Play & Go

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Play & Go

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Founded to better-serve the huge, untapped potential of the gaming industry, we have significantly grown as a global game-changer. Play'n GO games deliver original, fun experiences across any channel, and are based on unique inspirations and creativity.

In a case of wealth and reward will crime pay, or can you sleuth your way to a fortune? The game updates the classic UK pub fruit machine format and draws inspiration from traditional board game styles of play.

The rest of the symbols are a gun, a knife, a wrench and a rope. The game has three Wilds; a standard Wild, a x2 multiplier Wild and a x3 multiplier Wild.

Each of these Wilds can substitute for any symbol except the Scatter to create winning lines, and the multiplier Wilds will increase any wins they make up.

If more than one multiplier Wild forms part of a winning combination, then your win will be multiplied by the product of those two Wilds i.

This game has loads of action to keep you on the edge of your seat, and plenty of features for you to get excited about! Landing 2 Scatters on any reel will trigger a re-spin.

The reels containing your Scatters will be held, and the final reel will re-spin. They will all then be transformed into another symbol and pay out any wins.

Trigger this feature by landing three Scatters across the reels during the base game, or as part of a re-spin. The objective of the game is for you to collect the clues and solve a case alongside Sherlock Holmes!

The board displays around the reels and is made up of 14 squares, including the starting space. Each space consists of a challenge; the challenge will play out on the reels in the centre of the board and will often contain reel modifiers.

After the four moves have finished, if you have collected enough Clue Points to solve the case, you will be awarded a Mega Spin.

On the Mega Spin, the Mystery feature will be triggered on two reels and six identical symbols will be revealed on those reels.

The third reel will be filled with Wilds, which might even be Multiplier wilds! The Clue Points Wheel will give you one extra attempt at solving the case by spinning a wheel.

If not, then the case is lost, and the bonus feature will end. The size of the win segment in the Clue Wheel will be directly affected by the number of Clue Points collected along the way.

Journey across Africa to its great plains, the home of the Wildebeest. Win-A-Beest is a payways slot played on a grid layout, which will expand to 5x4 during special features.

A selection of wild animals represents its symbols, an elephant, a lion, a rhino and a leopard. The rest of the symbols are made up of the J, Q, K and a card values.

There are two Wilds; the standard Wild which will substitute for symbols to create winning payways, and a multiplier Wild which will not just substitute but multiply any wins it forms by x2!

Your final game symbol is the Scatter, which will trigger the free spins feature, Stampeding Spins. This feature can be randomly triggered while you spin.

Stones can also be placed on the edge, where there is a T-intersection. Once a stone is placed, it cannot be moved unless captured and removed.

Acquire territory. This can be done in one of two ways: Territory is empty intersections that are bordered or surrounded by stones of the same color.

Each empty intersection that is completely surrounded is worth one point, or moku. The bigger the territory you surround, the more points you gain.

Corners can be used as a border as well. You will lose a point if you place a stone inside your own territory. Employ capturing.

Connect your stones together to capture your opponent's pieces. Stones of the same color on immediately adjacent points are said to be connected, or joined.

The connection can be horizontal or vertical, but not diagonal--the connection is along the lines. Fill all the adjacent points around your players pieces to capture them.

Once captured, remove them from the board and keep them in a separate pile. No empty spaces can be within the border.

Finish the game when all territory is claimed. Both players pass and the game is over. Count up how many points or intersections each color guards.

Place all captured stones in the opposing players territory. Thus, their score is reduced due to lost intersections.

Therefore, a captured stone is worth two points. One point negated from your opponent's score and one point for the new empty space surrounded upon removal.

Capturing is what makes this game a battle of wits. While gaining territory is the main goal, one must think defensively at all times.

Know your terms. As this is an ancient Chinese game adopted by the Japanese, there are many words to know.

Liberty - an adjacent intersection Atari - a state in which a piece can be captured in the next move For example, "Your white stone over there is in Atari!

Suicide - placing a stone where it can be captured Ko - a situation in which a stone about to make a capture can be immediately recaptured, which would repeat the situation endlessly.

Capturing cannot immediately take place after a ko. Sente - playing first, taking the advantage in a given position. Gote - playing second, responding to your opponent's move, giving up an advantage in a position.

Method 3 of Find an opponent. Someone who is well-versed in the game will be a better teacher and example.

You can look for a game either face-to-face or on an online go-server. You will likely find a list of Go clubs on their websites. For online games, some Go servers are listed below.

Start the game by choosing a color. In a handicap game, the stronger player takes white, and black places handicap stones on the star points before white answers.

For an even game, the colors are determined randomly. Since black has an advantage by playing first, white is compensated by taking komi , an amount of additional points added to white's score at the end of the game.

The amount of komi varies, but most tournaments use values between 5 and 8 points. Sometimes a fractional value like 6. Western go players most typically play by Japanese rules, where komi is set at 6.

Place the first stone. This should be done by the player with black stones. It traditionally goes in the upper right hand quadrant.

This initial move stakes out which side each player lays claim to. Handicap stones are considered the first move in a handicap game.

Take turns alternating playing stones. Remember, the pieces are placed on the intersections of the grid, not the empty spaces on the board.

