© 2011 R. W. Lally 

Example: Move one pawn, one, two, or three spaces.

KOH Dice Rules:

X  Y   Move one pawn          

          X, Y, or X+Y.           

1   1  Move one pawn   

          to Goal

X  X  Lose turn for  any 

         pair except ones    

X   6  Lose turn.

6   6  Return a pawn to 

         start. Lose turn

Note:  X an Y represent 

the two dice numbers..

KOB Dice Rules:

X   Y   Shoot rifle or move one man:  0, I, 2, or 3 spaces.

X  Y   Shoot canon or move a man: 0, 5, 7, or 9 spaces.

1   1   Shoot at man on Goal, or move a man to Goal.

2   2   Return a wounded or captured man to Start, or move a man sideways, or do nothing.

X   X   Lose turn for any pair except ones or twos.

X   6   Lose turn.

6   6   Return an active man to start foxhole. Lose turn.

          King of Hill & Battle Games

This simple, do-it-yourself, eneractive Peopling board game includes a game board, two regular dice, and twelve pawns or markers, six of each kind. The game board can be printed from an on-line example, or created by you. Use coins, game chips, or candy kisses as pawns.

Have fun struggling to reach and people the top of a hill. Enjoy being crowned Queen or King of the Hill, or winning a battle, while healthily exercising your royal math and managerial talents. Imagine being a brave warrior valiantly fighting to capture or defend an infamous hill, such as Bunker, San Juan, Little Round Top, Monte Casino, Pork Chop, or Hamburger.

King of the Hill (KOH) Game (for two players)

Start with your four pawns lined up at your end of the board. Roll dice to see who moves first (highest total) Following unusual rules, the object of the KOH game is to be first to people the central, elevated goal line with your four pawns. Two dice and four pawns give you a choice of moves.

You can move only one pawn per dice roll, either direction, past the goal if you wish, but several times during your turn to play, if lucky. Return any overtaken pawn to start if not on goal. If on the goal line, push overtaken pawn off to either space numbered one. Stay on track. Keep rolling and moving until a six appears on either die, or a pair other than ones. Then stop, your turn is over. One’s moves a pawn to goal.

King of Battle (KOB) Game (for two Generals)

Involving two reserve men and a choice of weapons, the object of the KOB battle game is to capture and control the crest of the hill, or to annihilate the enemy. Staff each army with six riflemen (pawns). Position four men on start circles (foxholes), and keep two spare men aside as reserve troops ready for action from start circles when wanted or needed. Remove from the board any captured enemy man (overtaken but not on goal), or wounded enemy (hit without moving your pawn), except if on goal line. 

First player rolls two dice. Normally employ rifle fire (shoot or move only one man 0, 1, 2, or 3 spaces per either die number or total). Or when wanted, call for artillery support before rolling dice (shoot or move 0, 5, 7, or 9 spaces one man per one die or total). No one is immune. No need to move if required or turn-terminated numbers are not rolled.

Push any hit or captured man off the goal line to either space numbered one (hand-to-hand combat). If you roll a pair of twos, return a captured or wounded man to action (to reserve or start), or move one man sideways any amount, or do nothing, and resume your turn. A six on either die, or a pair of 3, 4, or 5s, ends turn. For variety, start one army in foxholes on the central goal line to defend top of the hill. Or create a ten track board.

The Peopling Game involves naturally feedback managing a simple task by sensing and reducing differences. Focusing on the goal and polarized, numbered differences, moves soon become automatic. Conveniently involving positive and negative numbers and symbols to indicate location and direction, one equation, readily modeled with a hand calculator, covers any move. Old space plus or minus the dice number equals new space, where + or − is the direction being moved. To add more social fun, casually observe and classify the royal managerial behavior of each player. Compare results. See Tour.

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