These instructions cover both “Keesdrow” and “Keesdrow Deluxe” game versions. PLAYERSRecommended for 2 to 6 players, ages 8 to adult. Accommodates individual players or teams of 2 players. Keesdrow may be played with additional players, but expect slower play. GAME CONTENTS
OBJECTPlayers compete for high score by identifying words within the maze of letters on the board. As players identify words, they insert a colored peg in the hole of each letter used to form the word. Letters have varying point values, and may be used a maximum of three times during the game. The first time a letter is used it counts as a single point value, and a green peg is inserted in the hole of the letter. The second time a letter is used, the point value is doubled and a yellow peg replaces the green peg. The third and final time a letter is used, the point value is tripled, and a red peg replaces the yellow peg. Once a letter has been used three times, it is expired and may not be used again for the remainder of the game. (While playing, think of a stoplight – first play the green, then the yellow, and finally the red at which time play is stopped for that letter.) PREPARATIONThirty-six “K” / Sixty-four “KD” double-sided tiles have been provided to allow for endless variation in set-up. Mix up the tiles and arrange them, either side up, in random order on the game board. All game pieces should be arranged in the same direction, with the letters reading from left to right. Once the tiles are arranged on the game board, each player selects a tile and looks on the reverse side of the tile. The player with the upper left letter of the tile that is nearest the beginning of the alphabet begins play. Thereafter, play is clockwise. Included with the game is a plastic case filled with colored pegs. Pass this case to the next player during play for easy access to the pegs. POINT VALUESPoint values are assigned to the letters of the alphabet as follows: 1 Point = A, E, I, O, R GAME RULESBefore play begins, all players should agree whether dictionaries may or may not be used during the game. This decision is up to the players. The first player identifies a word anywhere on the game board using adjoining letters. Adjoining letters may be up, down, left, right or diagonal. The letters must be joined in sequence to spell the word. Letters may be used more than once within the same word. See pages 4-7 for examples. The first time a letter is used, a green peg is placed into the hole of the letter and a single point value is awarded to the player. The second time a letter is used, a yellow peg is placed into the hole of the letter (replacing the green peg), and a double point value is awarded to the player. The third and final time a letter is used, a red peg is placed into the hole of the letter (replacing the yellow peg), and a triple point value is awarded to the player. The color peg determines the point value of each letter used in arriving at the total word score. The total word score is the sum of the letter values. See pages 4-7 for examples. Tip: For easier counting, add the point value of the letters in the same order that you spell the word. Once a series of letters has been used to spell a word, that series of letters cannot be used again to spell the same word. Adding one or more letters to an existing word such as to spell a plural or past tense version of the word is allowed. Spelling the same word elsewhere on the game board is allowed. Spelling a shorter version of a completed word is not allowed, such as spelling the singular version of the word using the same letters as the plural version. Individual letters may be used more than once to form an individual word. See page 5, Turn #7, “Stress” for an example where the letter “S” is used three times within the same word. A subsequent player may use a letter previously used by another player. However, once a letter is used three times, it is marked with a red peg, and the letter is expired. It may not be used for the duration of the game. A player completes a turn by spelling a word within a timely manner, placing colored pegs in the hole of each letter used, adding the point value of the letters and recording the total onto the score sheet. If players desire to improve the speed of play, they should consider using the two-minute sand timer for each turn. A dictionary may be consulted at any time in order to challenge a word identified by an opposing player. Words must be challenged before the next player’s turn. If a word is challenged and is found to be correct, the total score of the word is doubled and awarded to the player. If challenged and found to be incorrect, the player’s turn is forfeited and no points are scored. Before the game begins, players should agree on an official dictionary to use in the event of a challenge. All words of the English language are allowable with the exception of words that are capitalized (i.e. names of people and places), abbreviations and portions of words. GAME STRATEGIESThere are two main strategies to playing Keesdrow:
END OF GAMEThe following options are available to end play: Option #1: All players agree on a total point goal. Once an individual or team reaches that goal, they are declared the winner. All players should be given the same number of turns before declaring a winner. A recommended range of point goals is as follows: Individuals • 2-6 players • 100 – 250 points Option #2: Each player is allowed a predetermined number of turns at which time high score wins. A recommended number of turns are as follows: Individuals • 2-6 players • 7 – 20 turns each Option #3: Play continues until all players fail during their turn to produce a word. The individual (team) with the highest score wins. This will tend to be a very long game, and it is recommended that players utilize the two-minute sand timer during play. This option should also require no less than five or six letter words, as determined by the players prior to starting the game. TEAM PLAYTeam members alternate with opponents around the playing surface. There should be no table talk or coaching team members. If a teammate coaches a fellow teammate during their turn, the turn is forfeited. OPTIONAL PLAY
KEESDROW VARIATIONS:Four Score:Play Keesdrow following the primary game rules, however, no points are scored. The object of the game is to be the first player to remove three, four or five tiles (as determined by the players), from the game board. The first player to remove the set number of tiles wins the game. Tiles can be removed only after all four letters on the tile contain either all yellow or all red pegs (not a combination of yellow and red pegs). In other words, the players have used all four letters on a tile twice or all four letters on a tile three times in forming words on the board. The player who places the fourth yellow (or red) peg in the tile wins the tile, removes it from the board, and places it on their pile. Four Score is a very enjoyable variation and incorporates a high level of strategy in order to outsmart the other players from claiming a completed tile. Flip Flop: Play Keesdrow following the primary game rules, and score points as normal. “Flip Flop” occurs whenever a player uses a letter more than once in the same word. When this occurs, identify the vertical column of tiles where the letter that was used more than once is located. Move the bottom tile of that column to the top of the column and slide the remaining tiles down. Continue play with the next player. This has the effect of changing the game board every time a player uses a letter more than once in a word. This adds an element of surprise to an ever changing game board. Solitaire: Keesdrow makes an excellent solitaire game.
|
||||