Number of Players: 2 Equipment: One die, two counters (like a penny and a dime), game board
View Game Board
The Object: To be the first to reach his or her destination (the penthouse or basement).
Setup: The game board consists of a single column (the elevator shaft) divided into 10 squares. The penthouse is located at the top of the elevator column, and the basement is located at the bottom of the column (Figure 1A). At the start of the game, players proceed to enter numbers within each of the ten squares comprising the elevator shaft. The first player (Player A) tosses the die and enters this value within the top most square. Then the second player (Player B) tosses the die and enters the value within the second square of the column. Players A and B alternate between tossing the die and entering values within the column squares until all 10 squares contain a value (Figure 1B).
Figure 1
Once the column is complete, Players A and B place their counters at the following starting positions next to the column (Figure 2):
- Player A places his marker to the left of the square located 4th from the top of the elevator shaft.
- Player B places her marker to the right of the square located 4th from the bottom of the elevator shaft.
Player A will attempt to get to the basement, while Player B will attempt to get to the penthouse.
Figure 2
The Play: Youngest player goes first. Players take turns tossing the die and moving their counters in accordance with the following rules:
- If the player's counter is located next to an odd number, and the player rolls an odd number, then the player moves his counter one space forward (remember, Player A moves towards the basement, while Player B would move towards the penthouse). The same rule applies if the player's counter is next to an even number and the player rolls an even number.
- If the player's counter is located next to an odd number, and the player rolls an even number, then the player moves his counter one space backwards (Player A moves away from the basement, Player B moves away from the penthouse). The same rule applies if the player's counter is next to an even number and the player rolls an odd number.
- If a player rolls a value equal to that of the square located next to his counter, then the player is allowed to move his marker forward by two squares.
Example Play: Refer to Figure 3. Player B rolls a "1". As his counter is located next to an odd number, he gets to move his counter forward by one square (rule A). Player A follows by tossing a "6". Since Player A's marker is located next to an odd number ("1"), she must move her marker back by one square (rule B). So, player B is now 5 squares away from entering the penthouse, while Player A is 7 squares away from reaching the basement.
Figure 3
On his next tern, Player B rolls a "5". As the player's counter is located next to a "5", he gets to move his counter forward by 2 squares (rule C). In Figure 4, Player B movers his counter two squares forward (next to the 1).
Figure 4
Winning: The first player to have his or her counter enter the appropriate location (penthouse or basement) wins the game. For example, in Figure 5, Player B rolls a "4". As he is next to an even number, he moves his counter forward into the penthouse and wins the game.
Figure 5
Note: Occasionally, a player may find his counter has moved back all the way to the end of the column. A player's counter cannot move any further back at this point. If a player does not roll a number which will move his or her counter forward, then the player must leave the counter at its current position and play proceeds to the next player.
©2004-2010 Stephen Tallevi. All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner. Contact: dicegames@nzp.ca www.newdicegames.com
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