Cricket Rules
1. Objective:
The goal is to “close” numbers 15 through 20 and the bullseye by hitting each number three times before your opponent. Once closed, you can score points on that number until your opponent closes it.
2. Scoring:
Only numbers 15 through 20 and the bullseye are in play.
Hitting a single section counts as one hit, a double section counts as two hits, and a triple section counts as three hits.
Once a player has hit a number three times, they “close” it. If they hit it again after it’s closed and their opponent has not closed it, they score points equal to the value of the number (e.g., hitting a triple 20 scores 60 points).
The outer bullseye is worth 25 points, and the inner bullseye is worth 50 points.
3. Gameplay:
Players take turns throwing three darts per turn, aiming to close numbers and score points.
A player can close any of the numbers in any order but must hit it three times for it to be closed.
4. Winning the Game:
The game can be won in two ways:
A player closes all the numbers and has the highest score.
If both players close all numbers, the player with the higher score wins.
If both players are tied after all numbers are closed, the game is a draw.
UNO Rules
1. Objective:
The goal of UNO is to be the first player to score 500 points by discarding all cards in your hand and earning points from the cards left in opponents’ hands.
2. Setup:
Each player is dealt 7 cards.
The rest of the deck is placed face down to form the draw pile.
The top card is flipped over to start the discard pile. If it’s an action card, follow its effect before starting.
3. Gameplay:
Players take turns clockwise, matching the top card of the discard pile by number, color, or symbol.
If a player cannot play a card, they must draw one from the draw pile. If playable, they can play it immediately; otherwise, their turn ends.
4. Action Cards:
Skip: Next player loses their turn.
Reverse: Reverses the turn order.
Draw Two: Next player draws 2 cards and loses their turn.
Wild: Player chooses the next color to be played.
Wild Draw Four: Player chooses the next color, and the next player draws 4 cards (only playable if no other valid cards are in hand).
5. Special Rules:
Players must call out “UNO” when they have one card left. Failing to do so before another player notices results in drawing 2 penalty cards.
If the draw pile runs out, shuffle the discard pile to form a new draw pile.
6. Winning a Round:
The round ends when a player discards their last card. They earn points based on the cards left in opponents’ hands:
Number cards: Face value.
Action cards:
Skip, Reverse, Draw Two: 20 points each.
Wild, Wild Draw Four: 50 points each.
7. Winning the Game:
The first player to reach 500 points wins. Alternatively, players can agree to play a set number of rounds, with the highest score winning.
8. Voting:
At the end of the game, all players must vote for the winner or for themselves in the event of a draw.
Battleship Rules
1. Objective:
The goal is to sink all of your opponent’s ships before they sink yours by correctly guessing their ship locations.
2. Setup:
Each player has two 10×10 grids: one to place their ships and one to track guesses against their opponent.
Ships to place (each player has the same set):
Carrier: 5 spaces
Battleship: 4 spaces
Cruiser: 3 spaces
Submarine: 3 spaces
Destroyer: 2 spaces
Ships are placed horizontally or vertically (not diagonally) on the player’s grid without overlapping.
3. Gameplay:
Players take turns calling out coordinates (e.g., B4, C7) to guess where their opponent’s ships are located.
The opponent responds with “hit” if a ship occupies that space, or “miss” if it’s empty.
If all spaces of a ship are hit, the player announces that the ship has been “sunk” (e.g., “You sunk my battleship!”).
Players record hits and misses on their tracking grid to avoid repeating guesses.
4. Winning the Game:
The game ends when one player has sunk all of their opponent’s ships. That player is declared the winner.
5. Voting:
After the game ends, both players must vote for the winner or themselves if there is any dispute.
Scrabble Rules
1. Objective:
The goal is to score the highest points by forming words on the board using letter tiles.
2. Setup:
Scrabble is played on a 15×15 grid board.
Each player draws 7 letter tiles from the tile bag at the start.
Tiles are replenished after each turn until no tiles remain.
The starting player is determined by drawing tiles; the player with the letter closest to “A” goes first.
3. Gameplay:
Forming Words: Players take turns placing tiles to form words on the board. Words must read left-to-right (horizontally) or top-to-bottom (vertically).
The first word must cover the center square (double word score).
New words must connect to existing words on the board.
Valid Words: Use a dictionary to challenge words. Invalid words result in tile removal and loss of turn.
4. Scoring:
Each tile has a specific point value (e.g., “E” = 1, “Z” = 10).
Points are totaled based on tile values and any premium squares:
Double Letter (DL): Doubles the letter value.
Triple Letter (TL): Triples the letter value.
