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THE CHEXCALIBUR™

STORY TOURNAMENT

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Someday they will hold CHEXCALIBUR™ Story Tournaments at the Excalibur Casino or should I say the CHEXCALIBUR Casino.

As you can see the Excalibur Casino is already aware of the presence of CHEXCALIBUR™.

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CHEXCALIBUR™ in no way, shape, or form constitutes, promotes, or condones "black magic" which may have been associated with the medieval times or the dark ages. There is no intention to offend anyone because of their religious beliefs or otherwise. CHEXCALIBUR™ was created for intellectual entertainment and recreation at all levels of play. This game also does not promote gambling which has been associated with anything, anywhere, anytime, and/or any place. CHEXCALIBUR™ does constitute and promote many hours of fun and enjoyment for the whole family (ages 10 and above) as well as an intellectual challenge for the true gaming enthusiast.

CHEXCALIBUR RULES ! ! ! ! ! !CHEXCALIBUR RULES ! ! ! ! ! !CHEXCALIBUR RULES ! ! ! ! ! !CHEXCALIBUR RULES ! ! ! ! ! ! CHEXCALIBUR RULES ! ! ! ! ! !CHEXCALIBUR RULES ! ! ! ! ! !

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THE SCORECARD: DESCRIPTION AND INTERPRETATION

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At the top is the title heading with fire brimstones and a battle shield at each end (shield for the northside and the shield for the southside). Below the heavy black line is a battle scene that shows each castle under attack by fire bombs from the catapults. On top of each castle is a colored flag (red-blue or gray-brown). Below each castle are the colors and which side it is (north or south). Below that is the place for each competitor to put his or her name, alias, or an assumed name. The immortal kings and queens appear to be greeting and announcing who is playing. In the middle of the battle scene there is a battle shield coat of arms (cross-swords) with a knight on a horse (warrior) on both sides of the cross-swords. They appear like they are about to square off as they are above the word "-versus-". Above the two warriors (knight on horse) are two fire breathing dragons that are about to square off. They represent the deadly fire-dragon pits throughout the battle field (gameboard). In the center at the top is Merlynn with his magic about to intervene in the battle. Merlynn's magic is present everywhere on the battlefield and it is represented by 12 blue swirling starbursts. The 12 blue starbursts also represent the 12 magic power rings (six per side) that are in the game. Around Merlynn are the phrases "create chaos" and "wreak havoc" that are highlighted by two lightning bolts. These two things are exactly what you do to win the game. This is also the official slogan of the game. The battle is fought under the "heavens" which is represented by the sun, moon, and stars logo on top at the end of each castle. Below another heavy black line are three columns. In the center column where it says "level of play" is representation of all six different chapters of the game. On both sides of the words: "level of play" is excalibur (the sword in the stone). Between the sword handles is a rainbow of stars (six different colors of the six chapters). Below the words: "level of play" is a six colored rainbow (representing the six chapters) that has the letters S.O. on it. The S.O. stands for surrender-out, which was explained earlier. Below the S.O. is a small reference number that is used to see if you can surrender-out. The reference number appears above chapters 1-5, chapter one-"1215", chapter two-"972"; chapter three-"729"; chapter four-"486"; and chapter five -"243". Chapter one is represented by the first color in the rainbow-red. Chapter two is represented by the second color in the rainbow-orange. Chapter three is yellow, the third color. Chapter four is green, the fourth color. Chapter five is blue, the fifth color, and chapter six is purple, the sixth color of the rainbow. On both sides of the center column are side columns to keep track of points or wins, after each chapter of the CHEXCALIBUR™ story tournament is played. The columns are trimmed with tulip flowers. Below another heavy black line is the place for tallying the total points or wins to see who is the world champ (two globes). Below yet another heavy black line is sudden-death or overtime if needed to finish and finalize the game. The two skulls signify sudden-death. The six burning fire brimstones represent a means to an end of the six chapter story tournament.

