Sometimes when playing games or just sometimes in life...the challenges we face might not seem very fair...
So to level the playing field we have come up with a very unique and FUN solution called "Hand2Hand".
If you are living with a bunch of Pirates or Ninjas or if everyone always seems to be fighting like cats and dogs...you might want to try this out-guaranteed to keep everyone happy, busy and out of trouble for a while...
Sorry we can't promise you "quiet".
Hand2Hand is a uniquely designed board game invented by a teacher and parent who knows how busy and frustrating it can be just trying to
"Keep the Peace"...
...is a very FUN game that teaches personal responsibility for choices. It's unique rules of play create an exciting atmosphere where competition and play can be enjoyed without one player dominating another because of their size or age.
When a child wins or loses at "RPS" they grow and learn from their own choices and not just luck.
Our Motto is:
"Play Games Not War"
and "Join a Team not a Gang".
We believe everyone can settle their disagreements by playing a FUN game like Hand2Hand.
This is the Best Game in the Land
We Like to Call it Hand2Hand.
Some people started Playing it
Instead of playing War.
Now they'll continue Playing it
in Peace forever more.....
The Original Ninja Edition
still available while quantities last.
(out of production)
We are a very small company just starting out. We have big ideas and huge goals. Thank you for visiting our website and we hope you catch the spirit of Peace and Friendship we are trying to promote here.
During the EDO period Japan, (17th Century)
Children didn't have iPads and iPhones etc..
They played "Tag" and "Hide n' Seek" with each other outside when the weather was good and even back then they had board games and card games to play inside when the weather was bad.
One popular game the Japanese children enjoyed was called
"Jan Ken Pon"
(Rock, Paper, Scissors)
This game can be played indoors or outdoors whenever a decision or a choice has to be made. Challengers each make a fist with their hand and wave it up and down three times....on the third strike down they make either a rock symbol, (a fist) or a piece of paper, (hand flat) or a pair of scissors, (two fingers spread in a V shape). Rock beats Scissors, Paper beats Rock, Scissors beats Paper.
The inspiration for Hand2Hand the board game was derived from another popular children's game of that period which incorporated Jan Ken Pon in it's rules. This game although I never did learn it's name, was played outdoors with two teams postured at opposite ends of an open field. Each team would send a single runner to race to the other side. They would have to follow a marked out path that would eventually lead them to run into each other somewhere along the path. This path lead each runner by three landmarks like a tree or a rock and a puddle. Whenever the two runners would meet up along the prescribed path.....they had to stop and challenge each other to a round of Jan Ken Pon. The winner would continue running as fast as he/she could in their original direction. The losing runner would turn around and race back to his/her home team trying to now out run the winning runner to the last landmark. If the losing runner could tag the landmark first his/her team could quickly send a fresh runner out along the path to challenge the winning runner to a fresh round of Jan Ken Pon with them. If the fresh runner wins at "Jan Ken Pon" the former winning runner becomes a losing runner and has to race back towards his/her own team and the contest continues until one team moves all of their members to the other side of the field.
The Rules of Hand2Hand
12 playing pieces, 3 each of 4 colors; 2 dice, 1 gameboard.
The first player to move all 3 of their ROCKS from their own CORNER to the diagonally opposite CORNER wins! There are 12 ‘spaces/stones’ between each CORNER – these are the bold space ‘Stepping Stones’ players move their ROCKS on around the board.
Each player will select their color of ROCKS and place all three on one of the CORNERS; these are the home BASES. If 3 are playing, leave one corner Base empty, it makes no difference which CORNER is not used; the player opposite the empty corner has no real disadvantage, (but it has become customary when there are 3 players for this 3rd player to roll the dice first when starting the game). Players determine who will play first by the highest roll of BOTH DICE. after his/her play, the turn moves clockwise.
Players roll both dice to determine how many spaces a ROCK will move. Each ROCK begins by moving out of their own home BASE one ROCK at a time counting the total of both dice (except with "Doubles").
ROCKS move from the one Stepping Stone touching their HOME BASE, (this is the ONLY "in-out" space for each BASE).
ROCKS go either to the left or right. each ROCK must continue in that same direction until it reaches the diagonally opposite BASE. A Player cannot REVERSE DIRECTION OR ENTER ANY OTHER HOME BASE EXCEPT IT‘S OWN OR IT’S DIAGONALLY OPPOSITE. When a Player loses a ‘challenge” they must return to their ROCK to it's own home BASE. It may HOWEVER, come out the next turn and go left or right again.
Once a ROCK enters the diagonally opposite BASE safely, it never leaves until the game is won.
Players may choose to move their ROCK(s) THAT ARE already in play or start new ones from their home BASES IF AVAILABLE.
