 Gallo + 1 Toro: Tiene una opción: Remueva una ficha del oponente o mueva la estaca un lugar en el tablero. Continúe tirando los dados.
Nota: Las fichas no pueden ser removidas al azar, deben ser removidas por categorías. Las fichas de su oponente deben removerse, primero del tablero. Una vez así, las fichas pueden removerse del tablero. La ficha en la cresta es siempre la última en ser removida.
Pierde su turno. Debe ceder los dados al oponente. Cuando su oponente hace lo mismo, usted recupera su turno.
Para obtener más información: www.cocknbull.org
Copyright F. M. Smith 2009
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El Objeto
Cock & Bull (Gallo & Toro) es un juego de dos que incorpora dos formas de ganar:
1 - Puede ser por ficha poniendo o voltiando todos los seis (de un color) en el tablero para tomar las armas.
2 - Puedes ganar moviendo tu clavija del comienso a final por el marco antes de que las armas sean tomadas.
Por ficha o clavijando no importa de cualquier forma ganas el juego.
Ganar es el primer objetivo y los puntos mas altos es secundario.
Comienzo del juego
Cada jugador toma su turno aventando un dado que determinara quien va primero. El Toro le gana al Gallo, el Chango le gana al Toro, y si los dos jugadores sacan el mismo, avientan el dado una segunda vez. El primer jugador tiene la ventaja y escoje el color (rojo o negro). El primer jugador aventara los dos dados y continua aventandolos hasta que pierda su turno y rinde los dados a su adversario.
Hay seis posibilidades al aventar los dados:
Gallo & Toro
Obtienes un punto en el marco cuando tu clavijas o quitas una de las fichas del tablero de tu adversario.
Nota: Las fichas se deben de quitar en cierta orden. Las fichas de tu adversario se quitan de la banda primero. Despues que se hace esto se quitan de la cancha.
Two Cocks
Place (or flip over) one chip on the bend. If you have already taken
the Bend (all three Cocks), score 2 points on the Mantle.
Two Bulls
Place (or flip over) one chip on the field. If you have already taken
the Field (both bulls), score 3 points on the Mantle.
Cock & Monkey
Lose your turn.
You must forfeit the dice to your opponent.
Bull & Monkey
Lose your turn.
You must forfeit the dice to your opponent.
Two Monkeys
Place (or flip over) one chip on the Crest. If you have already taken
the Crest (the Crown), score 6 points on the Mantle.
The Chips
There are six chips, which are red on one side for one player, and black on the other side for the other player. They can either be placed onto the game board, or flipped over when a pair is rolled. One of your opponent's chips can be removed from the game board when you have rolled a Cock & Bull, however you cannot choose just any chip at random. All of your opponent's chips must be removed from the Bend first before any chips can be removed from the Field or the Crest. And all of your opponent's chips must be removed from the Bend and the Field before a chip on the Crest can be removed.
So in other words, the Cocks can protect the Bulls and the Crown from being removed. The Bulls can only protect the Crown from being taken. And the Crown becomes vulnerable when there are no chips on the Shield
to guard it.
At the end of the game, a chip on the Crown is worth 6 points, a chip on a Bull is worth 3 points, and a chip on a Cock is worth 2 points.
The Pegs
There are two peg point markers, red for one player, and black for the other player. Pegs start at the bottom of the game board and finish at the top. The Pegs are not placed on the game board until points have been scored. You are not allowed to move your opponent's peg. There are 36 points available for each player on the Mantle. The pegs stop in the 36th hole. An exact count is not required to “Peg-Out”.
The Bend
This is the diagonal home of the Cocks. You can take the Bend by rolling pairs of Cocks. Place (or flip over) one chip onto one of the Cock charges each time a pair of Cocks is rolled. When all three charges are covered with your color, score 2 points for each additional pair of Cocks that you roll.
The Field
This is the divided shield background of the Bulls. You can take the field by rolling pairs of Bulls. Place (or flip over) one chip onto a Bull charge each time a pair of Bulls is rolled. When both charges are covered with your color, score 3 points for each additional pair of Bulls that you roll.
The Crest
This is the mirthful Monkey sporting a Cock feather in his cap, blowing the Bull horn. Take the Crest by rolling a pair of Monkeys. Place or flip a chip on the Crown. When your color is on the Crown, score 6 points for each additional pair of Monkeys that you roll.
The Arms
This is the entire center design of the game board where the six chips are placed during game play. Taking the Arms by placing (or flipping) all six of your chips onto the game board is known as "Chipping-In".
The Mantle
This is the dual pathway of holes that surround the Arms. Points are scored on the Mantle with the two movable peg markers. The pegs are not placed on the game board until points have been scored. Moving your marker from START to FINISH before the Arms are taken is known as "Pegging-Out".
Scoring
You can play Cock & Bull simply win or lose ("Chip-In or Peg-Out") without scoring points. Or you may choose to rev things up by playing to a set number of games, or to a set point limit. For maximum fun, tournament play has an additional set of rules based on the number of games won in unison with the number of points scored.
Taking the Arms by "Chipping-In" is worth 18 points plus any points that have accumulated on the Mantle. In this case the losing player will only score points from the Mantle. Normally, the highest score possible by "Chipping-In" is 53 points (18 on the arms and 35 on the mantle), however 54 points will be awarded if you can chip-in before your peg is placed on the Mantle (triple the arms, 3 x 18 points). This 54 point win is also known as
a "Flying Monkey".
When a player has "Pegged-Out" by accumulating 36 points on the Mantle the game ends allowing both players to score points with their chips on the Arms. A chip on the Crown is worth 6 points, a chip on a Bull is worth 3 points, and a chip on a Cock is worth 2 points. The highest score possible by "Pegging-Out" is 52 points (16 on the arms and 36 on the mantle).
