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How to play the board game Sorry!


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Game description

Rules of the game Sorry! simple - you need to spend your 4 pawns in a circle - from the starting zone to the final. To move them, you need to play cards that allow you to move forward, backward, swap pawns with the opponent’s pawns. But it’s not so easy to bring - opponents will harm: both with cards and pushing your pawns with their own.
There are cards in the deck:

  • 1 - advance 1 forward or go from the start to the circle,
  • 2 - move forward 2 or go from the start to the circle, take another card that can be played,
  • 3 - advance 3 forward,
  • 4 - move 4 back
  • 5 - advance 5 forward
  • 7 - advance 7 pawn one pawn or divide 7 arbitrarily into two pawns (you cannot use to exit from the start),
  • 8 - advance 8 forward
  • 10 - advance 1 backward or 10 forward,
  • 11 - swap their pawn in a circle with the opponent's pawn in a circle,
  • sorry - put your pawn from the start instead of the opponent’s pawn on the circle, his chip returns to its start.

There are acceleration zones on the circle, having risen to the starting point of the alien color acceleration zone, the pawn automatically skips to the end, knocking everyone who is on the way to the start.

You can’t stand on the field occupied by your pawn. Having stood on the field occupied by someone else's pawn, you knock it to the start.
If the pawn has already taken the path leading from the circle to the finish line, it is no longer possible to knock it out of there - but it can go back on its own. Because the player is obliged to play the card every move - and perform its action if it can, even if it is not profitable for him. Having entered the finish line, the chip can no longer move anywhere. But to get there, you need to get there for sure. That is, you can’t get there by playing card 5 if the finish is four steps away.
A pawn moving forward in a circle cannot cross the line dividing its paths to the finish line and start, but can cross it in reverse.
In the simplest version of the game, players take cards in turn from the deck, put them face up in the pile of discarded cards and perform an action. In a more complex version, everyone at the beginning receives 5 cards and puts one pawn from the circle to the start. Then he plays one and at the end of the turn he gets up to five cards (if he played card 2, took an additional one, but did not play it, this may not be necessary).
The one who brought all the pawns to the finish line wins.

1. Play by the rules

This is a separate task, and it needs to be specially taught, only when the child is ready for this. At first we play games with simple rules, but we follow them impeccably, for example, we throw the ball strictly in turn and not from anywhere, but from the line, or we roll the die only on the table and not on the floor, and step the chip exactly at the number of circles that fell out. When the child understands that the rules of the game are such small laws that must be observed (usually by the age of five), you can move on to more complex and multifaceted options. Older children follow the rules themselves, and the only thing an adult can do is to recommend that they play peacefully or change their game. Finding out who is right and who is to blame for the game, if you yourself are not in the process, is very difficult. Almost all the children in the world at one point cheat, including playing.

2. Allow patience to mature

Until a certain moment, the game should be rather a fun competition in which one or the other wins, and winning and losing is easily achievable. It is psychologically difficult for a preschooler to get one single loss after a long game. For him, twenty minutes or half an hour is a whole life, and he loses this whole “life”. Do you know why I don’t like preschool chess competitions? Because half of the participants roar after the party, and the other half giggle maliciously. Pupils also find it difficult to cope with emotions, but still easier.

3. To learn to distinguish between “lucky”, “smog, managed” and “cheated”

Often the children, seeing that the partner in the game is lucky or that he is better at it, shout: "It's not fair!" It is important every time to explain where the advantage came from, pay attention to the fact that fate happens (and it is unfair!), And sometimes skill and rules (and there is justice). For starters, it’s worth mastering games in which one or the other is present in its purest form: throwing dice - and throwing darts at a target, catch-ups - and forfeits, and each time focusing on what the gain in this game depends on. I really like the expression "Luck turned its back on me!" This wording helps to understand that in games for luck, not the best master wins, but the one who is just lucky.

4. Place and time for emotions

Yes, it's a shame, but the one who won is not to blame. And the chips are not to blame - do not throw them. If a child cannot, at all, cope with emotions, it is better to postpone this game for now and return to simpler ones. However, the ability to play recklessly and at the same time not to fall into a rage, not to spoil the game with anger, tears or gloating is a difficult task, especially for a temperamental player. The most emotional ones are worth accustoming to this gradually, in advance. For example: “Now we will play like this: the one who loses and does not whimper wins”, “What will you do if you lose?” - “I will hit the table, not Petya.” It helps to set a good example, encourage the desired behavior: “You won, but don't tease, well done!”, “I lose, I'm so sorry!” (Calmly).

5. Choosing the right games for a particular company

Quarrels usually arise when strong and weak players, experienced and inexperienced, emotional and restrained, meet at the same table. It would be better to bring everyone to a common denominator. In some cases, it is better to choose “cooperative games” in which everyone plays in one team (for example, games such as Pandemic or Forbidden Desert, and from simple ones - forfeits), or in games where the presenters quickly change in turn . In one situation, you can play "intellectual" games, in another - in "laughter and mindfulness" games (such as "Svintus").

6. The atmosphere of the game is the responsibility of an adult

Precisely up to ten years, and with some games or children up to 11-12 years, this is the case. The most difficult from a psychological point of view are those games where fate and skill of the player are important. You play well, and the cards / letters / combinations go bad, well, how can you not get angry at a successful opponent who throws anyhow and wins anyway. Sometimes it’s worth giving someone a head start or in a whisper to ask the most intelligent and experienced “take it easy” to treat a weak person or a novice at least initially. Be careful with jokes, ridicule and commentary on the game: they, of course, add pepper, but if someone is very vulnerable sitting at the table, it is better to ask comedians to hold their tongues. And the last one: if you know for sure that only you always win this game (for example, I have the Scrabble game like this - very few adults can get around me, and the kids have practically no chance) - it’s better to warn about this in advance, and let the rest of the participants compete for an honorable second place.

But keep in mind - someday they will still win from you. And then - do not quarrel!