Witt (1986)
Speeltijd: 0
Min. Leeftijd: 10
Spelers: 2
Uitgever: Afterglow Games
Ontwerpers: Daniel A. Grossman
Kunstenaars: Onbekend
Mechanismen: Pattern Movement, Square Grid, Point to Point Movement, Static Capture, Grid Movement
Min. Leeftijd: 10
Spelers: 2
Uitgever: Afterglow Games
Ontwerpers: Daniel A. Grossman
Kunstenaars: Onbekend
Mechanismen: Pattern Movement, Square Grid, Point to Point Movement, Static Capture, Grid Movement
Beschrijving Tonen Opmerkingen Tonen Prijstrend
Witt incorporates the single piece movement and the jump and capture mechanism of checkers along with allowing players to jump their own pieces as in chinese checkers. There are multiple objectives that individually could be an agreed upon as a single win condition or in various combinations where all are needed to win.
The possible winning objectives are:
get a single peg to the row behind the opposite black line on the board (penetration).
get a single peg into the opponent's starting area, and keeping it there without capture for a single turn (occupation).
achieve a score of 13 (kept on two tracks on the side of the board) where a point is scored at the beginning of each turn for each of the player's pegs in the opponent's territory, even if it survived from a previous turn (accumulation)
at the beginning of the player's turn, has a single peg in the opponents territory that has all 8 surrounding holes empty (isolation).
eliminate all of the opponent's pieces (elimination).
There are also rules to prevent blocking (3 pegs of one player in a row) and to get players' pieces out of the set up area (one player cannot have more than 4 more pegs than the other in the set-up areas).
The possible winning objectives are:
get a single peg to the row behind the opposite black line on the board (penetration).
get a single peg into the opponent's starting area, and keeping it there without capture for a single turn (occupation).
achieve a score of 13 (kept on two tracks on the side of the board) where a point is scored at the beginning of each turn for each of the player's pegs in the opponent's territory, even if it survived from a previous turn (accumulation)
at the beginning of the player's turn, has a single peg in the opponents territory that has all 8 surrounding holes empty (isolation).
eliminate all of the opponent's pieces (elimination).
There are also rules to prevent blocking (3 pegs of one player in a row) and to get players' pieces out of the set up area (one player cannot have more than 4 more pegs than the other in the set-up areas).
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ag.gameitem.lastUpdated: 2025-05-03 07:45:10.499