recursal/Fanatic-Fandom huggingface dataset:
King's Valley

Contest entry for the Summer 2018 Design Contest

Designer: Mitsuo Yamamoto

King's Valley

Players: 2

Board: 5 by 5 grid board

Pieces: each players have 5 pieces of four soldiers and a king(double stacks one)

Type: abstract & strategy

Starting position: King piece is settled on the center tile of the front line and 4 soldier pieces are on the other tiles.

Playing: Game-play consists of players taking turns moving one of their pieces onto a vacant square of the board. Players on their turns must move one of their five pieces: either one of the four Soldiers or the King.

All pieces move in the same way: horizontally, vertically, or diagonally.

Pieces continue their movement until, and only until, they reach a vacant square adjacent to (or alongside) either the edge of the board or another piece, at which point the movement ends.

Stopping in the middle of a “slide,” as is done in chess, is not allowed.

The only piece the players may stop at the center square is the King. But again, the player may not do so by stopping the King's movement “mid-slide.”

The player going first must, for the first move of the game, move a Soldier.

Passing a turn is illegal. No one can pass the turn must move anyone of pieces.

If the King is fixed on a square and he can't move during the next turn, the game is lost. This does not occur often when both players are skillful.

Winner: To move his/her king piece to the central "King's Valley" tile.
Snatch

This is a contest entry for the Green Box 2018 Summer Design Contest. Rules should be completed by July 29th.

Designer: Yury Milovidov

 Introduction

This is a simple dice game for 2 players who are trying to snatch cubes from each other. Usually it takes about 10 minutes to play but the time might depend on your luck with dice.

Components used: 15 tiles, 14 cubes (7 for each player), 1 dice

## Setup:

1. Build the board: arrange 5 tiles green side up with different symbols (Drop, Hammer, Wood, Brick, Cog) in a row and add 1 row of yellow tiles on either side of it.
2. Each player places 5 of their cubes behind yellow tiles (1 cube per tile).
3. Each player places 2 of their remaining cubes on the yellow tiles adjacent to the green tiles with Drop and Cog symbol; these two cubes are called **Snatchers**.

## Play:

The winner of the previous game (if it’s your first game, toss a coin) goes first.

On your turn, roll the dice and move any one of your Snatchers onto the yellow tile adjacent to the green tile with corresponding symbol (Drop for ⚀, Hammer for ⚁, and so on) on your side. ⚅ is a wild card, you can move your Snatcher onto any yellow tile on your side, except the one it’s on right now. If there is a cube behind any (or both) of your Snatchers, it is protected and cannot be snatched by your opponent. If both of your Snatchers are on the same tile, you can snatch your opponent’s cube from the opposing tile (the one that's directly across your pair of Snatchers) at any time, unless it’s protected by one or both of their Snatchers.

## Important:

When both of your Snatchers are on the same tile and your dice roll indicates the symbol that they are already next to (i.e. it's impossible to move either Snatcher), you must surrender any one of your cubes to your opponent.

Remember: you cannot skip turns.

## Winner:

The first player to snatch all the cubes from their opponent wins the game.
Jump Gate

You are the captain of a cargo ship making pickup rounds across the universe. Roll the die to reach new planets with cargo to pick up, pass through jump gates that send you into different parts of the galaxy, and play cards to move forwards or backwards if you don’t end up exactly where you wanted to.

### Components used:

All tiles

17 cubes pr player (or 16 cubes and 1 meeple)

9 cards pr player (of the same colour)

One die

### Setup:

Build a square track, each side 10 tiles long. On each side there will be 4 green tiles (Jump Gates) and 4 brown tiles (Planets), plus brown corners. Sort the tiles by symbol to find Jump Gates. You need 4 each of 2 symbols plus 2 each of 4 symbols. Turn the rest of the tiles face down (brown side up). Create the track so that each side has one of each of the symbols with 4 tiles, and two different symbols of the rest.

Place one cube (Cargo Crates) from each player next to each brown tile. Place one cube for each player to move in separate corners (The Ship).

Sort the cards by colour and give each player a full set of 9 cards in their colour.

### Play:

Taking turns, players move their Ship around the track to pick up their own cubes. Roll the die and move the according number of spaces in clockwise direction.

If you land on a Jump Gate you \*must\* move forward to the next space with the same symbol.

If you land on a Planet with one of your Cargo Crates beside it, pick it up and remove it from the game.

If you have passed through a Jump Gate, or if you landed on a Planet without a Crate to pick up, you may play one of your cards. You may then move forwards or backwards the exact number of spaces as indicated by the number on the card. If you now land on a Jump Gate, move to the next. If you land on a Planet with a Crate to collect then you may do so. You are not allowed to play more than one card during one turn.

### Winner:

The first player to remove all her Cargo Crates from the board is the winner.
Zap that ghost

2-6 Players

15 minutes

## Components:

* 36 tiles
* 54 cards
* 32 cubes across 4 colours
* 1 die
* 4 Meeples (be creative and find something else to use if you don't have meeples)

## Setup:

Shuffle the tiles and create a 6x6 grid. The 4 corner tiles should be flipped to display the yellow side, while the rest is a random spread of green side with symbols.

Take 8 cubes of each colour and distribute them randomly, one cube on each green tile. These are the Ghosts.

