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Torappu Intelligence and Mind Game Age 7+ 2 Players English-Turkish

Photos - Educational Toy Torappu Intelligence and Mind Game Age 7+ 2 Players English-Turkish
£26.00 
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Torappu Intelligence and Mind Game Age 7+ 2 Players English-Turkish

Joom UK
Delivery: to United Kingdom
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Torappu Intelligence and Mind Game Age 7+ 2 Players English-Turkish
£26.00 

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Torappu Intelligence and Mind Game Age 7+ 2 Players English-Turkish

Game Features: Age range: 7-99 Number of player: 2 Development Areas: Strategic Thinking Logic Execution Attention and Concentration Decision Making Sequential Thinking Social-Emotional Development Game Content: 1 Game Platform 28 Stamps 2 Spare Washers Preparation for the Game Remove the game platform and pieces from the box. Place the platf... moreorm on flat ground in the middle of the players. Determine the colors and who will start by drawing lots. How to play? Players can take turns placing their own colored game tokens in any section they want on the playing field.. The first player to place 5 checkers horizontally, vertically or diagonally before his opponent is the winner of the game.. If no player is able to form a five-piece when the players run out of checkers, the players move their checkers horizontally, vertically or diagonally to an empty space one square away until they form a five-piece. A player can gain an advantage by trapping another's checkers and taking them out of the game.. There are three different trapping methods in the game.: Trap in midfield:If the right, left, bottom and top of the opponent's checker are covered (The diagonal may be open) The opponent's checker is trapped. Trap in side area:If the opponent is blocked from three directions other than the checker diagonal, he/she will be trapped. Trap in the corner:If the opponent's checker is in any of the four corners and is completely blocked, including its diagonal, it will be trapped. Attention In order for a trap to be valid, the player who trapped it must make the last move that creates the trap situation. The trapped piece is removed from the game and cannot be used again. When a player's own checker is trapped, he cannot place a checker on the square where he is trapped. If there is no space left for one of the players to move their checkers, they lose the game.
Joom UK
Delivery: to United Kingdom
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£25.59
Game Features: Age range: 7-99 Number of player: 2 Development Areas: Strategic Thinking Logic Execution Attention and Concentration Decision Making Sequential Thinking Social-Emotional Development Game Content: 1 Game Platform 28 Stamps 2 Spare Washers Preparation for the Game Remove the game platform and pieces from the box. Place the platform on flat ground in the middle of the players. Determine the colors and who will start by drawing lots. How to play? Players can take turns placing their own colored game tokens in any section they want on the playing field.. The first player to place 5 checkers horizontally, vertically or diagonally before his opponent is the winner of the game.. If no player is able to form a five-piece when the players run out of checkers, the players move their checkers horizontally, vertically or diagonally to an empty space one square away until they form a five-piece. A player can gain an advantage by trapping another's checkers and taking them out of the game.. There are three different trapping methods in the game.: Trap in midfield:If the right, left, bottom and top of the opponent's checker are covered (The diagonal may be open) The opponent's checker is trapped. Trap in side area:If the opponent is blocked from three directions other than the checker diagonal, he/she will be trapped. Trap in the corner:If the opponent's checker is in any of the four corners and is completely blocked, including its diagonal, it will be trapped. Attention In order for a trap to be valid, the player who trapped it must make the last move that creates the trap situation. The trapped piece is removed from the game and cannot be used again. When a player's own checker is trapped, he cannot place a checker on the square where he is trapped. If there is no space left for one of the players to move their checkers, they lose the game.
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