Jeppscotch is a mesmerizing strategical dice game for 2-3 players, best played with three.
There are traditionally two kinds of modern standalone strategic dice games and they are:
Roll & Write
Roll & Draw
These kinds of games require the basic equipment of some dice, some paper or marking cards and some coloured pens or pencils.
Jeppscotch is a new third kind I have developed for this particular genre and it is known as:
Roll & Scratch
This third kind, Roll & Scratch, is actually the oldest of all dice genres, yet bizarrely it has never yet been awarded true status. So hereby, it is my duty to enthrone the oldest of pastimes with this, my monumental debut game, Jeppscotch.
Roll & Scratch does not use pens or paper, but:
Chalk and a chalkable surface, or;
Sticks and a scratchable surface
So for example, you could play this in a playground, on a beach or even in the streets.
If keeping score is awkward given your particular environment, then a pencil and paper may be used for this one element. The game in proper however, should still nevertheless be played with either chalks or sticks.
A strategy dice game for 2-4 players, by Simon Edward Jepps.
Hitherto my good peacekeepers and sacred guardians of all cronospace, prepare ye selves for righteous battle!
The game of Time Lords is not purely a game, but an adventure in time and space. To undertake this quest, you will need a heart of gold, an undying determined spirit and a very special fondness for all that is wondrous and infinite.
You will also need the following equipment.
Four 20 sided dice.
A multi coloured pen.
A pad of paper.
A table clock.
Different coloured individual pens may be used instead, these are to distinguish each player’s markings on the board.
The board can easily be drawn onto a piece of paper. Thus, these here listed items are all your necessary equipment.
You will require one RED, one GREEN, one BLACK and one WHITE twenty sided die.
The Law Of The Folly is described in detail and studied extensively throughout this blog. Yet whilst the articles contained here are comprehensive, there is one element of this new practise of Classical Chess which I have decided to publish only as a separate thesis, or to say, only as an accompanying element.
Granted this thesis is designed to be compatible and even a good spouse to Follying, but it is of course always up to the individual player what rules to employ in their gameplay.
This additional element to Follying, hereby known and referred to as The Wizard’s Dwelling, is indeed a fabulous work of Chess variantism. Yet it is important to mention that I have not created this element of the game to be compulsory within the rules.
For it does touch closely… with magic.
Nevertheless, as has always been the case with the evolution of Chess, throughout history controversial rules were invented which even today people maintain their reservations about.
These rules, such as En-Passant, Castling, Double Queens or various promotion enhancements, are no different to the concepts you are about to discover within The Wizard’s Dwelling, yet, these rules are today the standard of international competition Chess.
It would only therefore be prudent to consider the tremendous entertainment value of this well crafted wizardy you are about to read.