Place the Meeples on the board, one in each corner tile.

Shuffle the cards and deal 6 cards to each player. Each player can look at their own cards, and study the board, and then discard 2 cards. If any player now has a hand containing less than two cards for which the board has a match for the combination of symbol and colour/cube, deal this player a new hand of 6.

(Optional: Before dealing cards, remove all the cards that do not match the colours of the Ghosts)

## Play:

Each round starts with one player rolling the die.

Then all players simultaneously studies the board and their cards to see if they are able to zap a Ghost. You can zap a Ghost when:

* You have a card in your hand that matches the colour of the Ghost AND the symbol on the tile where the Ghost is residing.
* You are able to move any one of the Meeples to this tile using the exact number of moves indicated by the die roll. Only orthogonal moves are allowed (no diagonals). The Meeple can move freely in all directions, and change directions at will, but may not enter the same tile twice.

If you believe you are able to zap a Ghost, shout the colour of the Meeple you want to move. The first player to shout a colour gets the chance to attempt a move.

After shouting a colour, you play a card to the table, and then move your selected Meeple to the location of the Ghost. If you are able to complete the move, i.e. you actually land on a matching Ghost/tile after the exact number of moves indicated by the die, you take the Ghost and score one point. Discard the card and draw a new one.

If you are unable to complete your move, put the Meeple back where it was, and take your card back to your hand.

Regardless of whether you completed the move or not, all other players may now discard one card and draw a new one.

Now you take the die and roll it to start a new round.

## Winner:

The winner is the first player to capture a set number of Ghosts:

* 2 players: 10 Ghosts
* 3 p: 8
* 4 p: 6
* 5 p: 5
* 6 p: 4
Sixteen Stone

by Gary Boyd • 2 Players • 15 Minutes

Contest entry for the 2018 Summer Design Contest

The game has been previously designed, and is fully playable with the Green Box.

## Components

* 25 Tiles
* 8 Blue Cubes
* 8 Red Cubes

## Goal

Capture the opponents stones until only one remains or they concede defeat.

## Setup

Arrange tiles in a 5x5 grid. Each player takes cubes of a single color. The cubes are referred to as stones and tiles as cells. Starting with the red player, players alternate placing stones on the grid until all stones have been placed.

Play begins with the red player.

## Play

On a players turn they may perform each of the following three actions once.

* **Push**
* **Move**
* **Sacrifice**

*Note*: On their first turn players perform either a Push or a Move but not both.

* **Push**: Players may push an opponent's stone(s) if they have more stones in a line than their opponent. If a stone is pushed off of the board it is returned to the opponent's pool. Stones may be pushed diagonally. Players must have a stone to push and may not push their own stones.

* **Move**: Players may move a single stone to any adjacent cell that is open. Both orthogonal and diagonal cells are considered adjacent. If a player moves a stone into a position where it surrounds an opponent's stone on two opposing sides, the player may return that stone to the opponent's pool and replace it with one of their own. This is referred to as a **capture**. A stone is not captured if it is moved voluntarily into position between two opposing stones.

* **Sacrifice**: A player may remove a stone from their pool permanently to take one additional move or push action in a turn. This is referred to as a **sacrifice**. Sacrifices should be considered carefully. It reduces available pieces for the rest of the game.

## Winner

The winner is the player who reduces the opponent to a single stone.
Nine Lives

A quick bluffing game for 3-6 players, where you lose if you reach nine!

## Setup:

Each player gets a hand of 5 cards with the same set of numbers. A starting hand consists of three 1's, one 3 and one 6. Colours are not really important, but it makes sense to give each player their own colour.

## Play:

A game round consists of three phases.

1. Play cards phase

Taking turns, each player secretly selects one card fromtheir hand and plays it face down in front of them. When a player does not wish to play a card on their turn, the next phase starts.

2. Bidding phase

Continuing to take turns, the players must now make bids for how many cards they think they will be able to reveal without reaching a total value of 9. So if your bid is "five", that means you believe you can reveal five cards with a total value of less than nine. The highes bidder wins the bid, and moves to the next phase.

3. Reveal phase

The player who won the bid must now reveal cards. They must always start by revealing the cards they played from their hand. When all their own cards are revealed they are free to choose any other card(s) played by other players. If they are able to reveal as many cards as the bid without reaching nine, they score one point. Whenever the total reaches nine or more, they must stop revealing cards. As a penalty, they must now randomly remove one of their own cards from the game. Then they start the next round from phase 1.

## Winner:

The first player to reach 2 points wins the game.
Zhen

To have the highest number of opponent’s cubes in your goal at the end of the game.

## Setup

put the tiles in a line, pointing to the two players, put at the end of the line the two cards with the arrows pointed towards the players (they are the goals).

## Play

Movement:

Players take turns. At his turn a player MUST execute one of the two actions described below:

Action 1: the player takes ALL the cubes which are on a tile and moves them towards his goal. The cubes are moved exactly by a number of steps (=tiles or goals) equal to the number of the active player’s cubes involved in the move (example: if a tile contains 2 red and 3 blue cubes, all these 5 cubes could be moved exactly by 2 steps towards the red goal by the red player, and exactly by 3 steps towards the blue goal by the blue player). Obviously, a player can move the cubes that are on a tile only if there is almost one cube of his color amongst them.