Double Word (DW): Doubles the total word score.
Triple Word (TW): Triples the total word score.
If a player uses all 7 tiles in one turn, they score a 50-point bonus (a “bingo”).
5. Tile Replacement:
On a turn, instead of playing, a player may exchange tiles from their rack for new ones from the bag.
6. Challenging Words:
If a word is challenged, it is checked using a dictionary.
If the word is invalid, the player loses their turn.
7. Ending the Game:
The game ends when:
A player uses all their tiles and no tiles remain in the bag.
All players pass consecutively.
Final scores are tallied, with players deducting points for tiles left on their racks. These points are awarded to the player who emptied their rack.
8. Winning the Game:
The player with the highest score wins.
9. Voting:
At the end of the game, players vote for the winner or themselves in the event of a tie or dispute.
Yahtzee Rules
1. Objective:
The goal of Yahtzee is to score the most points by rolling combinations of five dice across 13 rounds.
2. Setup:
Each player has a scorecard with 13 categories.
Players take turns rolling five dice up to three times per turn to achieve the best scoring combination.
3. Gameplay:
On their turn, a player rolls all five dice.
After the first roll, the player may choose to:
Keep any dice they like.
Reroll the remaining dice (up to two more times).
After three rolls (or fewer if the player chooses to stop early), the player must score their dice in one of the 13 categories.
4. Scoring Categories:
The scorecard has two sections:
Upper Section:
Players score the total of the specified number rolled:
Aces (1s)
Twos (2s)
Threes (3s)
Fours (4s)
Fives (5s)
Sixes (6s)
Bonus: If the total score in the upper section is 63 points or higher, the player earns a 35-point bonus.
Lower Section:
Three of a Kind: Total of all dice if at least 3 dice show the same number.
Four of a Kind: Total of all dice if at least 4 dice show the same number.
Full House: 3 of one number + 2 of another = 25 points.
Small Straight: Four consecutive numbers (e.g., 1-2-3-4) = 30 points.
Large Straight: Five consecutive numbers (e.g., 2-3-4-5-6) = 40 points.
Yahtzee: Five of a kind = 50 points.
Chance: Total of all dice (any combination).
Yahtzee Bonus: If you roll multiple Yahtzees (five of a kind) after scoring 50 points in the Yahtzee category, each additional Yahtzee earns 100 points.
5. Filling the Scorecard:
A player must choose a category to score in each turn, even if the result is 0 points.
Once a category is used, it cannot be used again.
6. Ending the Game:
The game ends after all players have filled their 13 scoring categories.
7. Winning the Game:
The player with the highest total score at the end of the game wins.
8. Voting:
After the game ends, all players must vote for the winner or themselves in the event of a dispute.
Rapid Rules
1. Objective:
The objective is the same as standard chess: to checkmate your opponent’s king or win by other means like time, resignation, or a stalemate draw.
2. Time Control:
Each player has 10 to 30 minutes total for the entire game. Some Rapid games use an increment, typically adding 10 seconds per move. This time control balances speed with the ability to think through moves.
3. Clock Usage:
A chess clock tracks each player’s time. After making a move, players press their side of the clock, starting their opponent’s timer.
If a player’s time runs out, they lose the game, unless their opponent has insufficient material to checkmate, in which case it is a draw.
4. Gameplay Rules:
Standard chess rules apply, including castling, en passant, pawn promotion, and the 50-move rule.
Players need to make quicker decisions than in classical chess, but they still have enough time to think through moves and strategy.
5. Touch Move Rule:
In Rapid chess, if a player touches a piece, they must move it if it is a legal move. If they touch an opponent’s piece, they must capture it if possible.
6. Illegal Moves:
Making an illegal move may result in an automatic loss in official tournaments if it is not corrected immediately. In casual games, players often allow the first illegal move to be corrected without penalty.
7. Winning the Game:
You can win by checkmate, if your opponent’s time runs out, or if they resign.
A draw can occur by stalemate, insufficient material, threefold repetition, or the 50-move rule.
Twenty One Rules
1. Scoring:
Shots made inside the three-point line are worth 2 points.
Shots made beyond the three-point line are worth 3 points.
2. Winning Condition:
The first player to reach 21 points exactly wins. If a player scores above 21, their score reset to 15.
3. Out of Bounds:
The court boundaries are observed. If the ball goes out of bounds, the player who last touched it loses possession, and the other player restarts play from the top of the key (or another designated spot behind the three-point line).
4. Check Ball:
Every time possession changes, play is restarted with a “check” at the top of the key. The defensive player hands or passes the ball to the offensive player to begin play.