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SUDDEN-DEATH (OVERTIME)

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When playing the CHEXCALIBUR™ story tournament with the "royal rock" it is possible to have the point value the same for both competitors after all six chapters have been played. When this happens you play a sudden-death chapter to find the winner. A player flips the royal coin to see who chooses the sudden-death (overtime) chapter and who chooses to go first or second. When playing the story tournament without the "royal rock" you would play all six chapters or until one competitor has four chapter wins. If each player has three wins, a player flips the royal coin to see who chooses the overtime or sudden-death chapter. There can be no draws or ties in the CHEXCALIBUR™ story tournament.

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THE CHEXCALIBUR™

STORY TOURNAMENT

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PLAYING ALL SIX CHAPTERS OF CHEXCALIBUR™

THE "ROYAL WAGERING ROCK" & "D-DISC" AND HOW TO USE THEM

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The "Royal Wagering Rock" was used by the royalty in their competitive financial endeavors (gambling). It turns out the King granted special favors to the knights rewarding them for good battle. The King would do this with various competitions such as jousting, arrow target shooting, dagger throwing, tests of strength, etc. The winner of each competition was granted the King's special favor. The competitions were held publically for everybody to watch and wager on. The royalty amongst themselves designed the "royal wagering rock" to spice up their wagering interests in the competitions between the knights. We all have heard of the expression: "double or nothing" with the "royal rock" the expression was "triple or something". What this means is that every time the "royal rock" is turned the wager increases threefold or 3x the wager. The "royal rock" at certain times was considered more dangerous than the sword or the battle axe because of how quickly the wager would increase. With each turn of the "royal rock" the wager would increase 3x what the wager previously was. The "royal rock" is the royal version of the "wagering stone". The "stone" was a much smaller 14 sided die, black and white. The "stone" would only double the bet and was used by commoners to gamble with. This was their way to combat the heavy tax laws of the king. The "wagering stone" is relative with the "doubling cube" that is used in the game of "backgammon". The CHEXCALIBUR™ story tournament game does not use the "stone" but instead uses the "royal rock". Everybody uses the "royal rock" because in this game everybody is treated like royalty. The "royal wagering rock" is a 14 sided die about the size of a raquetball. It is silver and trimmed with gold on the edges. Each side is decorated with three beautiful colored gemstones signifying royalty and royal wealth. There are numbers on each side of the "royal rock". The numbers start at 3x the wager and increase 3x for each side when the "royal rock" is turned. The numbers progressively go from 3x...9x... 27x...81x... 243x...729x...2,187x... 6,561x...19,683x...59,049x...177,147x... 531,441x...1,594,323x...4,782,969x the wager. Now you can see why the "royal rock" was considered more dangerous than the battle axe or the sword. The "royal rock" was used to keep track of how high the wager was. The wager was constantly being increased 3x or threefold, as the kings and queens of the medieval times were considered gambling enthusiasts. At the beginning of the game, whoever chooses to go first must present the "royal rock" to the opponent showing 3x. This shows that the wager was just increased 3x. It is up to your opponent to accept the wager and control the "royal rock" while still playing; or accept the wager and triple the wager again, controlling the "royal rock" while still playing. When you surrender you are liable for nine more times the wager on the "royal rock". You can only surrender on your turn, not on your opponent's turn. You can never escape the "rock". If you surrender before the"rock" is turned, you can avoid it being tripled again by your opponent. When you surrender there is a penalty to where the number on the "royal rock" is multiplied nine more times the wager, even though you surrendered. This is an aggressive and vicious points system (medieval times were vicious). When the "royal rock" is presented to you as a player you only have the two options: accepting the wager increase and keep on playing or accepting the wager increase, increasing it again and keep on playing. When you surrender it would be nine more times the wager or the point value on the "rock". If you could see trouble coming down the road it might be to your best interests to surrender early and only be liable for 9x the wager rather than facing tougher consequences later. You can only surrender on your turn before you touch your moving piece, after your opponent has pushed the flag (gallows square) towards your side (Merlynn's law). You cannot surrender on your first turn. There is no quitting maneuver in CHEXCALIBUR™ like that of a chess game (knocking the king over on it's side). Surrendering in the CHEXCALIBUR™ story tournament is not a method of quitting or giving up. It is merely a way to work the point system in the CHEXCALIBUR™ story tournament. Five hundred plus years ago the "royal rock" was used to gamble with. Today it is used in the points system for the CHEXCALIBUR™ story tournament. The CHEXCALIBUR™ story tournament involves playing all six chapters of the game and possibly a "sudden death" chapter. The "royal rock" is not intended for gambling purposes but is used for the points system when playing the CHEXCALIBUR™ story tournament (points system). The "royal rock" is kept by the royal square gallows either to the northside or southside of the gallows. You can only control the "royal rock" when it is on your side. When the "royal rock" is on your opponent's side (beside gallows) you are vulnerable to the royal rock being turned over at any time, unless you have already surrendered. This increases the point value by 3x everytime the "royal rock" is turned. On the northside of the royal square gallows is the silver sword, on the southside is the gold battle-axe. As stated earlier the "royal rock" was sometimes considered more dangerous than the sword or the battle-axe. This is where the "royal rock" is kept during the game to show who has control of the "rock". When the "royal rock" is on your side of the royal square gallows you control the "royal rock". Your opponent cannot control the "royal rock" until it is on his or her side of the royal square gallows. When playing the CHEXCALIBUR™ story tournament with the "royal rock" the wager or point value gets high really quick. Whenever the "royal rock" is turned (3x) to you, you have the option of accepting and you control the rock. You have the option of accepting and turning the "rock" again and you still control the "rock" on your side of the royal square gallows. Whenever the "royal rock" is turned to you, you always have to accept it. When you surrender you are liable for the point value plus the increase for surrendering (9x). Remember, you can never turn down the "royal rock" when it is presented to you because you can only surrender on your turn. You cannot surrender on your first turn. The "royal rock" cannot be turned after you touch your moving piece. You must turn the "royal rock" before you touch the piece you are going to move (touch move rule). To surrender effectively you need to do it before your facing the "royal rock" being turned. Merlynn's law states that you cannot surrender on the first turn or on your opponent's turn.

