Rules of the Adventure Games
ROCK CLIMBING Snakes and Ladders
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, off the board next to the "1" grid square). Players take turns rolling a single dice to move their token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows ox-plow track from the bottom to the top of the playing area, passing once through every number in a circle. If, on completion of a move, a player's token lands on the lower-numbered end of "rope" (red numbers), the player moves the token up to the rock's higher-numbered circle (yellow numbers). If the player lands on the higher-numbered circle of a "snake" (or chute), the token must be moved down to the snake's lower-numbered square.
If a player rolls a 6, the player may, after moving, immediately take another turn; otherwise play passes to the next player in turn. The player who is first to bring their token to the last square of the track is the winner.
JUNGLE LUDO GAME
Two, three, or four can play, without partnerships. At the beginning of the game, each player's four tokens are out of play and staged in the player's yard (one of the large corner areas of the board in the player's colour). When able to, the players will enter their tokens one per time on their respective starting squares, and proceed to race them clockwise around the board along the game track (the path of squares not part of any player's home column). When reaching the square below his home column, a player continues by moving tokens up the column to the finishing square. The rolls of a single dice control the swiftness of the tokens, and entry to the finishing square requires a precise roll from the player. The first to bring all their tokens to the finish wins the game. The others often continue play to determine second-, third-, and fourth-place finishers.
Each player rolls the dice; the highest roller begins the game. Players alternate turns in a clockwise direction.
To enter a token into play from its yard to its starting square, a player must roll a 6. If the player has no tokens yet in play and rolls other than a 6, the turn passes to the next player. Once a player has one or more tokens in play, he selects a token and moves it forwards along the track the number of squares indicated by the die. Players must always move a token according to the die value rolled. Passes are not allowed; if no move is possible, the turn moves to the next player.
When a 6 is rolled, the player may choose to advance a token already in play, or may enter another staged token to its starting square. Rolling a 6 earns the player an additional or "bonus" roll in that turn. If the bonus roll results in a 6 again, the player earns an additional bonus roll. If the third roll is also a 6, the player may not move and the turn immediately passes to the next player.
Players may not end their move on a square they already occupy. If the advance of a token ends on a square occupied by an opponent's token, the opponent token is returned to its owner's yard. The returned token can be reentered into play only when the owner rolls a 6. Unlike Pachisi, there are no "safe" squares on the game track which protect a player's tokens from being returned. A player's home column squares are always safe, however, since no opponent may enter them.
DESERT CHECKERS
Draughts is played by two opponents, on opposite sides of the gameboard. One player has the dark pieces; the other has the light pieces. Players alternate turns. A player may not move an opponent's piece. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent's piece, and the square immediately beyond it is vacant, the piece may be captured (and removed from the game) by jumping over it.
Only the dark squares of the checkered board are used. A piece may move only diagonally into an unoccupied square. Capturing is mandatory in most official rules, although some rule variations make capturing optional when presented. In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game.