A player can move cubes into his goal only moving them by exact number of steps (example: if there is a tile with three red cubes at a distance of two steps from the red goal, the red player cannot move the cubes from that tile to his goal).

A player can move cubes on his goal also only if there is at least one opponent’s cube on the starting tile (in other words: you cannot move your cubes in your goal without capturing some enemy cubes).

Cubes which end their movement on a goal, remain there for the rest of the game.

It is not allowed to make a move which recreate the situation on the board which was before last opponent’s move. In other words, a player’s move cannot “undo” last opponent’s move.

Action 2: the player takes one of his cubes from the reserve and puts it on an empty tile.

## Winner

When one of the player is not able to make a legal move, his opponent takes all the cubes that are still on the tiles and puts them on his goal; then the game is ended.

The winner is the player who has the greater number of opponent’s cubes on his goal.
Make it count

A quick game featuring simple arithmetic. Lay down sets of increasing value and see how far you can get.

## Setup

Shuffle the cards and deal 6 to each player. Whoever has the most 1's in hand starts.

## Play

The first player lays down a "1". The next player must lay down "2", either as one card or as two. The next must lay down one or more cards with total value of "3". And so forth.

If you are unable to lay down the exact number you are supposed to, then you are allowed to discard up to two cards and draw new ones. Play passes to the next player, who must attempt the same number that you were unable to play.

After you have played cards you replenish your hand up to 6 cards. Shuffle the played and discarded cards when neccessary.

## Game end

When every player has passed in sequence, the game ends. The last successfully played number is your score. Play again to beat it!
Sky Tower

Join forces with the other players to construct the worlds tallest tower, but don’t be the one who makes it all come down!

## Setup:

Create a deck containing all the cards with red and green backgrounds (values 1 to 3). Shuffle the cards to form a draw pile

Give every player a set of 20 cubes of their colour.

Place one starting tile in the middle of the table, and the rest in a stack available to all players.

## Play:

Start your turn by drawing a card from the deck. Now you must place a number of your cubes, equal to the printed number on the card, on the uppermost tile in the tower.

If placing more than one cube, they must be placed individually, and all cubes must touch each other when they have been placed.

After placing cubes you draw a tile and place this on top of your cubes.

Unless the tower falls down, play passes to the next player.

## Winner:

The player who first manages to place all of their cubes without the tower falling down is the winner.

If the tower falls, then the player who caused it to fall is the loser.

Play over several rounds and collect points for winning and/or losing to declare an ultimate winner.

## Variations

Every player builds their own tower, and the winner is the one whose tower is still standing when all the others have fallen.

Come up with your own additional rules on what should happen if the symbol on the card matches, or doesn’t match, the symbol on the tile.
Leaf

# Introduction

**This ruleset is a straight port of the game "Mijnlieff" designed by Andy Hopwood. More information regarding the original game can be found here.**
The "re-writting" of rules for the Green Box of Games was done by Pedro Dias, based on the rulebook found on boardgame geek.

Leaf/Mijnlieff is a sort of advance tic-tac-toe for **2 players**.

With the Green Box of Games you can play a full game of Mijnlieff (and even extend it if you'd like).

You will need the following components:

* 16 tiles to form a 4x4 playing grid

* 8 Cubes in 2 colors

* 4 sets of cards with the following symbols: Arrow, Hammers, Three Circles and Bricks.

# Setup

Make a 4x4 grid using 16 tiles.

Give each player the cubes of one color and 2 cards of each of the following symbols: Arrow, Hammers, Three Circles and Bricks.

# Play

Each turn, the active player will place a cube following any active rule (in the first turn of the game, you can place it anywhere) and play a card defining the rule for the opposing player's turn.
It's important to remember the following points:

* The new rules is always related to the last cube placed.
* If the opposing player cannot place a cube, the active player takes another turn and can place his cube anywhere.
* There can **never** more than one cube on a tile

Here are the symbols and the rule associated with them:

* Arrow -  The cube placed must be on the **same row or column**
* Hammers - The cube placed must be on a **diagonal**y connected tile
* Three Circles - The cube placed must be placed on a **non-adjacent** tile (horizontal, vertical or diagonal)
* Bricks - The cube placed must be placed on an **adjacent** tile (horizontal, vertical or diagonal)

# End of Game

Whenever one player plays his last piece, the opposing player gets one last turn (if able) and then they proceed to scoring.

# Scoring

For each line of 4 connected pieces, that player earns 2 points.

For each line of 3 connectedpieces, that player earns 1 points.

The player with most points wins.

# Examples and Variants

(**Examples**) The original rules file should be used as a reference for any questions: https://boardgamegeek.com/filepage/102059/mijnlieff-rules

(**Variants**) The file above also includes advance play which can make the game more challenging.

(**Variants**) I welcome anyone to come up with powers for the 2 not used symbols from the Green Box of Games
Catapults

by *Daniel Bernsen*

2-4 players | ca. 15 minutes | difficulty 1/5

## Objective

Use your catapult better than the other players and score more points.

## Components

* Lid of the box
* 9 tiles
* for each player: 1 meeple and 4 cubes of the same colour, 6 tiles

## Setup

Each player gets 4 cubes in the same colour.