5. Possession After Scoring:
After a made basket, possession switches to the other player, who starts with a “check” at the top of the key.
6. Clearing the Ball:
If a player gains possession by a rebound, block, or steal, they must take the ball outside the three-point line before attempting to score.
7. Fouls:
No foul. But no excessive aggression. Excessive aggressive actions may get you disqualified.
8. Win by Exact Points:
A player must reach exactly 21 points to win. If they go over 21, their score resets as agreed upon by players (typically to 13 or 15).
9. Voting
Both players must vote for the winning player or for themselves if it’s a draw.
Blitz Rules
1. Objective:
The objective is the same as standard chess: to checkmate your opponent’s king, or win by other means such as time or resignation.
2. Time Control:
In Blitz chess, each player has 3 to 5 minutes total for the entire game. Some Blitz formats add a small increment (like 2 seconds) after each move, which slightly extends the time as the game progresses.
3. Clock Usage:
A chess clock is used to track each player’s time. After making a move, the player presses their side of the clock, starting their opponent’s timer.
If a player’s time runs out, they lose the game, unless their opponent has insufficient material to checkmate (in which case it’s a draw).
4. Gameplay Rules:
All the regular rules of chess apply, including castling, en passant, pawn promotion, and the 50-move rule.
Players must quickly make decisions, as each move uses up their limited time.
5. Touch Move Rule:
In Blitz, if you touch a piece, you must move it if it is a legal move. If you touch an opponent’s piece, you must capture it if possible.
6. Illegal Moves:
Making an illegal move typically results in an automatic loss if noticed by the opponent or a referee in official tournaments. Some casual Blitz games may allow one illegal move if it is corrected immediately.
7. Winning the Game:
You can win by checkmate, if your opponent’s time runs out, or if they resign.
If both players run out of time or neither has sufficient material to checkmate, the game is a draw.
Classic Singles Rules
1. Objective:
The goal is to reach 11 points (win by at least 2 points) by rallying and strategically placing shots to make the opponent miss or commit faults. Points are only scored by the server.
2. Court Setup:
Classic singles uses the full court (20 feet wide by 44 feet long). There’s a 7-foot non-volley zone, known as the “kitchen,” on both sides of the net.
3. Serving:
The server must stand behind the baseline and serve diagonally to the opposite service court.
The serve must be underhanded, and the ball must clear the kitchen without landing in it.
Each player only gets one serve attempt unless a “let” (a serve that touches the net but still lands in the correct service area) occurs.
4. Service Rotation:
In singles, the server serves from the right side when their score is even and from the left side when it’s odd.
The server continues serving until they lose a rally. When a rally is lost, the opponent gains the serve.
5. Double-Bounce Rule:
After the serve, the receiving player must let the ball bounce once before returning it. The serving player must also let the returned ball bounce once before hitting it back.
After these two bounces, players can either volley (hit the ball in the air) or let it bounce.
6. Non-Volley Zone (Kitchen):
Players cannot volley the ball (hit it in the air) while standing in the kitchen. They may enter the kitchen only to play a ball that has bounced and must then exit before attempting any volleys.
7. Scoring:
Only the server can score points. A point is won if the opponent fails to return the ball, hits it out of bounds, or commits a fault.
Games are typically played to 11 points, but players must win by at least 2 points.
8. Faults:
Faults include hitting the ball out of bounds, failing to clear the net, volleying in the kitchen, or breaking the double-bounce rule.
501 Rules
1. Objective:
Each player starts with a score of 501 points and takes turns throwing three darts per round, aiming to reduce their score to exactly zero. The player must end on a “double” (an outer ring shot worth double points) to win.
2. Scoring:
The board is divided into sections, with each section scoring from 1 to 20 points.
The outer ring scores double the points for that section, and the inner ring scores triple. The bullseye is worth 50 points, and the outer bullseye ring is worth 25 points.
After each turn, the points scored are subtracted from the player’s total.
3. Bust Rule:
If a player’s score goes below zero, they “bust,” and their score for that round is voided, reverting to what it was at the start of their turn. The turn then passes to the opponent.
4. Winning the Game:
A player must reach exactly zero to win. The last dart must land in a double area or the bullseye. For example, if a player has 40 points left, they need to hit a double 20 to win.
301 Rules
1. Objective:
Each player starts with a score of 301 points and takes turns throwing three darts per round, aiming to reduce their score to exactly zero. The player must end on a “double” (an outer ring shot worth double points) to win.
2. Scoring:
The board is divided into sections, with each section scoring from 1 to 20 points.
The outer ring scores double the points for that section, and the inner ring scores triple. The bullseye is worth 50 points, and the outer bullseye ring is worth 25 points.
