RAEj (1986)
Tempo de Jogo: 0
Idade Mín.: 10
Jogadores: 2
Editora: Le Griffon d'Argile
Designers: (Uncredited)
Artistas: Desconhecido
Mecânicas: Roll / Spin and Move, Dice Rolling
Idade Mín.: 10
Jogadores: 2
Editora: Le Griffon d'Argile
Designers: (Uncredited)
Artistas: Desconhecido
Mecânicas: Roll / Spin and Move, Dice Rolling
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From reading the rules:
A bizarre and unlikely combination of checkers, Chinese checkers, backgammon, and chess.
Note: production quality of this game is surprisingly high. The "checkers" feel to be made of high-quality material, and feel cool and smooth to the touch, reminiscent of 'Go' stones, but much larger (and flat). They have star outline, star-filled, and star-filled in a circle designed etched into them: 1 set blue etchings, 1 set red etchings. The board is standard hard cardboard. The board art is gray background with white lines, with blue and red stars, triangles, and square delineated colored zones.
From the rules:
Each player starts with 1 'pawn' (checker) and 1 "King' (checker with a star in a circle design} on their designated opposed short-sides of the 9 x 10 square board. Two dice (each numbered only 1-3) are rolled to determine movement.
"Pawns" (checkers) move forward or sideways and can only jump other "pawns".
"Knights' (checkers with a star design) are created by jumping a "pawn" with its own "King", They can jump "pawns" or "knights", and may not be jumped by "pawns". When a "pawn" is knighted, the checker is flipped over to it's star-design side.
"Kings" (checker with a star in a circle design) move forward, backward, or sideways. They can jump any piece, but must stay out of the opponent's "holding zone" (a 3 x 3 square area in the middle of the opponent's side).
A piece may enter the board on a player's holding zone when a 2 is rolled on a die, and is moved the number on the other die.
A piece may leave the board when it is in a "destination square" (located on the last rank of the opponents side of the board) on any roll.
Captures are only made by a King. When a king jumps an opposing piece, that piece is placed back in the opponent's 'holding zone' (effectively starting over it's journey).
There is a scoring system in place for end-of game (Pawns with 1, Knights 2, Kings 4), and the doubling-cube is used to issue challenges during play.
The rule-sheet has a small section on strategies, and "Championship tournament" guidelines. Very ambitious.
A bizarre and unlikely combination of checkers, Chinese checkers, backgammon, and chess.
Note: production quality of this game is surprisingly high. The "checkers" feel to be made of high-quality material, and feel cool and smooth to the touch, reminiscent of 'Go' stones, but much larger (and flat). They have star outline, star-filled, and star-filled in a circle designed etched into them: 1 set blue etchings, 1 set red etchings. The board is standard hard cardboard. The board art is gray background with white lines, with blue and red stars, triangles, and square delineated colored zones.
From the rules:
Each player starts with 1 'pawn' (checker) and 1 "King' (checker with a star in a circle design} on their designated opposed short-sides of the 9 x 10 square board. Two dice (each numbered only 1-3) are rolled to determine movement.
"Pawns" (checkers) move forward or sideways and can only jump other "pawns".
"Knights' (checkers with a star design) are created by jumping a "pawn" with its own "King", They can jump "pawns" or "knights", and may not be jumped by "pawns". When a "pawn" is knighted, the checker is flipped over to it's star-design side.
"Kings" (checker with a star in a circle design) move forward, backward, or sideways. They can jump any piece, but must stay out of the opponent's "holding zone" (a 3 x 3 square area in the middle of the opponent's side).
A piece may enter the board on a player's holding zone when a 2 is rolled on a die, and is moved the number on the other die.
A piece may leave the board when it is in a "destination square" (located on the last rank of the opponents side of the board) on any roll.
Captures are only made by a King. When a king jumps an opposing piece, that piece is placed back in the opponent's 'holding zone' (effectively starting over it's journey).
There is a scoring system in place for end-of game (Pawns with 1, Knights 2, Kings 4), and the doubling-cube is used to issue challenges during play.
The rule-sheet has a small section on strategies, and "Championship tournament" guidelines. Very ambitious.
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RAEj
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ag.gameitem.lastUpdated: 2025-05-07 22:14:37.46