Place the box openly in the middle of the table. Put one tile with the yellow start side up in the middle of the box.

Put 8 tiles of the same type around the central tile (see photo).

Each player places at his / her side of the box 3 tiles directly adjacent to the box.

Between these tiles the player places the rulebook to mesure the distance. On the other side of the rulebook, the player places 3 tiles and then removes the book.

Behind this tile line the player places the catapult. A catapult consist of 1 meeple and 1 tile. Each player gets these two components (the meeple in the same colour as the cubes.

## How to play

Starting with the youngest player and then in clockwise order, players catapult one cube in direction of the box.

How to catapult? Place your meeple on the side and put the tile on top. You can orientate the side-laying meeple and the tile as you like. To catapult a cube you place one cube on the side of the tile which is close to you, and then hit the other part of the tile (orientated to the box) quickly with one or two fingers.

The cubes stay on their landing spot until all players have catapulted all their cubes. You may move the cubes already catapulted by hitting them with a new cube.

The round ends when all players have catapulted their 4 cubes. From the second round on, the player with the most points is the new starting player, the one with the least points goes last. (To remember the turn order more easily you make take as many cards as players, e.g. for 4 players 4 cards from 1-4 - 1 for the starting player, 4 for the last player. When you catapulted one cube you turn your card face down. When all cards are face down, you turn them face up again and every player takes his/her second turn, and so on...)

## Scoring and end of game

At the end of each round the players count their points:

* 2 points, if on the tiles next to your side of the box
* 1 point, if on the outer ring of tiles in the box
* 5 points, if on the central tile in the box

You will get the points if a part of your cube is touching the corresponding tile.

As points per round the players will get the difference of point to the worst player.

*So for example, in a 2 player game: the first players scores 10 points, the other player 2 points. The first player will get 8 points for this round. In a 3 player game: first player 10 points, second 6 points, third 2 points: the first player will get 8, the second 4, the third no points.*

The game ends when the first player scores 21 points. This player wins the game. There must be a 2 point distance to the second player.
Curse of Chucky (2013)

Written By: Neptune149

This is pretty much just like all the other Chucky movies, put a bunch of stupid people in the same building being chased around by a serial killer doll. The story starts of in an old mansion with a daughter in a wheel chair taking care of her sick and dying mother, she rolls to the door to pick up a package with Chucky the doll inside. Later that night the mom dies mysteriously. The only thing is that she wasn't killed by sickness, there was a blood stained wood floor telling the detectors that she was pushed of the balcony. The next morning the funeral service happens and it skips to a scene of chuck moving around the house stalking the girl in the chair. This movie shows a lot of very gruesome deaths like death by rat poison at the dinner table, a explosive car crash because the breaks were out. I will not spoil the ending but Chucky will ALWAYS finda way to kill off all main characters

.
Son of Kark

You are Kark, a successful merchant seeking to expand your trading empire by issuing orders to your sons. Place tiles on the table and add your cubes to them to score points. Three different placements are possible: Market, City or Crossroads, and each score in a different way.

### Goal

Score the most points by cleverly placing your cubes and tiles.

### Components used:

All 36 tiles

7 cubes/tokens pr player, players select one colour each

Pen and paper for noting scores

### Setup:

Shuffle the tiles in a face down stack. Take the top tile and place it face down on the table. Take the next tile and place it face up next to the previous tile. With 3 or 4 players, remove one or two tiles from the game, respectively, to ensure every player gets the same amount of turns. Select a starting player randomly.

### Play:

On your turn you must draw and place one tile, and you may place a token on this tile.

Placing tiles:

After looking at the symbol on the tile, you can choose whether to place the tile face up or face down. The tile must be placed adjacent to at least one other tile already on the table, so that they have one shared side. Note that you can not place a tile face down adjacent to another face down tile.

Placing a token:

You can choose to place a token either in the center of the tile, or on the corner of the tile where it intersects with three other tiles. A token in the center of a face up tile is known as a Market, and on a face down tile as a City. A token on an intersection is known as a Crossroad. You are only allowed to place on a Crossroad if it is complete, i.e. there are four tiles touching in the same corner.

Scoring:

Your placed token may score points later in the game, depending on where it was placed

* Market: You own this symbol until someone else places a token on another tile with the same symbol. When that happens, you return your token to your stack and score one point for each of these symbols currently on the table.
* City: One point for each different symbol surrounding the tile, including diagonally. Return and score when you have 6, or when the tile is completely surrounded.
* Crossroad: Crossroads score points only at the end of the game. Each token on a crossroad has influence on all 4 adjacent tiles. For each of the symbols, and counting cities as a symbol, award 5 points to the player with the greatest total influence on that symbol across the board. If two players are tied, they get 3 points each, 3 players tied get 2 points each.

### Winner:

Play continues until all tiles have been placed. Now all tokens on the board are scored according to the rules above. After scoring Markets and Cities, remove these tokens to make it easier to calculate the Crossroads.

The winner is the player with the most points.
Mancala

Rules on Wikipedia, both the complex Bao and the simpler Oware and Kalah can be played with the Green Box. There are not enough cubes of one colour, so one player has to use yellow and red, and the other player uses blue and green.