After each turn, the points scored are subtracted from the player’s total.
3. Bust Rule:
If a player’s score goes below zero, they “bust,” and their score for that round is voided, reverting to what it was at the start of their turn. The turn then passes to the opponent.
4. Winning the Game:
A player must reach exactly zero to win. The last dart must land in a double area or the bullseye. For example, if a player has 40 points left, they need to hit a double 20 to win.
Straight Pool Rules
1. Objective:
The goal is to be the first player to reach a pre-determined point total, usually 100 or 150 points. Each legally pocketed ball is worth 1 point.
2. Setup and Rack:
All 15 balls are racked in a standard triangle, with no specific ball placement rules. The cue ball is placed behind the head string for the break.
3. The Break:
The breaking player must either pocket a ball or drive two balls to a rail. If no balls are pocketed, and the requirement isn’t met, it’s a foul, and the opponent can either accept the table as-is or have the balls re-racked for another break.
4. Gameplay:
Players can pocket balls in any order and must call each shot, including the ball and intended pocket.
For each legally pocketed ball, the player earns 1 point and continues shooting. They must call each shot before taking it.
5. Continuing Play (Re-Rack):
When only one object ball remains on the table, the other 14 balls are re-racked. The player continues their turn, using the remaining ball to break into the new rack. This keeps the game continuous.
6. Fouls:
Common fouls include failing to pocket a ball or drive a ball to a rail, scratching (cue ball into a pocket), or missing a called shot.
Each foul results in a loss of 1 point. Three consecutive fouls result in a 15-point penalty and re-racking.
7. Winning the Game:
The first player to reach the agreed-upon point total wins the game.
Billiards 9 Ball Rules
1. Objective:
The goal is to legally pocket the 9-ball. Players must hit the balls in numerical order, starting with the lowest-numbered ball on the table each turn. The player who legally pockets the 9-ball wins the game.
2. Setting Up the Rack:
Balls 1 through 9 are racked in a diamond shape, with the 1-ball at the front (apex) of the rack and the 9-ball in the center. The other balls are placed randomly in the diamond.
3. The Break:
The player must hit the 1-ball first on the break. If they pocket any balls, they continue their turn. Pocketing the 9-ball on the break is an immediate win unless playing under specific rules that require it to be re-spotted.
4. Order of Play:
Players must always hit the lowest-numbered ball on the table first. However, they can use combination shots or bank shots as long as the lowest-numbered ball is struck first.
If a player pockets the lowest-numbered ball, they continue their turn. If they miss or commit a foul, the turn passes to the opponent.
5. Fouls:
Common fouls include failing to hit the lowest-numbered ball first, not making contact with a rail after hitting the target ball, or scratching (pocketing the cue ball).
After a foul, the opponent gets “ball in hand” and can place the cue ball anywhere on the table.
6. Winning the Game:
The game is won by legally pocketing the 9-ball. This can occur at any time during the game, as long as the shot is legal (the lowest-numbered ball was hit first).
7. Three-Foul Rule:
Some games play with a three-foul rule: if a player commits three consecutive fouls, they lose the game.
Billiards 8 Ball Rules
Here are the basic rules for a standard game of 8-Ball Billiards:
1. Objective:
The goal is to legally pocket all balls in your assigned group (either solids or stripes) and then pocket the 8-ball to win the game.
2. Setting Up the Rack:
The 15 balls are racked in a triangle at the foot of the table, with the 8-ball in the center. One solid and one striped ball should be in the two rear corners.
3. Break:
One player breaks, aiming to scatter the balls. If they pocket any balls on the break, they continue their turn. If no balls are pocketed, the next player takes their turn.
4. Choosing Solids or Stripes:
The first player to legally pocket a ball after the break determines their group (solids or stripes).
Once assigned, each player must continue to pocket only their group of balls throughout the game.
5. Legal Shots:
Players must hit their group ball first on each shot. If they pocket one of their balls legally, they continue their turn.
If a player pockets the opponent’s ball or hits the opponent’s ball first, it’s a foul, and the turn goes to the opponent.
6. Fouls:
Common fouls include failing to hit any balls, pocketing the cue ball (scratch), or hitting the opponent’s group first.
After a foul, the opposing player gets “ball in hand,” allowing them to place the cue ball anywhere on the table.
7. Winning the Game:
After all balls in their group are pocketed, a player must legally call and pocket the 8-ball to win.
Pocketing the 8-ball early or scratching while attempting to pocket the 8-ball results in an automatic loss.