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SURRENDER-OUT

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On the scorecard in the center where it says "level of play", there is a rainbow that is centered above each chapter. On the rainbow there are the letters S. O. This stands for surrender-out. When using the points CHEXCALIBUR™ story tournament, it is possible to have such a lead that your opponent could in no way catch you. This is why there is a surrender-out maneuver. Above each chapter (1-5) there is a small number which tells you if it is possible for your opponent to catch you in the point total, example: above chapter one is the number "1215". If you are ahead of your opponent by more than "1215" points, there is no way your opponent can win. To make the game move swiftly we have created the surrender-out (S.O.) feature. To surrender-out you take the white flag out of the royal square gallows pole and toss it in the middle of the gameboard. Everytime you surrender-out your opponent would get 243 points in his or her column (score card). The way this figures out is that during the game after chapter one is finished there is a designated underdog (the competitor that is behind). The underdog would probably go second (practical way to catch-up in points). The leader would present the "royal rock" to the opponent (under dog) showing 3x. The under dog would accept it and turn it again showing 9x (under dog trying to catch up in points). The under dog still controls the "royal rock" on his or her side of the royal square gallows. After the leader has taken the first move (turn) the under dog can now turn the "rock" to the leader again (still trying to catch-up). The "rock" now shows 27x. The leader on the next move (second turn) would surrender. The leader surrenders losing 9x (nine more times the points). The under dog would be awarded 243 points in his or her point column. The surrender-out number for chapter two is 972. The surrender-out number for chapter three is 729, chapter four is 486, and chapter five is 243. At the very end when you know you are going to lose, you can only surrender on your turn, you can never avoid the wrath of the "royal rock".

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THE CHEXCALIBUR™ STORY TOURNAMENT (WITH "ROYAL ROCK")