Also on BoardGameGeek: Kalah and Oware

## Kalah Setup

The color of the cubes does not matter for Kalah. The setup is made with two rows of 6 neutral tiles. At each end of the rows is one player specific "store" field. For a beginner's game 3 cubes are places on each neutral field. Placing more cubes makes the game more complex.
Alquerque

Wikipedia: https://en.wikipedia.org/wiki/Alquerque

BGG: https://boardgamegeek.com/boardgame/11464/alquerque

Building a grid with the tiles, it might be hard to see which diagonal moves are allowed. But looking at the Alquerque board it seems that each space either allows only orthogonal moves or both orthogonal and diagonal. If you build a grid with brown tiles for the spaces that allow all moves and green tiles for the ones that only allow orthogonal it should work well.
"Mini-ärgere-dich-nicht"

Here is a tiny layout that is close (minus 4 fields) to the German classic "Mensch ärgere dich nicht" (similar to Ludo, Parcheesi, etc). It is played on the divided fields on each tile, movement goes clockwise around the cross.

To make this work the Home lane was moved from the inside of the cross arms to the end point.

A player starts on the first outermost field on "his" cross arm. The next 3 arms: she turns on the last yellow fields and goes back on the cross arm. When returning to her own arm: she turns on the last green fields. The very last home field is next to that players start field.

## Setup

* 9 neutral/back tiles in a X shape

* 4 "house" tiles in green at the end of each cross arm. Preferably with different symbols.
* 4 cards in different colors according to the player cube colors. Position them that they mark the starting field (see photo).
* 4 cubes in one color for each player
* 1 dice... or one die for each player to prevent trouble...
Anya Sparks

**Anya Sparks** is a dancer act on the first season of FantasyBGT.

## Background

Anya Sparks is a dancer who auditioned for Britain's Got Talent in 2008 and was eliminated in the Semi-Finals.

## Audition

Anya Sparks' audition involved her dancing around a chair for a bit. Spinach and Chip both buzzed the performance. Although Spinach voted "No," Chip decided to give her a "Yes" vote. Foxy and Meowkins also voted "Yes", sending her to the second round of deliberations.
City Hall

Submission for the 2019 SAZ contest

Game idea: Axel Hennig

(for Green Box of Games with MMX-expansion)

a game for 2-4 players of age 8++, duration 20-30 minutes, medium demand

### Game goal

The players compete for becoming mayor of a big city. They campaign for advancement of four city regions represented by the colours red, yellow, green and blue. The players gain cards (projects) and cubes (votes of representatives) of these colours and use them in order to establish the most valuable display until the end of the game. Lobbyists, think tanks and experts help improving the results. During the game four symbols (project types) are revealed which lead to extra points for players holding the majority in the end.

Download full rules:

German: https://drive.google.com/open?id=1xL4AB4i94RvLJCs28AKz2bKLm-lW6hE2

English: https://drive.google.com/file/d/15ED7dQXGXlOYYdB2ln9eGE1ODMH6AVQZ/view
Cube Solitaire

## Introduction

Peg Solitaire, or simply Solitaire, is a single player game dating back several centuries. Usually played on a board with holes and pegs, or marbles, it can be easily set up with the Green Box.

## Setup:

Build a cross shaped board with the tiles. Start with a 3×3 center and extend with four 3×2 arms.

Place a cube of any colour on every tile, except the center tile.

## Play:

You play by taking one cube to jump over another into an empty spot. The cube you jump across is removed from the board. Now select another cube to make another jump.

## Winning:

The goal of the game is to remove all cubes except one from the board.

See Wikipedia for more in-depth rules, strategy, history and variations.
Tic-tac-toe

Tic-tac-toe is a simple and ancient game that you can easily play with the Green Box. Perhaps more an exercise than a game, as experienced players know that you can not really play to win, only to draw.

In Tic-tac-toe players take turns placing pieces of their color on a 3×3 board. You win if you are able to place three pieces in a row, and the game ends in a draw when the board is full and no player has been able to get three in a row.

Check out Wikipedia for more variations and detail, including history and the mathematical aspects of the game.

The game Three Men’s Morris is a variation where each player has only three pieces, so when all pieces are played the players start moving them to get them all in a row.

The game becomes more interesting if you expand the board and play for 4-in-a-row or more.

Also check out the Wikipedia page on M,n,k-games, the generic definition of this game with any size of board and any number in a row to win.
Fox and geese

## Introduction

Fox and Geese is an abstract asymmetric strategy game for two players with ancient roots.

At a glance:
2 players

15 minutes

Complexity: low

Components used:
33 tiles

13 cubes of one colour (the geese) and 1 cube of another (the fox)

## Setup:

Build a cross shaped board with the tiles. Start with a 3×3 center and extend with four 3×2 arms.

Place one red cube (the fox) in the center of the board.

Place the 13 green cubes (geese) on one side of the board, filling one arm (6) and one row of 7.

## Play:

The geese start.

Both the fox and the geese can move one space in any direction, including diagonally. The fox can jump over geese to capture them, and multiple jumps are possible, like in checkers.

## Winner:

The geese win if they manage to trap the fox so he is unable to move. The fox wins when there are not enough geese left on the board to trap him (3)

More extensive rules can be downloaded from BoardGameGeek, and som history and variations can be found on Wikipedia.
Hey! That’s my Stuff!