HORSE Rules
1. Objective:
The goal is to avoid spelling the word “HORSE.” Each time a player misses a shot that the other player made, they receive a letter. The first player to spell “HORSE” loses.
2. Starting the Game:
Decide who goes first. The first player attempts a shot from any spot on the court, using any style of shot they want.
3. Following Shots:
If the first player makes their shot, the second player must replicate it from the same spot and using the same style (e.g., one-handed, bank shot, etc.).
If the second player misses, they get a letter (starting with “H”). If they make the shot, no letter is given.
4. Missed Shots:
If the first player misses their shot, then the second player takes control and attempts a shot from a location of their choice.
5. Spelling HORSE:
Each miss on a copied shot earns a letter (H, O, R, S, E). The game continues until one player has spelled out “HORSE” and loses the game.
9. Voting
Both players must vote for the winning player or for themselves if it’s a draw.
King Of The Court Rules
1. Objective:
The aim is to stay on offense by scoring against the defensive player. The offensive player remains the “king” as long as they keep scoring.
2. Setup:
Choose one player to start on offense and the other on defense. The game is usually played on a half-court.
3. Gameplay:
The offensive player attempts to score within one possession. If they score, they keep possession and continue playing offense.
If the offensive player misses or loses the ball, the defensive player gains possession and switches to offense.
4. Clearing the Ball:
After a rebound, steal, or defensive stop, the new offensive player must “clear” the ball by taking it beyond the three-point line before attempting to score.
5. Scoring:
Points are typically awarded for each basket, using standard scoring (2 points inside the three-point line, 3 points outside).
6. Possession Change:
Each time a player fails to score, possession changes, and the former defender becomes the new offensive player.
7. Winning:
First player to reach 15 points or more wins
9. Voting
Both players must vote for the winning player or for themselves if it’s a draw.
Versiis – User Rules of Conduct for Matches and Venues
Effective Date: October 1st 2024
At Versiis, we want to make sure that everyone enjoys a fun and respectful experience during games and events, both online and in-person. These simple rules will help keep things safe, fair, and enjoyable for everyone.
By joining or organizing games through Versiis, you agree to follow these rules.
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1. How to Act During Matches
1.1 Play Fair
Follow the Rules: Always follow the game rules and listen to the organizer or referee.
No Cheating: Cheating, using hacks, or trying to gain an unfair advantage is not allowed.
Respect Everyone: Treat other players, organizers, and spectators with respect, no matter who they are.
1.2 Good Sportsmanship
Win or Lose with Class: Whether you win or lose, be a good sport. No excessive bragging or bad behavior.
Avoid Arguments: If there’s a problem during the game, report it to the organizer or referee instead of fighting or arguing.
1.3 Be Careful with Communication
Keep it Friendly: Don’t use offensive, rude, or threatening language, whether you’re chatting online or in-person.
No Spamming: Don’t flood chats with too many messages, and keep conversations respectful.
2. How to Act at Venues (Real-World Locations)
2.1 Follow Venue Rules
Respect the Venue: Follow any rules the venue has in place, including safety guidelines.
Don’t Damage Property: Take care of the venue and its equipment. If you break something, you may have to pay for it.
2.2 Alcohol and Drugs
Stay Sober: Do not use alcohol, drugs, or illegal substances during games or events. Don’t attend if you’re under the influence.
2.3 Be Respectful to Everyone
Respect Staff and Spectators: Treat venue staff and spectators kindly. Don’t cause disturbances or argue with others.
3. Consequences for Breaking the Rules
If you break any of the rules listed here, these are some of the consequences you may face:
3.1 Warnings
For minor issues, you may get a warning from the organizer, referee, or venue staff.
3.2 Penalties
You could face in-game penalties like losing points or getting disqualified.
3.3 Being Removed
You could be removed from the game, event, or venue if your behavior is serious or disruptive.
3.4 Suspension or Ban
Serious or repeated rule-breaking could result in suspension or a permanent ban from using Versiis.
4. How to Report a Problem
If you see someone breaking the rules, or if you’re affected by bad behavior, here’s how you can report it:
Tell the organizer or venue staff right away.
Report it through the Versiis app using the support feature.
Email our support team at [Insert Contact Email] with details of what happened.
We take all reports seriously and will handle them with care.
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5. Updates to These Rules
We may update these rules from time to time. We’ll let you know if there are any changes. If you keep using Versiis after changes are made, that means you agree to follow the new rules.
6. Need Help? Contact Us
If you have any questions, feel free to reach out to us:
Email: [Insert Contact Email]
Address: support@versiis.com
By participating in games or events through Versiis, you agree to follow the rules of conduct.
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