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The scoring system involves using the "royal rock" for point totals to see who wins. The CHEXCALIBUR™ story tournament involves playing each level (chapters 1-6). In each chapter depending on the way the game is going, you might want to turn the "royal rock" to triple the point value of that chapter. There is a scorecard for keeping track of the point values. At the end of each chapter when there is a winner, the point value number on the "royal rock" is awarded to the winner in his or her point column beside the chapter you have just played. You do this for every chapter and at the end after chapter six add up the point totals in the columns (north verses south). Whichever side has the most points is the winner of the CHEXCALIBUR™ story tournament. Whoever has the most wins, such as four wins out of six would not necessarily be the winner because you go strictly by the point value total after all six chapters have been played. In a case of both players having the same point total, you would play a sudden-death chapter to find a winner. There are no ties in CHEXCALIBUR™ story tournament play. This throws a whole new strategy at playing because you can put certain emphasis on your stronger levels (chapters) of play. Maybe you know your opponent well and you know that he or she has trouble with certain chapters. So you would wind the point value up (turn the "royal rock") figuring you are probably going to win. You see, every level or chapter is a completely different game requiring new and different attacking and defending strategies. It would be possible to win the story tournament just by winning one game or chapter, the point value going from three points to 4,782,969 points and you have the "D-disc". With the "D-disc" it is possible to win three more times or nine more times the point value on the "royal rock". The "D-disc" (dominating disc) is explained later. The "rock" is not intended for gambling purposes. It is merely a way to put a different strategy twist on the game in story tournament play. The "royal rock" is also part of the CHEXCALIBUR™ story. Merlynn and Merle could not leave it out. Merle looks at Merlynn and says; "I bet a hundred dollars I could beat you in a game of CHEXCALIBUR™". Merlynn says; "Two hundred dollars and your on!" There is a score card for story tournament play that can be used with the point system ("royal rock") or without it. When playing the CHEXCALIBUR™ story tournament (with or without the "royal rock"), the royal coin is tossed before chapter one is played. In the other chapters the side (castle) that is behind (underdog) gets the choice of turn. If each side has the same number of points or wins, then the royal coin is tossed again to see who gets choice in moving first or second in the next chapter. There is no royal coin toss after chapter one has started unless the point totals or number of wins are knotted-up, or in a case of sudden death (over-time).The CHEXCALIBUR™ story tournament can also be played without the "royal rock". You play all six chapters and the first player to win four games is the champ. If after six games (chapters) the score is 3-3, you play a sudden-death chapter to determine a winner. There are no ties or draws in CHEXCALIBUR™ story tournament play. When playing the CHEXCALIBUR™ story tournament without the point system, there is a bead counter on the royal square gallows (seven beads) to keep track of wins. First one to four chapter wins is the champ. This is what the colored bead counter is for.You can also keep track of wins by using the CHEXCALIBUR™ story tournament scorecard. In your column you would check mark your wins as each chapter is played and add them up when you are finished.

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DOMINATING DISC ("D-DISC") AND HOW TO USE IT

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After the game is over, you can earn more points by using the D-disc to calculate the margin of victory. The "D-disc" is a flat round piece measuring four inches in diameter. On one side it is gold and says massacre 9x wager (6+ army pieces left). The other side is silver and says dominate 3x wager (3-5 army pieces left). When playing the story tournament (points system) you use the "D-disc" with the "royal rock". This makes the "royal rock" even more dangerous. The "D-disc" is kept off the gameboard on the eastside of the board. It is kept either on the northside of the royal square gallows or the southside. When you surrender in the CHEXCALIBUR™ story tournament, the D-Disc is not used because of the surrendering penalty (9x). However, if you were to Chex-master your opponent, the D-disc is used for your margin of victory. At the end of the game when your opponent has no more knights and horses left, count the number of knights and horses you have left on the gameboard. This number is your margin of victory for the "D-disc". If you have 3-5 army pieces (knights and horses) left then you win 3 more x the wager or points. You have dominated your opponent. If you have 6 or more army pieces (knights and horses) left then you win 9 more x the wager or points. You have massacred your opponent. At the end of the chapter to calculate points for the story tournament you would multiply the number on the"royal rock" by the number on the "D-disc". When calculating for points, put the "royal rock" (number face up) on top of the "D-disc". This gives you the numbers to multiply for the point total for the CHEXCALIBUR™ story tournament score card unless there was surrendering involved, in which case the "D-disc" is not used because of the 9x penalty. The use of the "D-disc" during play is standard for CHEXCALIBUR™ story tournament play, otherwise it may be optional for the competitors to use in other situations. The "D-disc" can put another twist on the game. You can be awarded extra points for your "degree of domination" (dominate or massacre). This would be relative with the terms backgammon and gammon in the game of "Backgammon".

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CHEXCALIBUR™ RULES !

