Chess Challenge Skill Game

Game Goal
The main Object of the Game( Chess Challenge ) is to plac eyour Opponent’s king in checkmate.
Game Rules
Chess Challenge includes three variations of chess, which you can choose while negotiating with a potential opponent. These are Traditional Chess, Fischer Random Chess, and Red Square Chess. If you are already familiar with the rules of chess, you can skip the next section, and proceed to the rules for the other two variations. These variations are :–
1. Traditional Chess : This chess Variant is the most common form of the chess and the rules and strategies are the same as the Standard Chess have like — each player have 16 Pieces, but only six unique pieces.
2. Fischer Random Chess : Unlike Traditional Chess, the setup of the pieces varies with every game of Fischer Random Chess. The pawns setup is always the same as Traditional Chess, but the setup of the other pieces is randomized. But not completely random: the bishops are always on different colors, and there is always a rook on either side of the king. Both players have the same setup, so there is no advantage to either player.
Otherwise, the rules and piece movements are the same as for Traditional Chess. Note that the different setups can make for some unusual castling situations. Consult the two Castle buttons to the right of the chessboard to see whether your position allows castling at any given point.
3. Red Square Chess : Red Square Chess has the same piece setup as Traditional Chess. However, during each game of Red Square Chess, two of the unoccupied spaces in the center of the board will be red. These spaces will vary from game to game.
Pieces can pass over red squares, but only pawns can land there; all other pieces are barred from the red squares. Otherwise, the rules are exactly the same as for Traditional Chess. Note that the king cannot move into a red square, even to avoid a check or checkmate.
Game Strategy
During the early part of the game, try to control the center area of the board. Move pieces into the center, or move pieces into position to protect the pieces in the center.
The most common opening moves are to move the king’s pawn or the queen’s pawn two squares forward.
As you move your pawn structure forward, try to keep the row staggered, so that the pawns to the rear protect the more forward pawns.
Don’t overreach - for example, don’t move your bishop into an aggressive position by itself on your opponent’s half of the board, where a simple pawn move will force it to retreat. Move your forces out steadily and evenly.
Sacrifice a less important piece in order to take a more important piece of your opponent’s. Generally speaking, the order of importance of pieces, from most to least important, is queen, rook, bishop, knight, pawn. Some experts consider the knight and bishop to be of about equal worth. The king is not included on this list since it can never be taken.
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Paint Buckets Skill Game

Games Object
The main object of the game is to erase the whole picture before the time runs out.
Games Rules
In Paint Buckets, you are given a picture of exactly 16 colors, in which the “pixels” are very large. The main activity in Paint Buckets is pouring colors of paint onto your picture. At the start of the game, you have three buckets of each color located along the right side of your game window. You also have three special tools; more about these below. Once you have used all your buckets and special tools the game ends, even if you have time left, and even if you haven’t completely erased the picture.
A note about fairness: Some pictures are harder than others, and not every picture can be completely erased. (All Guest and Warm-Up competition pictures, though, are guaranteed to be fully erasable.) However, everyone within a given competition will be given the same starting image, providing a level playing field.
Special Tools
You have three special tools, which you’ll find in the bottom right corner of your game window, below the paint buckets. Each of these tools can only be used once.
The Balloon creates a splatter of color. The color of that splatter will be the color of the exact pixel on which you drop the balloon.
The Eyedropper essentially gives you a fourth bucket of whatever color you choose. Once you’ve chosen a color, the Eyedropper turns into a bucket of that color, which must then be used immediately.
The Paintbrush draws a line of color between any two pixels in the picture of your choosing. The color of the line will be the color of the starting pixel.
Game Scoring
Your base score is based on how much of the picture you erased. You receive 20 points for each percent of the picture you erased. Thus, if you completely erased the picture, you’d get 100 * 20, or a base score of 2,000 points. If your percent complete was 92.4 percent, you’d get a base score of 92.4 * 20, or 1,848.
Finally, if you completely erased the picture, or if you used every bucket and tool, you receive a time bonus. The time bonus formula is:
Time Bonus = 3 * (Unused Time/Total Time Limit) * (Percent Complete)
Thus, if you completely erased the picture, and used exactly 4 minutes of the 5 minute time limit, your time bonus would be 3*(60/300)*(100), or 60 points. If your percent complete was 84.1%, and you used 3:30 of the 5:00 time limit, your time bonus would be 3*(90/300)*(84.1), or 76 points.
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Naval Wars Skill Game