Take Heed
Modified house rules agreed upon before game start are not discouraged, so long as they enhance the mirth and merriment! ~ F M S
Please send questions or comments to: cockandbullgame@gmail.com
Cock & Bull (Gallo & Toro) es un juego de dos que incorpora dos formas de ganar:
1 - Puede ser por ficha poniendo o voltiando todos los seis (de un color) en el tablero para tomar las armas.
2 - Puedes ganar moviendo tu clavija del comienso a final por el marco antes de que las armas sean tomadas.
Por ficha o clavijando no importa de cualquier forma ganas el juego.
Ganar es el primer objetivo y los puntos mas altos es secundario.
Comienzo del juego
Cada jugador toma su turno aventando un dado que determinara quien va primero. El Toro le gana al Gallo, el Chango le gana al Toro, y si los dos jugadores sacan el mismo, avientan el dado una segunda vez. El primer jugador tiene la ventaja y escoje el color (rojo o negro). El primer jugador aventara los dos dados y continua aventandolos hasta que pierda su turno y rinde los dados a su adversario.
Hay seis posibilidades al aventar los dados:
Gallo & Toro
Obtienes un punto en el marco cuando tu clavijas o quitas una de las fichas del tablero de tu adversario.
Nota: Las fichas se deben de quitar en cierta orden. Las fichas de tu adversario se quitan de la banda primero. Despues que se hace esto se quitan de la cancha.
Two Cocks
Place (or flip over) one chip on the bend. If you have already taken
the Bend (all three Cocks), score 2 points on the Mantle.
Two Bulls
Place (or flip over) one chip on the field. If you have already taken
the Field (both bulls), score 3 points on the Mantle.
Cock & Monkey
Lose your turn.
You must forfeit the dice to your opponent.
Bull & Monkey
Lose your turn.
You must forfeit the dice to your opponent.
Two Monkeys
Place (or flip over) one chip on the Crest. If you have already taken
the Crest (the Crown), score 6 points on the Mantle.
The Chips
There are six chips, which are red on one side for one player, and black on the other side for the other player. They can either be placed onto the game board, or flipped over when a pair is rolled. One of your opponent's chips can be removed from the game board when you have rolled a Cock & Bull, however you cannot choose just any chip at random. All of your opponent's chips must be removed from the Bend first before any chips can be removed from the Field or the Crest. And all of your opponent's chips must be removed from the Bend and the Field before a chip on the Crest can be removed.
So in other words, the Cocks can protect the Bulls and the Crown from being removed. The Bulls can only protect the Crown from being taken. And the Crown becomes vulnerable when there are no chips on the Shield
to guard it.
At the end of the game, a chip on the Crown is worth 6 points, a chip on a Bull is worth 3 points, and a chip on a Cock is worth 2 points.
The Pegs
There are two peg point markers, red for one player, and black for the other player. Pegs start at the bottom of the game board and finish at the top. The Pegs are not placed on the game board until points have been scored. You are not allowed to move your opponent's peg. There are 36 points available for each player on the Mantle. The pegs stop in the 36th hole. An exact count is not required to “Peg-Out”.
The Bend
This is the diagonal home of the Cocks. You can take the Bend by rolling pairs of Cocks. Place (or flip over) one chip onto one of the Cock charges each time a pair of Cocks is rolled. When all three charges are covered with your color, score 2 points for each additional pair of Cocks that you roll.
The Field
This is the divided shield background of the Bulls. You can take the field by rolling pairs of Bulls. Place (or flip over) one chip onto a Bull charge each time a pair of Bulls is rolled. When both charges are covered with your color, score 3 points for each additional pair of Bulls that you roll.
The Crest
This is the mirthful Monkey sporting a Cock feather in his cap, blowing the Bull horn. Take the Crest by rolling a pair of Monkeys. Place or flip a chip on the Crown. When your color is on the Crown, score 6 points for each additional pair of Monkeys that you roll.
The Arms
This is the entire center design of the game board where the six chips are placed during game play. Taking the Arms by placing (or flipping) all six of your chips onto the game board is known as "Chipping-In".
The Mantle
This is the dual pathway of holes that surround the Arms. Points are scored on the Mantle with the two movable peg markers. The pegs are not placed on the game board until points have been scored. Moving your marker from START to FINISH before the Arms are taken is known as "Pegging-Out".
Scoring
You can play Cock & Bull simply win or lose ("Chip-In or Peg-Out") without scoring points. Or you may choose to rev things up by playing to a set number of games, or to a set point limit. For maximum fun, tournament play has an additional set of rules based on the number of games won in unison with the number of points scored.
Taking the Arms by "Chipping-In" is worth 18 points plus any points that have accumulated on the Mantle. In this case the losing player will only score points from the Mantle. Normally, the highest score possible by "Chipping-In" is 53 points (18 on the arms and 35 on the mantle), however 54 points will be awarded if you can chip-in before your peg is placed on the Mantle (triple the arms, 3 x 18 points). This 54 point win is also known as
a "Flying Monkey".
When a player has "Pegged-Out" by accumulating 36 points on the Mantle the game ends allowing both players to score points with their chips on the Arms. A chip on the Crown is worth 6 points, a chip on a Bull is worth 3 points, and a chip on a Cock is worth 2 points. The highest score possible by "Pegging-Out" is 52 points (16 on the arms and 36 on the mantle).
Take Heed
Modified house rules agreed upon before game start are not discouraged, so long as they enhance the mirth and merriment! ~ F M S
Please send questions or comments to: cockandbullgame@gmail.com
Created By F. M. Smith | Copyright MMX | All Rights Reserved