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MEDIEVAL MANIA MONEY
(Description And How To Use It)

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The play money was developed by Merlynn and Merle to put yet another twist on the game. This twist adds even more spice and excitement to the CHEXCALIBUR™ game. The play money is over-sized making it easy to handle and to read. There are 11 different denominations of play money: ones, fives, tens, fiftys, hundreds, five hundreds, thousands, five thousands, ten thousands, fifty thousands, and hundred thousands. Each different denomination is color-coded on the outside border edge of each dollar bill denomination. The ones have a white border, the fives have a gray border, the tens have a red border, the fiftys have an orange border, the hundreds have a yellow border, the five hundreds have a green border, the thousands have a blue border, the five thousands have a purple border, the ten thousands have a metallic bronze border, the fifty thousands have a metallic silver border, and the hundred thousands have a metallic gold border. When playing with the Medieval Mania Money, each player starts out with equal increments of $10, $100, $1,000 $10,000, $100,000 and one million dollars. The play money consists of a total of 140 dollar bills of all the denominations. To start the game with $10 each, each player would get 10 ones; to start with $100, each player would get 10 ones, 6 fives and 6 tens; to start with $1,000, each player would get 10 ones, 6 fives, 6 tens, 6 fiftys, and 6 hundreds; to start with $10,000, each player gets 10 ones, 6 fives, 6 tens, 6 fiftys, 6 hundreds, 6 five-hundreds, and 6 thousands; to start with $100,000, each player gets 10 ones, 6 fives, 6 tens, 6 fiftys, 6 hundreds, 6 five-hundreds, 6 thousands, 6 five-thousands, and 6 ten-thousands; to start with $1,000,000, each player gets 10 ones, 6 fives, 6 tens, 6 fiftys, 6 hundreds, 6 five-hundreds, 6 thousands, 6 five-thousands, 6 ten-thousands, 6 fifty-thousands, and 6 hundred-thousands. Each dollar bill of each denomination measures out at 3 1/4" x 7 3/4". Each dollar bill has a 1/4" black border on the top on the front or face of each bill. On the top black border are the words in white, "Magic Mad Money" with a white star on each end. At the bottom of the face of each bill is a 1/2" black border with the words "Medieval Mania Money" (white) with a white dollar sign on each end. There are actually the two names for the play money, Merle's favorite was Magic Mad Money. Below the words Magic Mad Money, is the word "CHEXCALIBUR™" in bold black letters, accented by a black star on each end. To each side of the word "CHEXCALIBUR™" is a rainbow of stars. Underneath the rainbow of stars on the left side are the words "Dominate-3x", "Massacre-9x", and "Surrender-9x". These are the degrees of domination and the surrendering factor. Underneath the rainbow of stars on the right side is the word "CHEXCALIBUR™" and copyright showing all rights are reserved. In the middle on the left side is the word "South" with the shield and the cross swords. In the middle on the right side is the word "North" with the shield and the cross swords. Below each set of cross swords is the "Treasurer of Camelot"-Merle and the "Secretary of Treasurer"-Merlynn. In the center oval frame each denomination has it's own picture unique to the value number on the bill. The one dollar bill has a picture of the sun, moon, and stars with four starbursts around it. The five dollar bill has a picture of a fire-breathing dragon with four starbursts around it. The 10 dollar bill has a picture of the king or queen's treasure with four starbursts around it. The 50 dollar bill has a picture of the crown jewels with four starbursts around it. The 100 dollar bill has a picture of the golden chalice with four starbursts around it. The 500 dollar bill has a picture of the magic sceptor with four starbursts around it. The 1,000 dollar bill has a picture of a warrior (knight-horse) with four starbursts around it. The 5,000 dollar bill has a picture of the immortal queen with four starbursts around her. The 10,000 dollar bill has a picture of the immortal king with four starbursts around him. Around each oval picture is a set of fire brimstones. To the right side of the oval picture is the series date "1485", the date Merlynn and Merle created the game. On each of the four corners is the number of the denomination of the bill. At the end of each bill is a castle pillar that is under fire. On the top of each castle pillar is a group of flowers accented by a butterfly, representative of the immortal queen. At the bottom of each castle pillar is a colorful bird, representative of the immortal king.On the back or backside of each dollar bill is a picture of the "battle scene" that is on the top of the scorecard. On the top is a 1/4" black border that has the words "Six Magic Chapters of CHEXCALIBUR™" (white) with two white hearts on each end that represent love and passion for the CHEXCALIBUR™ game. Below that is the word CHEXCALIBUR™ in bold black letters with a black star at each end. Merlynn and Merle's names are inserted in the name blanks showing the play or fake money was created for their interests to spice up the excitement in the game. Merlynn was always the northside and Merle the southside. Below the immortal kings, queens, and warriors is a bed of colorful flowers. The number of the denomination is located in each corner. There is a castle pillar at each end between the numbers, that is under fire. Beside each castle are four gold colored starbursts that represent the "Magic Court-slide" and "Magic Warp-way" on the gameboard.

