PLAY GAMES and WIN PRIZES Mapua Library (Intramuros)
How to join:
1. Visit the main Library and look for Ms. Keith Lacson to register.
2. The first 5 pairs to register are automatically the players.
Game Mechanics:
LIBRARY HENYO
1. Teams must have 2 players: Player One will guess the secret word/phrase and Player Two will respond to the Guesser by answering Oo, Hindi or Pwede.
2. The secret word will be posted at the top of the head of Player One.
3. The team will be given 2 minutes to guess the word/phrase.
4. No body language, no audience coaching. The team will be disqualified for this.
5. If “ Player Two” answers with words other than Oo, Hindi or Pwede, 5 seconds penalty shall be given to the team. It would be added to their end time. The computed end time would be the final result of their end time.
6. The team who reaches the maximum allowable time and did not guess the mystery word/phrase will be automatically eliminated.
7. The clock stops when Player One answers the secret word correctly.
8. The team with the shortest time of guessing will be the winners.
9. Tie Breaker: for the teams who have the same end time, they will be guessing another word. The team with the shortest time of guessing will be declared the winner.
WORD BOGGLE
Object of the Game
To list, within 3 minutes, as many words of the highest point value as you can find among the random assortment of letters in the cube grid.
Setup
Each player will need a sheet of paper and a pen or pencil. Drop the letter cubes into the done and place the grid, open side down, over the dome. Turn the domed grid right-side up, vigorously shake the cubes around, and maneuver the grid until each cube falls into place. Then, as one player removes the dome, another player starts the timer.
How to play
When the timer starts, each player searches the assortment of letters for words of four letters or more. When you find a word, write it down.
Words are formed from adjoining letters. (You may not skip over letters.) Letters must join in the proper sequence to spell a word. They may join horizontally, vertically or diagonally to the left, right or up-and-down. No letter cube may be used more than once within a single word.
In this letter pattern, the words "fang," "trait" and "mowed" are among those that can be formed correctly:
NOTE: The letters on the double letter cube must be used in their sequence. Thus, in this pattern you can use the "Th" words such as "that" and "width."
A different letter pattern might enable you to form a longer word like "something." However, you may never form words using the "Th" where the "h" comes before the "T" such as in "right," or "yacht."
Types of words allowed
The only words that are allowed are those that can be found in a standard English dictionary. You may look for any type of word-noun, verb, adjective, adverb, etc. Plural nouns are acceptable, as are all verb tenses. Words within words are also allowed. For example, TURNOVER, TURN and OVER.
Types of words not allowed
Proper nouns, abbreviations, contractions, hyphenated words and foreign words that are not in an English dictionary.
Scoring and winning
When the timer runs out, everyone must stop writing. Each player in turn then reads aloud his or her list of words. Any word that appears on more than one player's list must be crossed off all lists, including that of the reader.
After all players have read their lists, each player scores his or her remaining words:
Number of letters 4 5 6 7 8 or more
Points 1 2 3 5 11
The winner is: a) the player whose words have earned the most points; or b) the first to reach 100 points or whatever score is considered by all to be a reasonable target.
Things to remember
• Neither the cubes nor the grid may be touched when the timer is running.
• Multiple meanings or the same word do not earn multiple credit.
• The same word found by a player in different areas of the grid may not be counted for multiple credits.
• The two letters on the Double Letter cube (Qu, Th, etc) count as two letters.
• Both the “M” and the “W” have a line under them.
• The letter “Z” also has a line under it and should not be seen as the word “IN.”
• Common words tend to be found by more than one player. Therefore, if your words are unique and unusual, they are more likely to earn you points.
SCRABBLE
Setup
• You should have a game board, 100 letter tiles, a letter bag, and four racks.
• Before the game begins, all players should agree upon the dictionary that they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe.
• Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to "A" plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters and place them on their racks.
Game Play
1. The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square. Diagonal words are not allowed.
2. Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag.
3. Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn.
4. New words may be formed by:
• Adding one or more letters to a word or letters already on the board.
• Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.)
• Placing a complete word parallel to a word already played so that adjacent letters also form complete words. (See Turn 5 in the Scoring Examples section below.)
5. No tile may be shifted or replaced after it has been played and scored.
6. Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game.
7. You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn.
8. Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge.
9. The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.
Scoring
1. Use a score pad or piece of paper to keep a tally of each player's score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero.
2. The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on Premium Squares.
3. Premium Letter Squares: A light blue square doubles the score of a letter placed on it; a dark blue square triples the letter score.
4. Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on a red square. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). NOTE: the center square is a pink square, which doubles the score for the first word.
5. Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value.
6. When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
7. When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word. (See Turns 3, 4 and 5 in the Scoring Examples section.)
8. BINGO! If you play seven tiles on a turn, it's a Bingo. You score a premium of 50 points after totaling your score for the turn.
9. Unplayed Letters: When the game ends, each player's score is reduced by the sum of his or her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other players' unplayed letters is added to that player's score.
10. The player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins.
CHESS
The aim is to place the opponent’s king in a position where he cannot legally move (Check-mate). Each piece can move in a unique manner. Any piece that can land on a square occupied by an opponent’s piece can take that piece. The board is laid out as shown in the diagram. KING: Can move in any direction but only one square at a time. QUEEN: Can move any distance in a straight line, in any direction. ROOK or CASTLE: Can move any number of squares in the directions shown. KNIGHT: Can move only to the eight squares shown, but can leap over other pieces to do so. BISHOP: Can move any distance along diagonals. PAWN: Can move only one space forward if not taking another piece or one space diagonally if taking an enemy piece. If a pawn moves to the far side of the board it can be exchanged for any captured piece.