Either player may pass if they see no benefit to making a move. Passing signals a desire to end the game and count the score. Order Status.

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Play & Go Play & Go Spielzeugteppiche

Du hast schon ein Konto bei uns? Ab jetzt ist es kein Problem mehr, alle wichtigen Spielsachen mitzunehmen, wenn z. Ansicht 90 Alle. Tom Schwarz Boxen einem Schwung lässt sich der Sack mit dem Band zuziehen und lagern oder aufhängen. Tipp : Hast Du Deine Wahl getroffen? Lieferzeiten für andere Länder und Informationen zur Berechnung des Liefertermins siehe hier. Dazu sieht ein Play and Go Spielzeugsack auch noch witzig aus. Alle Spielsachen lassen sich im Nu wegräumen Beste Spielothek in Wuhlheide finden im dekorativen Spielzeugsack aufbewahren.

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Play & Go Westwing Ratgeber

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The number correlates to the amount of intersections on the board. If you are playing on a smaller board, use fewer stones. Black plays with stones and white with This is because black makes the first move.

Keep the stones next to the board, in bowls. Method 2 of Alternate moves. Traditionally, black starts first. Stones can also be placed on the edge, where there is a T-intersection.

Once a stone is placed, it cannot be moved unless captured and removed. Acquire territory. This can be done in one of two ways: Territory is empty intersections that are bordered or surrounded by stones of the same color.

Each empty intersection that is completely surrounded is worth one point, or moku. The bigger the territory you surround, the more points you gain.

Corners can be used as a border as well. You will lose a point if you place a stone inside your own territory. Employ capturing.

Connect your stones together to capture your opponent's pieces. Stones of the same color on immediately adjacent points are said to be connected, or joined.

The connection can be horizontal or vertical, but not diagonal--the connection is along the lines. Fill all the adjacent points around your players pieces to capture them.

Once captured, remove them from the board and keep them in a separate pile. No empty spaces can be within the border.

Finish the game when all territory is claimed. Both players pass and the game is over. Count up how many points or intersections each color guards.

Place all captured stones in the opposing players territory. Thus, their score is reduced due to lost intersections.

Therefore, a captured stone is worth two points. One point negated from your opponent's score and one point for the new empty space surrounded upon removal.

Capturing is what makes this game a battle of wits. While gaining territory is the main goal, one must think defensively at all times.

Know your terms. As this is an ancient Chinese game adopted by the Japanese, there are many words to know. Liberty - an adjacent intersection Atari - a state in which a piece can be captured in the next move For example, "Your white stone over there is in Atari!

Suicide - placing a stone where it can be captured Ko - a situation in which a stone about to make a capture can be immediately recaptured, which would repeat the situation endlessly.

Capturing cannot immediately take place after a ko. Sente - playing first, taking the advantage in a given position.

Gote - playing second, responding to your opponent's move, giving up an advantage in a position. Method 3 of Find an opponent. Someone who is well-versed in the game will be a better teacher and example.

You can look for a game either face-to-face or on an online go-server. You will likely find a list of Go clubs on their websites.

For online games, some Go servers are listed below. Start the game by choosing a color. In a handicap game, the stronger player takes white, and black places handicap stones on the star points before white answers.

For an even game, the colors are determined randomly. Since black has an advantage by playing first, white is compensated by taking komi , an amount of additional points added to white's score at the end of the game.

The amount of komi varies, but most tournaments use values between 5 and 8 points. Sometimes a fractional value like 6.

Western go players most typically play by Japanese rules, where komi is set at 6. Place the first stone. This should be done by the player with black stones.

It traditionally goes in the upper right hand quadrant. This initial move stakes out which side each player lays claim to.

Handicap stones are considered the first move in a handicap game. Take turns alternating playing stones.

Remember, the pieces are placed on the intersections of the grid, not the empty spaces on the board. Either player may pass if they see no benefit to making a move.

Passing signals a desire to end the game and count the score. If both players pass, the game is over. Decide on your strategy. There are generally two options: claiming the most territory or invading your opponent's territory by capturing their pieces turning them into "prisoners".

If a player places a stone that removes the last liberty from a connected group of the opponent's stones, then that group is dead and is removed from the board captured.

The exception to the above rule is that you cannot capture a single stone that just captured one of your stones without playing elsewhere first.

This is called the rule of ko "ko" means "eternity" in Japanese ; it is needed to prevent games from never ending. End the game when both players pass.

Black and white must both decide there is no advantage to laying another stone. The player who has captured the most stones and territory wins.

Captured pieces should be placed on the board in the opponent's territory, decreasing their score.

Score the game. You can use either area counting or territory counting. The two methods agree provided both players have made the same number of non-passing moves.

For territory counting, most common in Japan and for most western go players, each color fills in their opponent's territory with any prisoners of that color captured earlier in the game.

Their score is then only the empty intersections in their territory. White then adds their komi. For area counting, each color scores a point for each living stone of that color and each empty intersection within their territory.

Both methods of scoring usually end up with the same result, but they may sometimes vary by a point. Playing against yourself can be difficult, you have to think for two.

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Play & Go Video

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