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CHEXCALIBUR™ ROCKS !

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HOW TO USE THE MEDIEVAL MANIA MONEY

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Merlynn and Merle developed several different ways to use the play money. A description of each method will be given in this section.The first method would be just to wager straight up on each game that is played. The winner takes the wager. The objective when playing with the play money in any situation would be to win all of your opponent's money, then you would be declared the winner. All play monies (wagers) would be collected in what is called the "Royal Cashier Cage", which resembles a cage basket. It is white with black lettering (neutral colors). The winner collects all the play money that is deposited in the "Royal Cashier Cage". Another method is to allow raising the pot like in a high-stakes poker game, winner take all. Each time the "Royal Wagering Rock" is turned, the number that appears on top of the "Royal Wagering Rock" is the raise or wager increase. Everytime it is turned, that is the amount of play money that both competitors would put in the "Royal Cash Cage". Again the winner of the game would take all the play money in the "Royal Cashier Cage". This is the most aggressive way to play with or use the Medieval Mania Money. This would be the method to where you would want to start out with a million dollars a piece (majestic royal wealth). As mentioned earlier you can start out with different increment amounts, with a million dollars being the most and 10 dollars being the least.When playing with the play money only dollar amounts are used, there are no coins or cents involved. When playing with the "Royal Wagering Rock" and "The Medieval Mania Money" at the same time, you need to assign a dollar amount for the point value on the "Royal Rock". A dollar amount for each point, such as ; one dollar a point; five dollars a point; 100 dollars a point, 500 dollars a point; 1,000 dollars a point; etc.Another method to use the money is to put a straight up wager on the CHEXCALIBUR story tournament (all six chapters of play).Yet another method would be to assign progressive dollar amounts per point value for each chapter. Example: Chapter one - the point value is worth one dollar per point on the "Royal Rock". Chapter two - the point value is worth two dollars per point. Chapter three - the point value is worth three dollars per point. Chapter four - the point value is worth four dollars per point. Chapter five - the point value is worth five dollars per point. And chaprter six - the point value is worth six dollars per point. You could have the progression even higher (assigning more dollars per point) allowing more significant money or point value distance between each chapter. This method will virtually allow you to lose the first four or five chapters and still allow you to come back and win, which could make the end of the game even more exciting.You could assign a certain dollar amount per chapter, progressively raising the amount per chapter, which allows for more of an exciting finish. You could do this when playing all six chapters (the CHEXCALIBUR story tournament).You can even come up with even more ways to customize your own games by using the Medieval Mania Money in various ways you may have thought of. The Medieval Mania Money (Magic Mad Money) that Merlynn and Merle thought of just enhances the play in the game that much more.

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Use all of your available resources while playing each chapter of the CHEXCALIBUR™ Story Tournament. Apply the strategies that you have learned from each chapter as you will be playing all 6 chapters. Pick your spots wisely and cash in. Make sure you win your strongest chapters of play or take advantage of your opponent's weakest chapters.

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CHEXCALIBUR™ Introduction

CHEXCALIBUR™ Media Day

How To Play CHEXCALIBUR™

CHEXCALIBUR™ Strategies

Creating CHEXCALIBUR™

CHEXCALIBUR™ Testimonials

Chess-vs-CHEXCALIBUR™

CHEXCALIBUR™ Expectations

CHEXCALIBUR™ Game Club

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Collector's Limited Edition

CHEXCALIBUR™ Gameboard

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cheXman1485@hotmail.com

Mr.Chexcalibur@verizon.net