Only one ROCK may move for each turn except in the case of "DOUBLES".
ONLY ONE PLAYER MAY OCCUPY A STEPPING STONE AT ONE TIME.
a ROCK can only enter their diagonally opposite BASE. A ROCK may not pass by their diagonally opposite BASE AND CONTINUE AROUND THE PATHWAY. Once a ROCK reaches the diagonally opposite BASE and enters, it is safe for the remainder of the game and does not move again. An exact roll is not required to enter a BASE. For example: if a ROCK is 4 spaces away FROM THE STEPPING STONE TOUCHING THE BASE IT WANTS TO ENTER, and the roll is 9 – the ROCK enters their opponent's BASE AT THE 5TH COUNT and is finished its' move, giving up any unused value of that dice throw. A ROCK left on the "start" space is "not in the BASE” or safe from a “CHALLENGE”.
Only when "DOUBLES" are rolled (both die roll the same number), a player may "split" their move -moving two ROCKS at one time ONLY half the spaces of the total DICE roll - THEY CAN MOVE ONE OR TWO ROCKS in the same or opposite directions, OR The player may choose to simply move one ROCK the total of both dice. iF A PLAYER MOVES TWO OF HIS/HER ROCKS (TOGETHER FROM THE SAME SPOT AT THE SAME TIME) AND CHALLENGES ANYONE, -THE TWO ROCKS ACT AS TWO LIVES OF THAT ONE CHALLENGER. IN OTHER WORDS IF A PLAYER LOSES ONE CHALLENGE WITH BOTH ROCKS -ONLY ONE IS SENT BACK TO HOME BASE AND THE REMAINING ROCK REPEATS THE CHALLENGE. bUT IF TWO ROCKS ARE MOVED AT THE SAME TIME FROM DIFFERENT SPOTS -THEY MUST INDIVIDUALLY CHALLENGE ANY OTHER ROCKS THEY LAND ON OR PASS.
if a player rolls “DOUBLES”, AND does not lose a CHALLENGE during that turn, he/she may roll again. If A player loses aNY CHALLENGE DURING THEIR “DOUBLES” TURN– no bonus roll is given. There is no limit to how many times a player can throw DOUBLES in a row...
Any time a player lands on, or passes over ONE OR MORE player’s ROCK(s), EACH ROCK MUST BE INDIVIDUALLY CHALLENGED BY THAT PLAYER!
THIS involves TWO PLAYERS COMPETING IN the ancient game of... “Rock, Paper, Scissors” -ALSO KNOWN AS: “JAN KEN PON” OR “roshambo”...
players count down 1-2-3 waving one FIST up and down ON TOP OF THE OTHER. on the 4th count they ‘THROW” their TOP HAND down-forming a symbol BY MAKING Either A FLAT HAND for PAPER, Two fingers forming a ‘V’ for SCISSORS or a FIST for ROCK.
PAPER wins against ROCK, ROCK wins against SCISSORS, SCISSORS wins against PAPER. If both choose the same symbol, they repeat this until a winner is decided. The winner remains where they are– the losers must return their ROCK(s) to their home BASE. ROCKS while in the home BASES cannot be CHALLENGED.
If a player lands on or passes over more than one ROCK during a roll, then each ROCK(s) must be CHALLENGED separately.
For example: one player rollS an eleven and they LAND ON or pass two or MORE other players ROCKS in that roll; (one player has one rock on his/her space and the other player has two ROCKS on his/her space)...each ROCK must be Challenged for a total of three possible Challenges. If a player loses A “CHALLENGE”, -They immediately return their ROCK to their home base and the other challenges WITH THAT ROCK are forfeited. If a player has more than one ROCK on one space and is Challenged he/she must "defend" each of those ROCKS by winning one Challenge per ROCK.
Be the first to move all 3 ROCKS to your opponent's home BASE AND YOU HAVE WON!
Copyright MtM 2015
(beats scissors) (beats rock) (beats paper)
The Original Ninja Edition is a 14" square tweed cloth swatch that is silk screened with the board design. It folds up with a drawstring to keep the playing pieces inside. This is a quality made in Canada product!
If the game gets dirty....just wash with your regular laundry. You'll never have to buy a paper game again!
Take it camping, to the beach, it's a
"Game 2 Go"....
All editions (except for the original Ninja edition) are NOW printed on a 10"x16" rubber backed poly material that can easily be washed and rolled up for storage. The colours will never fade so the game should last a life time.
It can also double as a Place-mat or Mouse-pad....!
Website Designed by mTm www.mickeythemuse.com
"Hand2Hand" is a registered Trademark all rights reserved Copyright M. Bromley