The Two Pipers (1993)
Tempo de Jogo: 0
Idade Mín.: 0
Jogadores: 2
Editora: (Web published)
Designers: Mike Petty
Artistas: Desconhecido
Mecânicas: Desconhecido
Idade Mín.: 0
Jogadores: 2
Editora: (Web published)
Designers: Mike Petty
Artistas: Desconhecido
Mecânicas: Desconhecido
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extracted from the Game Cabinet listing for the rules for this game:
This is a strategy game with simple rules. The complexity of play could be compared to that of checkers.
The game requires a standard checker board and eighteen markers for the game. A set of markers for one player consists of a PIPER and eight creatures. You'll need two sets, one for each player, in different colors. The creatures' markers are two-sided. One side of the marker shows the creature asleep, and the other shows it attacking. Not surprisingly, these creatures are referred to as "SLEEPERS" and "ATTACKERS" depending on which side is up.
The Object
Be the first to move your PIPER across the swamp or to eliminate your opponent's PIPER.
Winning the Game
If a player manages to get his or her PIPER across the swamp to the land where the opponent started, that player wins the game.
A player also wins if he or she eliminates the PIPER belonging to the opponent.
For purposes of winning, it is assumed that both PIPERS could stand on one of the land squares at the same time. In other words, a player can't prevent a win by planting his PIPER on the land and refusing to move it!
This is a strategy game with simple rules. The complexity of play could be compared to that of checkers.
The game requires a standard checker board and eighteen markers for the game. A set of markers for one player consists of a PIPER and eight creatures. You'll need two sets, one for each player, in different colors. The creatures' markers are two-sided. One side of the marker shows the creature asleep, and the other shows it attacking. Not surprisingly, these creatures are referred to as "SLEEPERS" and "ATTACKERS" depending on which side is up.
The Object
Be the first to move your PIPER across the swamp or to eliminate your opponent's PIPER.
Winning the Game
If a player manages to get his or her PIPER across the swamp to the land where the opponent started, that player wins the game.
A player also wins if he or she eliminates the PIPER belonging to the opponent.
For purposes of winning, it is assumed that both PIPERS could stand on one of the land squares at the same time. In other words, a player can't prevent a win by planting his PIPER on the land and refusing to move it!
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ag.gameitem.lastUpdated: 2025-06-02 18:53:16.825