"Shove ha'penny Shove ha'penny (or shove halfpenny), also known in ancestral form as shoffe-grote ['shove-groat' in Modern English], slype groat ['slip groat'], and slide-thrift, is a pub game in the shuffleboard family, played predominantly in the United Kingdom. Two players or teams compete against one another using coins or discs on a tabletop board. Shove ha'penny is played on a small, rectangular, smooth board usually made of wood or stone. A number of parallel lines or grooves run horizontally across this board, separated by about one-and-a-half coin diameters. The spaces between the lines (usually nine) are called the ""beds"". Five"
"ha'pennies glide with a very light touch. The five-coin turns are alternate, and the coins are cleared between turns so there is no nudging of opponents' coins. Indeed, both players use the same coins, and it is a serious mistake to move the coins back to the bottom of the board before one's opponent has had a chance to check the scoring, as they may be distracted by drinking and so suspect one of cheating. Sometimes teams compete, playing in sequence, but scoring is as for single players. Experienced players (including Dayrell-Reed) conclude that merely placing the coins between the"
"turn is a different digit in the price of the car. At each turn, the difference between a player's random number and the target number is the number of pennies that the player loses; matching the target number exactly wins back two of the previously lost pennies (a player cannot have more than ten pennies). At the end of the game, each player with at least one penny left wins the car. With no pennies, a player gets $2,000. The game appears similar to ""The Price Is Right""'s pricing game Lucky Seven, but with the fundamental difference that Lucky Penny"
"each key is used, the player can choose to take the room they won or give it up for the next key. Three players took part. Each player took turns hitting a button, which sent a ball up from a hopper containing 100 balls. Most balls had a dollar amount from $1,000 to $6,000, which was added to the player's score. Other balls won bonus turns, took money away, or disqualified a player immediately. Some balls had a lightning bolt on them; if one of them was drawn, the player could cash it in for $10,000 or hold on to"
"that remain in the hole are his to keep. The remainder of the coins are given to the next closest competitor, and the process is repeated until no coins remain. A variation of the game called Chuck-Hole or Chuck-Penny was played in the same manner, with the exception that if the coins roll outside a ring drawn around the hole, it was declared a ""dead heat,"" and each competitor reclaims his coin. The coins used were usually small denomination, farthings, halfpence, or pennies. Sometimes rough-cast leaden markers called ""dumps"" were used. Pitching Pennies is featured at the beginning of the"
"a different cash amount each. The amounts increase after each contestant has made a drop. After all contestants have dropped three coins into the machine, the contestant who got the highest cash amount will get to drop another coin. This time each pocket will be given either the word 'WIN' or 'LOSE' randomly. There is a 50-50 chance that the coin will land in a ‘WIN’ pocket. If the coin lands in a ‘WIN’ pocket, that player $5000 and the other two players will get $500 each regardless of their score. If however, the coin lands in a ‘LOSE’ pocket,"
"Each turn begins with the playing of one ""movement card"" and as many ""Brain Pills"" as the player wishes and moving the playing pawn, clockwise, the corresponding number of spaces. All players move the same yellow playing pawn. If the pawn does not land on one of the four corner squares, the player then picks a trivia category from the same horizontal row or vertical column as the pawn that is not already occupied by a link. The opposing team will then read a trivia question from the selected category. The player may consult his or her team, but only"
"bats next. If the batter is struck out, they must give the pitcher 30 coins. If a batter is directly caught out, they must give the catcher 50 coins. If the ball is not caught before it runs out of momentum or 4 ball results are pitched, the batter gets another turn. The player with the most coins at the end of the game is the winner. The player gets to choose how many turns the game will last ranging from ten to fifty. All games are for 1–4 players. ""Bob-omb Derby"" – Hit homers with Bob-ombs using a charged"
"turn, a Bingo ball comes out of the hopper and a question is asked. Each ball has a number from 1 to 75 and a letter in the word ""BINGO"" printed on it. If the question is answered correctly, the player earns the letter from that ball and the number on the ball is added in dollars to the bank, which starts at $500 (e.g., if G-50 comes out, the bank increases by $50). If the letter is a duplicate already earned by the player, no extra letters are earned. The first player that spells out BINGO from the earned"
"are also found but rarely. Coins are worth $5, bills are worth $50, and gold is worth $100. Some items are buried in the ground. The money is used to access any of 4 other regions in the game such as Vegas or Paris. Each character can take 3 hits. Upon the third hit, they return to the last checkpoint. There is an unlimited number of lives. Bugs Bunny has the special abilities of digging and double-jumping. Daffy Duck has the special abilities of fluttering and swimming. Bugs and Daffy must accomplish four to six challenges within each of five"
"player has not played his/her turns, the game will force the player to forfeit. A challenge mode is also available. The player names the challenge and then invites friends to play. This will cost the player who started the game a life and all friends who accept the challenges one too. Each player is given the same 12 questions, 2 from each category. The winner is the player who gets the most questions right in the quickest time. The winner gets a set number of coins based on how many players have accepted the challenge. A newly created player starts"