Naval Wars Rules and procedures
Five battle boats of differing size are located on the 8 x 8 square grid. The objective of the game is to destroy these ships with the smallest number of bombs possible. Each ship will take up a different amount of space on the grid from 6 squares to 2 squares. A ship must be hit on each grid square that it occupies in order to be destroyed. Players have 3 minutes and unlimited bombs to destroy all 5 boats. The fewer number of misses recorded, the higher you score. Players start with a score of 100. Everytime a bomb is dropped and a boat is missed, the score will drop by one. If you drop a bomb and it hits a target, the score will not alter.
To drop a bomb, simply move the cursor to the required grid square and click your mouse. If you have hit part of a ship, the grid square will become red. If you miss, the square will turn black. Once you have hit all the required grid points, the destroyed boat will appear. Destroy all five boats and the game is over.
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Skillgammon Skill Game

Skillgammon Game Object
It’s a skill-based version of one of oldest and best-loved games in the world. Choose from up to five different dice rolls as you strategize your way to victory. The main Object of the game is to remove your red pieces from the board before your computer-controlled opponent removes the white pieces.
Game Rules
Skillgammon is a more strategic, skill-oriented version of backgammon. You will be playing red, and a computer-controlled opponent will be playing white. Instead of rolling dice, you will be selecting from up to five different possible dice rolls.
At the beginning of your turn, chose one of the dice rolls displayed in the “Available Rolls” box.
When there is only one roll left in this box, five more rolls will appear in the “Coming Next” box. After that final roll is used, these five rolls will move into the “Available Rolls” box and become available to you and the computer-controlled player.
Game Scoring
coring is based on three things: pips, bearing off, and time. The game starts with 1000 points by default : Then —
Whenever you reduce your pips, your score is increased by that amount.
Whenever your opponent’s pips decreases, your score is decreased by that amount.
Whenever you bear off a piece, your score goes up by 25 points.
Whenever your opponent bears off a piece, your score goes down by 25 points.
At the end of the game, you receive a time bonus based on the following formula:
Time Bonus = ( Time Remaining * 800 ) / Time Limit
Game Strategy
Try to form as many blocks as possible. This will limit your opponent’s choices. The most valuable place to form blocks are in your home court.
Avoid leaving blots (single vulnerable pieces), especially the closer they get to your home court, where being knocked off will lose you a lot of pips.
Look ahead to the other available rolls. Sometimes you can make moves which would be too risky in regular backgammon, but which are safe in Skillgammon because no upcoming roll will result in your being knocked to the bar.
If you find yourself well behind, try to keep pieces in your opponent’s home court as long as possible, in order to keep open as long as possible the possibility of knocking your opponent’s pieces to the bar.
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Cubis Skill Game