## Introduction

The game Hey! That’s my Fish(2003) designed by Günter Cornett and Alvydas Jakeliunas is a challenging abstract strategy game disguised as a funny children’s game about penguins collecting fish. The Green Box includes neither penguins nor fish, but there’s lots of other stuff to collect.

Components used:
All 36 tiles

1-3 cubes pr player (more cubes with fewer players)

## Setup:

Shuffle the tiles and build a board with a hexagonal structure. Use face up for more strategy, or face down for more chance. The board can be any shape, and doesn’t have to be symmetrical, although that might ensure a more balanced game.

Give the players 4 cubes each in a 2-player game, 3 each with 3 players and 2 each with 4 players.

Select a starting player. The players, in turn, chose starting positions for their pieces on the board, starting with the player to the right of the starting player and moving counter clockwise to end with the starting player. If players have more cubes, they place one at a time in this sequence.

## Play:

On your turn, you move one of your pieces in a straight line as many tiles as you want. After you move, you pick up the tile on which you started your turn, and place it in front of you.

Tiles that are removed leave blank spaces in the table, and no player is allowed to move across blank spaces. In this way, you can block your opponents by carefully choosing your moves.

You are also not allowed to move into or across a tile occupied by another players piece.

Keep moving in turns until no pieces are able to move any more. The players then acquire the tiles on which their pieces ended their movement, and the game is over.

## Winner:

Count the tiles acquired by each player. Each tile is worth one point. Count the symbols each player has collected, and award 2 extra points for each set of 3 identical symbols a player has collected. The player with the most points win.
Tresor

Submission for the 2019 SAZ Contest

Autor: Richard Lenherr

Four safes with seemingly unbreakable combination locks... Every player knows half of the code because he programmed it himself and tries to open more safes than his opponent does by figuring out the second half of the code.

German rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKalFTbkxIQ29nS05PZ0xhdUVpX0RGRndvdWd3

English rules: (Translated by Udo Woitek)

https://drive.google.com/open?id=1mSoId\_\_o1h7odhq-7LW287F4APJQBa0S
Miles Runs Away Part One

**Miles Runs Away Part One** is the 2nd episode of The Clever and the Other One.

## Plot synopsis

*Refusing to allow his brother to accompany him on his holiday to Germany, Jay hires the babysitter-from-hell to care for Miles during his absence...*

## Appearances

* Jay
* Miles
* C.M.G.

## Production

Before shooting the second episode, writers Jay Canning and Miles Hanmore had to decide what elements included in the previous episode would be retained. They decided to tone down Miles' stupidity, feeling that his representation in the pilot was far too exaggerated.

This was the first episode to be filmed by Seana Canning, who would go on to help film Miles' Nightmare Pillow.

## Notes & trivia.

* This is one of the series' shorter episodes, clocking in at just under 13 minutes.
* This episode was featured on the "Best Of" selection DVD release in 2013.
* The camera operator can be seen standing behind Hanmore at the end of the episode.
* It is unknown how Jay and Miles were able to remain in their house after it had been supposedly burned to the ground.
* This episode was classified U by the British Board of Film Classification, with the official insight claiming that it contains "*infrequent very mild bad language*".
* The garden would later make a re-appearance as the backdrop for the Double-Date finale.
* This episode was re-mastered, along with the rest of the series, for its 2018 Blu-Ray release. Changes specific to this episode included replacing the stock image of the burning house (along with adding a fire sound effect), and rotating shots filmed horizontally to render them landscape.
* This episode, along with its sequel, was re-made in the form of the second *Far Out* episode.
* Hanmore has called this episode the most underrated of the series.
Jay

**Jay** is one of the two protagonists of the universe.

## Biography

The version of the character depicted in The Clever and the Other One was born at some point between 1998 and 2001.

## Appearances

* Miles Is Ill *(Role - Main)*
* Miles Runs Away Part One *(Role - Supporting)*
* Miles Runs Away Part Two *(Role - Supporting)*
* The Cliffs *(Role - Main)*
* Miles' Nightmare Pillow *(Role - Main)*
* Drug-Taking *(Role - Supporting)*
* Jay's Book of Spells *(Role - Protagonist)*
* Double-Date *(Role - Main)*
* Too Far Out *(Role - Protagonist)*
* Miles Runs Away *(Role - Supporting)*
* College and Drugs *(Role - Main)*
* Officer Giant: Prolonged Pursuit (*archive footage only)*

## Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
The Clever and the Other One

**The Clever and the Other One** is an unreleased 2012 situation comedy television series consisting of 8 episodes.

The series was produced from May to July 2012.

## Plot overview

*The hilarious adventures of teenage brothers Jay and Miles, hardly alike in personality. Jay is smart, sensible and popular, while Miles is as socially isolated as one can get and can hardly be likened to Plato or Da Vinci in terms of his intelligence. See the pair annoy each other senseless when the latter falls ill, take trips to Germany and the local cliffs (where are they chased by an insane criminal!), encounter a pillow which gives them nightmares, do illegal drugs, become magicians and fall for the same girl!*

## Main Characters

* **Jay** as Jay, a highly ordinary older child who passes his spare time by filming "video diaries" with his older brother.
* **Miles Hanmore** as Miles, an abnormally incompetent child and Jay's brother.