"player during his turn. Each action costs 0 to 2 mana stones. A player may perform as many actions as he wishes during his turn, in any combination and order he chooses to perform them, for as long as he has sufficient mana stones to pay for the actions. His turn is over when he declares that he has no more actions to perform. It is not necessary for the player to use up all 5 mana stones. Any unused mana stones will be forfeited at the completion of the player’s turn. Making a move (Cost: 1 mana stone)<br> Each"
"allowed to place two or more stones on the first turn. In Hex, when the board is completely filled exactly one player will have a winning connection; in Havannah a completely filled board will have usually more than one winning structures (but the game ends with first winning structure). Unlike in Hex, in Havannah draws are technically possible, in practice they are extremely rare. There has been one known draw between human players. Tactics are much easier to master than strategy, and differences in playing level are considerable. In 2002 Freeling offered a prize of 1000 euros, available through 2012,"
"all played to 500 points. On New Year's Eve 1990, the show was revamped with a tournament format featuring 128 players competing for $40,000. The game was played as before, but there was no bonus chain and two new players competed each show. The values for each chain remained the same, but if a fifth chain was needed, the point values were 50 points per word and 100 for the final word. In the event of a game ending with only four chains played, co-host Charlebois would play the fifth chain against the day's winner. Eight players competed on the"
"the range ""1""–""6"" comes up. Then five squares are available for the first knight. Now the three coins should be tossed and retossed until a number in the range ""1""–""5"" shows up. For the other knight, only a four-way choice is needed, so a single toss of two coins suffices. The average number of tosses needed for this method is . A similar coin-tossing method uses one coin to generate all starting positions with equal probability. Toss the coin four times and record the results. If the four coin tosses are all tails, start again. Otherwise toss the coin an"
"turn the second player places the pole and the third player starts the round etc. Every player has a maximum of nine attempts to hit the pole. If after these nine attempts he fails to hit the pole ten points are recorded for that particular player and it is the following player’s turn. At the end of the round the player with the fewest kicks is awarded a best round. The first set is completed once everyone has had a turn to place the pole. The players can decide how many sets they wish to play. The winner is the"
"for that player, and awarded them $500 for each correct number rolled (including the first number). Two players competed. The game offers two rounds, but only the first-round winner gets the option of continuing to the second round. In the first round, each player begins with $1,000 and gets up to five turns to add to it. The players alternate in choosing from a set of ten piggy banks. When chosen, a piggy bank is opened to reveal its contents and remove it from further play. Seven of the piggy banks have amounts ranging from $1,000 to $20,000. The other"
"were dealt. A player may not use a dictionary during their turn, but the other players may. Turns are taken in the same manner in a clockwise rotation among the players. The round continues until one player can go out.[1] A player can go out if he can use all the cards in his hand to spell one or more allowable words. After a player goes out, each player then has one more turn. On the last turn, each remaining player uses as many of his cards as the player can to spell one or more allowable words. The points"
"plus a top dollar value: $2,500 in round 1, $3,500 in rounds 2 and 3, and $5,000 for round 4 and any subsequent rounds. The wheel also features two Bankrupt wedges and one Lose a Turn, both of which forfeit the contestant's turn, with the former also eliminating any cash or prizes the contestant has accumulated within the round. Each game features three contestants, or occasionally, three two-contestant teams positioned behind a single scoreboard with its own flipper. The left scoreboard from the viewer's perspective is colored red, the center yellow, and the right blue, with the contestants' positions determined"
"by the players. At the beginning of every round each player may hold any quantity of coins, from zero to a maximum of three in their closed fist, extended into the circle of play. The coins may be of any denomination, and indeed the values of the coins are irrelevant: in fact, any suitable objects could be used in place of coins. In general, the number ""three"" can be replaced with any other integer ""n"" ≥ 1, but all other rules are the same, except now each player chooses to hold any number 0, 1, ..., ""n"" of coins in"
"begins the game with a camel representing the player's caravan, and four explorers of different heights. The heights of explorers of different players are also different, but such that the total height of a player's four explorers are the same. At the start of the turn, players place their camels on the first or last tiles on the middle row or column, with each player placing their camel on different tiles. Each player is also given one tile in reserve, and two water stones, which act as the game's currency. At the start of each turn, the player may first"
"have been made in a bed, any further scores in that bed will be given to the opponent instead, unless the opponent already has three scores in the bed. The one exception to this is the winning point which must be scored properly by the winning player, not given away. Players will attempt to cause a coin to knock onto one or more previously pushed ha'pennies in an effort to improve their position as well as trying to make a score with the ha'penny being played. A little thought is also required – it is not usually a good move"