Game Goals
Clear cubes from the three levels as fast as you can by forming chains of three or more cubes of the same color.
Game Rules
A game of Cubis consist of three levels. Each level begins with a number of cubes already arranged on the board. You add additional cubes to the level, one by one, as you play.
You remove cubes from the board by forming “chains” of three or more adjacent cubes of the same colour. Diagonals do not count. That is, to form a chain, cubes must be touching face-to-face, not edge-to-edge or corner-to-corner.
You can choose any of the seven rows or columns in which to add the next cube. Cubes can only be added from the two front sides of the board, not from the rear two sides. Added cubes slide along their row or column until reaching a cube that’s already on the board, or until reaching the far end of the board. When you form a chain, points are scored and the cubes that make up the chain are removed from the board. Cubes above them then drop down to fill in the unoccupied spaces. When this happens, additional chains can be formed. A second or subsequent chain formed on the same turn is called a “Cubis” and gives you bonus points.
Various Cubes and their Information are given below :
Normal Cubes : These Cubes are Start on the board on the start of the game level & they are of various Colours.There is a small penalty for each Normal Cube left on the board at the end of the level.
Various Nature of the Normal Cubes are :–
If a Normal Cube reaches the edge of the board, it stops.
If it reaches a Stone Cube, it stops.
If it reaches a Cracked Cube, it destroys the Cracked Cube, and continues in its path.
When it reaches a Normal Cube or a Star Cube with nothing behind it, it pushes that cube one square, and then stops.
When it reaches a Normal Cube or a Star Cube with a Cracked Cube behind it, it pushes that cube one square, destroying the Cracked Cube, and then stops.
When it reaches a Normal Cube or a Star Cube with any non-Cracked Cube behind it, it stops.
Star Cubes : These cubes may be present on the board at the start of the level, but are never part of the stream of cubes to be added. These cubes gives you bonus for their removal & large penalty if you leave them on the board at the end of the level.
Wedge Cubes : These cubes are never part of the starting setup of the board, but may be part of the stream of cubes to be added. Once added, they turn into Normal Cubes, and in some circumstances can lift up cubes already on the board.
Osmosis Cubes : These cubes are never part of the starting setup of the board, but may be part of the stream of cubes to be added. Once added, they turn into Normal Cubes, and in some circumstances can change the color of cubes already on the board. They come in all six colors.
Cracked Cubes : These cubes may be part of the starting setup of the board, but are never part of the stream of cubes to be added. Normal Cubes on the board will turn into Cracked Cubes if they drop two layers, or if they drop one layer and have another cube on top of them. Cracked Cubes will be destroyed by any Normal Cube that impacts them, without impeding its progress. There is a small penalty of the cracked cubes if they left on the board at the end of the play.
Stone Cubes : These cubes may be part of the starting setup of the board but not in the streams of cubes to be added. They cannot be pushed, and they do not drop even if the cube under them is removed. They can only be removed from the board by Laser Cubes. These cubs come only in Grey colour.
Lazer Cubes : These cubes are not the part of the cubes starting up the Game, but may be part of the stream of cubes to be added. Rather than sliding into their row or column, they shoot into it, destroying the first cube they reach. These cubes are used to destroy stone cubes. Destroying a cube with a Laser Cube only reduces your “Cubes To Go” counter by 1
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Backgammon Skill Game

Starting The Game
To start the game each player rolls a single die. The player with a higher roll makes the first move, using that die roll along with the roll of his opponent. If equal numbers come-up, the server re-rolls until the dice turn-up different numbers. After the first roll, the players throw two dice and alternate turns.
The role of the dice indicates how many points the dealer has to move his checkers. For example, on a roll of four and two, one checker can be moved four points, while another checker can be moved two points.
Both numbers of a roll should be played, if legally permisible.If only one number can be played, the player must play that number. When either number can be played but not both, the higher number must be played, and if neither number can be played, the player will lose his turn. To move a checker, a player would click on it with the mouse, drag it to the destination point and then release the mouse. With a default view, own checkers move counter-clock-wise, while opponent’s checkers move clock-wise.
Doubles
If the same number appears on both the dice, the player have to move twice the usual numer of moves. e.g If both the dice get the numbers as 4 & 4, the player have 4 Fours to move.
Blots and Bars
A “blot” is a point occupied by a single checker. If the opponent’s checker lands on a blot , the blot has been “hit” and is placed on the “bar”.
A player who has one or more checkers on the bar must “enter” all of them into the opponent’s home board before moving any checkers on the board. A checker is entered according to the number of the rolled dice, provided that point is not occupied by two or more of the opponent’s checkers.
If a player has a checker on the bar and neither of the points is open, he loses his turn. If some checkers on the bar can be entered but not all of them, the player must enter as many as he can, then forfeit the remainder of his turn.
When the player enters the last checker, he can play the unused numbers on the dice by moving either the entered checker or a different one.
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