## Home Video Releases

* *The Very Best of The Clever and the Other One (2012) (12)*
* *The Clever and the Other One - Miles Runs Away (2012) (PG)*
* *The Clever and the Other One - Double-Date (2013) (12)*
* *The Clever and the Other One - The Complete Series (2013) (12)*
* *The Far Out Universe Collection (2018) (15)*

## Episodes

* Miles Is Ill (May 18, 2012)
* Miles Runs Away Part One (May 25, 2012)
* Miles Runs Away Part Two (June 1, 2012)
* The Cliffs (June 8, 2012)
* Miles' Nightmare Pillow (June 15, 2012)
* Drug-Taking (June 22, 2012)
* Jay's Book of Spells (June 29, 2012)
* Double-Date (July 13, 2012)
Lumber Mill, Oil Pump, Sewing Machine

```
NOTE: Entry in "Contest X 2019"
Please comment on the rules in the
discussion on BGG

```

Line up 3 cards with matching background colour, edge colour or technology to win!

## Components

* 27 tiles
* 27 cards - split the 54 card deck in two sets (Green/Yellow/Black edges and Red/White/Blue edges) and use 1 set for a game

## Setup

Place the tiles face down to make 3 boards that is each a 3x3 grid.

* Sort the 27 cards in groups of 9 by background colour (Beige/Pink/Lime)
* Make rows by edge colour (Green/Yellow/Black or Red/White/Blue)
* Make columns by symbols of each technology (Lumber Mill / Oil Pump / Sewing Machine.

The starting player is decided by the player that last cut wood, pumped oil or sewed cloth.

## Play

* On your turn, the player to your right selects one of the cards and gives it to you.
* Place the card on a free tile on any of the 3 boards, and check if you won.
* If you didn't win, the turn passes clockwise. In other words, select a card and give it to the player on your left.

## Winner

A player wins immediately when placing a card that completes a 3-in-a-row with matching background colour, edge colour or technology. If there is no 3-in-a-row when all 27 cards have been placed, the game is a tie.

## Designer's comment for 3 or 4 players

* Quarto is designed as a 2-player game, but in my experience it works well with 3 players also - with a completely different strategy since you can't just force the next player to give you a winning pawn. In Quarto, you play on a single 4x4 grid board using 16 pawns with 4 different attributes that have 2 values each (hort/tall, square/round, solid/hollow and light/dark)).
Drug-Taking

**Drug-Taking** is the 6th The Clever and the Other One episode.

## Plot synopsis

*Unaware of what they truly are, Miles takes some illegal drugs belonging to a tramp. He soon finds himself in a whole heap of bother, being visited by the local police and later taken to court.*

## Appearances

* Miles
* Jay
* Officer Zak Giant
* Judge
* Tramp
* Man On Street (*cameo*)

## Locations

* Upstairs Hallway
* Jay's Bedroom
* Courtroom
* Prison Cell

## Notes & trivia

* Jay's role in this episode is far more minor in comparison to other episodes.
* This is both Michael and Seana's final appearance on the show.
* The audio in the scene in which Giant explains Miles' fate is out-of-sync.
* Zak Giant was intended to be a special guest for this episode but his popularity with both the writers and fans led to him becoming a main character in *Far Out*, and even earning his own spin-off in the form of Officer Giant: Prolonged Pursuit in mid-2017. Jay was expected to reprise his role as Giant in an episode of this show entitled *The Power Cut,* but this ultimately never materialised.
* This was the first episode to be classified 12 by the British Board of Film Classification, for "*infrequent comic drug misuse glamorization".*
* This episode was re-mastered, along with the rest of the series, for its Blu-Ray release in 2018. Changes made specific to this episode included omitting Jay telling Miles to "cut!" (the filming) that had been accidentally left in previously and replacing the take used for Officer Giant's meeting Miles for an alternative one.
Miles Runs Away Part Two

**Miles Runs Away Part Two** is the 3rd The Clever and the Other One episode.

## Plot synopsis

*Miles encounters a strange man possessing totally opposite characteristics to him, along with an infuriated Jay, while on his way to Germany.*

## Appearances

* Miles
* Selim
* Jay
* Woman on Plane (*cameo*)

## Production

The episode was filmed on a Friday evening in May 2012.

## Notes & trivia

* A third part was to be produced after Double-Date, but never was due to the cancellation of the show as a whole. Its plot was to concern the Babysitter confronting Miles in Germany.
* This is the first episode to involve Seana as an actress. She would go on to appear in The Cliffs and Drug-Taking.
* Miles has stated that the bloopers for this episode are by far his favourite.
* Elements from this episode appear in the Far Out episode Miles Runs Away - the lines "*I need to close this*!" and "*Ladies and gentleman, no food or drink will be allowed*." are included.
* It is unexplained as to why Jay did not recognise Miles when on the plane. Furthermore, it is odd how Jay was able to board the plane while it was in mid-air.
* It is unknown how Jay landed in the back of his own garden - surely the plane would have travelled hundreds of miles past there by that point!
* Selim was inspired by the character DERF from *Fred: The Movie (2010)*.
* This episode was rated PG by the British Board of Film Classification for "*infrequent mild bad language"*, referring to Miles' single, very-easily missed use of "git".
* This episode was re-mastered, along with the rest of the series, for its Blu-Ray release in 2018. Changes made specifically to this episode included cutting down on the amount of clips used in the "previously..." sequence.
Miles Runs Away