"deck. The player sitting next to him in the direction indicated by the Direction Coin will draw 1 Cast Card next, followed by the next player, and so on. After all the players have drawn 1 Cast Card each, the highest roller will begin his turn. Players will take their turns in the same order as they have drawn their Cast Cards. A round is completed when each player has taken his turn. At the start of each turn, a player is given 5 mana stones. Mana stones are currencies for energy expenditure. There are 7 actions available to the"
"proceeds clockwise around the circle until each player has ventured a guess regarding the total number of coins, and no player can guess the same total as any other player. The call of ""Spoof!"" is sometimes used to mean ""zero"". After all players have made their guess, they open their fists and display their coins for the group to count the total. It is illegal to open your hand without calling out your guess. The player who has correctly guessed the total number of coins is eliminated from the game and the remainder of the group proceeds to the next"
"minus dollar amount (scores can never go below zero); players will try to accumulate the most money by randomly selecting panels. There will be special panels such as bankrupt, lose a turn, wipeout, and double. The player who collects the highest prize amount after five rounds is declared the winner and receives the $100,000 grand prize. The other contestants, one at a time, would then be given a choice to keep their total winnings or trade them for a choice of prizes (hidden behind 12 numbered panels). These range from cash amounts totaling between $1,000 and $10,000 to merchandise such"
"track of overall wins and losses of each player individually. Each winning player earns +$1.00 (or +1 if playing points only) and each losing player -$1.00. If the winning team had hickeys, these are not penalized. However, if the losing team had hickeys, each losing player loses another $1.00 per hickey, and each winning player gains $1.00. In this way, the total for the entire list should always equal zero. At the end of all play, for example at the end of a week long vacation, a winner is declared and everyone is paid out. Each player is dealt six"
"longer format of the game players start with 8 coins, of which 4 have to move around the board in pairs, i.e. 4 coins form 2 pairs. Paired coins move only when an even number is rolled by the player. The number of paces moved gets halved (e.g. if a player rolls 2 or 4 or 6 or 12, the paired coins can move only 1 or 2 or 3 or 6 paces). Once the inner lap is completed, an outer lap must be completed before the player can move to the outer edge and win the game. One reason"
"amount Monopoly money depending on the total number of players playing: 20 in a two-player game, 18 in a three-player game or 16 in a four-player game. A typical turn begins with the rolling of the die and the player advancing their token clockwise around the board the corresponding number of spaces. When the player lands on an unowned space they must purchase the space from the bank for the amount indicated on the board, and places a sold sign on the coloured band at the top of the space to denote ownership. If a player lands on a space"
"use a dictionary during their turn, but the other players may. Turns are taken in the same manner in a clockwise rotation among the players. The round continues until one player can go out.[1] A player can go out if he can use all the cards in his hand to spell one or more allowable words. After a player goes out, each player then has one more turn. On the last turn, each remaining player uses as many of his cards as the player can to spell one or more allowable words. The points on the cards used to spell"
"end of each round. A small bowl is needed to collect all pennies and money used in the game. A scorepad is also needed to keep track of penalty points accumulated by each player during the game. Ten Pennies is played with multiple 54-card decks of playing cards (standard 52-card decks plus jokers). Typically, the game is played with one deck for every two players (i.e. 8 players use 4 decks). If there are an odd number of players, it is better to round up (i.e. 7 players use 4 decks). Deuces (2s), Aces and Jokers are wild depending on"
"turns won the game, had their score doubled (excluding bonuses), and advanced to the Championship Game. All other contestants left the game with whatever they had won. In the event of a tie for the lead after three rounds, a tiebreaker round was played. Originally, the tying contestants each picked a playing card from a set of eight, with the highest value card winning. These were later replaced by cash amounts from $100 to $800, again with the highest amount winning. A second semifinal Game is played with four new contestants and a new board, exactly as before. On October"
"5 points each, as opposed to a normal stone which is worth only 1. The player who starts is the one who makes the highest bid of points to their opponent for the privilege. This process is also known as ""turn-betting"". Once the base-building and the turn-betting end, both players have 25-second intervals to make each move. For every stone on the board, a player will gain 1 point. If a player takes more than 25 seconds to make their move, they lose 2 points (unless a 'special ability' character is used) and a new 25-second interval begins. If more"
"amounts up on offer each. If one player beats the other two, they will get double amount they were playing for. At the end of the last round, the player with the highest amount of cash will win that amount of cash up to $5000 and the runners get $500 each regardless of how high their score was. For the third round, the contestants take turns of dropping giant coins into a giant Pachinko machine, which have movable, rotatable parts. Each contestant has three drops each and at the bottom of the Pachinko board there are five pockets, each with"