“Don’t be angry” game rules – is a well-known parlor game and very popular among young and old. With a maximum of 4 (or 6 players, depending on the board) and at least 2 players, “Mensch ärgere dich nicht” can be played. For “Mensch ärgere dich nicht” there is a separate board on which four can play on one side and six on the other. Each player receives 4 figures of one color.
Rules and instructions of Do not be angry
1. Rules of the game
Don’t Be Angry is a variant of the Ludo board game, which is a simplified version of the traditional Indian game Pachisi. The main difference between Ludo and Don’t Get Angry is the fact that they are played on boards with a different layout. The board on which Don’t Get Angry is played is depicted in Figure 1.
The track consists of circular fields in the shape of a cross, where each arm is divided into three columns. The middle columns are made up of colored fields, which are called target fields, and belong to the player with the same color.
The largest colored circles in the four corners of the board are the houses of the corresponding players. The single colored fields on the track are the starting fields of the corresponding player. are the starting fields of the corresponding player. Don’t Get Angry can be played by two to four players and is based on rolling a single die. The object of the game is to move the four pieces in a clockwise direction, from the starting field to the destination fields, based on the score of the die. the dice The first player to have moved all four pieces to their respective target fields wins.
Each player chooses the color red, green, yellow or blue and places their four pieces of the corresponding color near the corresponding house. Each player then rolls a single die, and the player with the highest roll starts the game.
Players take turns clockwise. A roll of 6 always gives another turn. If no legal move is possible, the die passes to the next player.
The pieces move clockwise on the track based on the dice score. Pieces cannot be moved on fields of a different color. When rolling a 6, a player has to move a piece from his home to the starting field. If another piece of the same color is already blocking the starting field, it has to be moved away. In general, whenever there are pieces at home, the corresponding starting field has to be cleared as soon as possible. Pieces can jump over other pieces, unless they are placed on starting fields. If a piece is moved to a field occupied by a piece of a different color, the latter is removed from the track and placed on its corresponding field. If more than one track piece can legally be moved, the player is free to decide which one to take.
2 .Case Proposal
The case proposal here is to implement the necessary graph transformation rules and a suitable graph model in a graph transformation tool. The execution of the transformation rules then simulates a game of “Don’t be angry” according to the mentioned rules. The challenge here is to specify different types of players with different strategies. One could think of a very aggressive player, who removes other players’ pieces whenever possible. If a piece is moved to a field occupied by a piece of a different color, the latter is removed from the track and placed on its corresponding field. If more than one track piece can legally be moved, the player is free to decide which one to take.
Purpose of the game Don’t get angry
The object of the game is to be the first to get all 4 figures to the target area (your own house). You have to walk the path that surrounds all the targets and the starting fields with your game figures.
Game development and game rules
Each player can roll the dice 3 times, whoever rolls the highest number goes first. If you have a six, you can place the first piece in the starting field. You can then roll the dice one more time and advance based on the number rolled. Players who do not have a six in the first round have to re-roll the dice 3 times until they get the desired number.
As soon as you have a number in the starting position, it is important that you get it to the finish line as quickly as possible. If you roll a six again, you must first move the remaining pieces from the starting position and place them on the starting field. Only when all the pieces are in circulation can the six be extended.
If you arrive with a piece on a field where there is already a standing piece, you can capture it and this opponent’s piece must return to the initial position outside the playing fields where it is allowed to move. With a six it can be put back into play.
If there’s one of yours on a space you want to move to, you have to make the move with another piece, because you can’t capture yourself.
All figures in play must be brought to the destination fields after they have covered the full circle. You cannot jump the pieces that are already in the goal, but each one must advance individually so that all the pieces in the game can find a place in the target fields.