**Episode title** is the 2nd episode in the series.

## Plot synopsis

*Miles, now Jay's resident on the condition that he pays him substantial rent, is informed by Jay that he is utilising the money given by him to Zakk Giant to go on holiday to Germany. Refusing to allow his resident to accompany him, Jay begins actively seeking a babysitter, eventually being contacted by a man referring to himself as "C.M.G.". The man comes to the house and speaks with the pair, with both of them agreeing that he is suitable for the job.*

*Despite his initial kindness, C.M.G. reveals himself to be a highly aggressive man after Jay's departure, constantly calling Miles out for his stupidity and going as far as to physically harm him. Miles opts to escape to Germany, back to Jay.*

*Once on the airplane, he meets a very drunk man which he assumes to be Jay - the pair bond and decide to get drunk as soon as they reach the country. The following morning, the pair awake in a pub; the man reveals himself to be not Jay but in fact C.M.G, and a chase ensues.*

## Appearances

* Miles
* Jay
* The Postman
* C.M.G.
* German Bartender (*cameo*)
* Officer Zak Giant (*mentioned only*)

## Notes & trivia

* Jay states that Giant rewarded him with £6000 for thrawting Miles' attempted theft, but in Too Far Out, the amount was clearly stated to be £5000.
* This episode's tone is rather zany and unrealistic - closer in spirit to The Clever and the Other One than other Far Out installments.
Miles' Nightmare Pillow

**Miles' Nightmare Pillow** is the 5th episode of The Clever and the Other One.

## Plot synopsis

*Jay finds it all but impossible to gain a good night's sleep when Miles begins to have night terrors.*

## Appearances

* Jay
* Miles
* Cover Monster

## Notes & trivia

* Jay states that he does not have a sister, despite mentioning her himself in *Miles Runs Away Part One*.
* This episode has been cited as the best of the entire series by the show's creators.
* This is the third episode not to feature any female characters. The others were Miles Is Ill and Miles Runs Away Part One.
* Despite being credited as such, this is the only episode in which Jay served as a make-up artist (for the scene in which Miles' face is bleeding as he is attacked by the pillow monster).
* The blood on Miles' face towards the end was actually ketchup.
* It is unknown how Miles managed to record the events of one of his dreams.
* The original raw footage for this episode (along with that for Jay's Book of Spells) no longer exists.
* The beginning scene was filmed a whole day prior to the remainder of the episode.
* This is the final episode to feature Miles' bedroom (although the set would be used as a prison cell for Drug-Taking).
* This episode was re-mastered, along with the rest of the series, for its 2018 Blu-Ray release. Changes specific to *Miles' Nightmare Pillow* include adding a tint to the dream sequences and cutting Miles' speech at the end.
The Cliffs

**The Cliffs** is the 4th episode of The Clever and the Other One.

## Plot synopsis

*Jay and Miles are chased by a bloodthirsty criminal while attempting to relax in Hastings Country Park.*

## Appearances

* Jay
* Miles
* Snatcher
* Toddler

## Production

The episode was filmed while C and Hanmore's family were on a trip out to Hastings Country Park one afternoon in mid-May 2012. It was not until post-production that Hanmore noticed that heavy wind at the Park that day had caused an excessive amount of wind noise, rendering much of the dialogue in the episode unaudiable. Hanmore was unable to reduce it, and so it remains in the original 2012 version of the episode.

## Notes & trivia

* This is the only episode in which we see Miles wearing clothes other than his pyjamas.
* This is the only episode not to feature Jay and Miles' house. The only interior filming was that done in the car, which appears at the very beginning of the episode.
* The longest episode in the series, running to almost 20 minutes.
* The term "Snatcher" used to describe the criminal in this episode was inspired by its usage in *Harry Potter and the Deathly Hallows - Part 1 (2010).*
* The youngster who portrayed the toddler would go on to appear in Officer Giant: Prolonged Pursuit as the titular character's granddaughter.
* This episode and Officer Giant: Prolonged Pursuit are the only installments in the Universe to be shot on location.
* This episode was classified PG by the British Board of Film Classification for "*infrequent mild sex references*" - specifically, Miles' mention of "condoms".
* This episode, along with the rest of the show, was re-mastered for a special edition Blu-Ray release in 2018. Changes made specifically to *The Cliffs* included reducing the number of scenes featuring the titular characters running, as well as using technology to reduce the wind noise present in the original episode.
Insane Bartender

**Insane Bartender** is a minor character in the franchise, appearing in only its Far Out-based side.

## Biography

He is a middle-aged, criminally insane Bartender who works in a 24-hour pub in the Hastings area. He has been working there for at least eleven years, as the prologue to Officer Giant: Prolonged Pursuit revealed. His mad-filled activities include refusing to take perfectly good money, claiming it is "not money" or "not British currency" and constantly serving customers without wearing a shirt.

## Appearances

* Too Far Out (*Role - Minor*)
* Officer Giant: Prolonged Pursuit (*Role - Cameo*)