MERLYNN & MERLE'S

SIX MAGIC CHAPTERS

OF

CHEXCALIBUR™

Trademarked & Copyrighted 1999

All Rights Reserved by William J. Martin

"Move over Chess"

Here comes CHEXCALIBUR™

.Six ..Brand

Strategy ..Battle

Below is the front page headline article in The Elkhart Truth describing "CHEXCALIBUR™" and the impact it has had at a local school's Chess Club for the last 4 years running.

INTRODUCTIONI

CHEXCALIBUR™, the newest popular strategic board game of skill between two players involving challenging intense intellectual competition with no element of chance or luck but with elements of skill, tactical battle strategies, and "unbridled" super magical powers.

The object of the game, which represents medieval battle times between castles, is to destroy not capture the army of the opposing castle. You will play extreme offense as well as extreme defense.

The army consists of only the knights and the war horses. The first player to destroy (annihilate) all the knights and war horses of the opposition is declared the winner. The large colorful animated game board (battlefield) with the castle back drop (north castle-vs-south castle) make this game board almost come to life. The gold tones, silver tones, and colored matched game pieces make this an eye-catching, fun, and exciting game to play for all ages ten and up.

The game is recommended for ages 10 through adult. There are six levels (chapters) of competition in CHEXCALIBUR™. Each chapter is a completely different game requiring new attacking and defensive strategies.

A unique part of the game is that each chapter adds to the plot as the game reveals this untold story . There is plenty of nonstop action in this game. Your armies (knights and horses), kings, and queens can create opportunities for warriors (knight on any horse) to steal the "castle riches" and seize Merlynn's "magic stuff".

The "castle riches" are the king and queen's treasures, the crown jewels, and the golden chalice.

... ... ..........

The "magic stuff" is the crystal ball, the magic sceptor, the magic potion, Merlynn's magic ring, the magic gyroscope, the magic transporter, and Merle's magic medallion. You can use the magical powers of Merlynn's "magic power rings" in your battle plans. By the the time you get to chapter 6 there are four different types of magic for each "magic power ring" and seven different magic pieces ("magic stuff"). You can create tumult, chaos, and wreak havoc for your adversary (opponent) by using these magical powers. Combine several magical powers together to reveal "unbridled" super magical powers to pummel, crush, and conquer your opponent.

You could possibly "hex" your opponent by anticipating what magic he or she is going to use, using your magic first thus not allowing your opponent to use that magic in a particular situation. Although you can never negate or nullify your opponents's magic, you can"foil" your opponent's magic by turning it into "tragic magic", forcing your opponent into a predictament (a "catch 22" situation).

When facing extreme adversity in battle conditions you can use the "castle riches", "magic power rings", and/or "magic stuff" to retaliate or fight back in your quest for victory. You can use the seceret passages in the castles for offensive and defensive strategies or attempt to fortify your castle from enemy penetration.

You can surrender your "castle riches" in your castle for tactical positioning. You will have mini-battles fighting over the "magic stuff". You can set-up defenses in an attempt to protect your "castle riches" from being destroyed by the opposition.

You can sacrifice mortal pieces in an attempt to destroy the opposing pieces or for whatever purpose you might have. Your king and queen can escort your army pieces to safety. Your king and queen can take on opposing army pieces as hostages. Your knights can jump on opposing unmanned war horses to gain warrior power.

You can force pieces into the deadly fire-dragon pits and the castle moats. Warriors can guard jails (stockade and dungeon), operate draw bridges, and fire catapult bombs from four different catapult positions.

You can dump the ammo (fire bombs) for the catapults, rendering those catapults inoperative or useless for the rest of the battle (game).

You can blow-up the seceret passages and drawbridges, leaving them inoperative and useless. You can overthrow the opposition's castle and operate the drawbridge, activate the seceret passages, and guard the jails (castle invasion).You can keep your opponent from using their seceret passages by taking on a hostile color, possibly causing a breach in the castle walls.

This castle invasion ("stormin' the castle") can create chaos and wreak total havoc in the opposing castle. You can take over the opposition's catapults and fire bombs to further increase the chaos and havoc or you could lay back, being passive and submissive, reeling your opponent in for the ambush or surprise attack. You could end up blowing up your own seceret passages after your opponent had breached your castle.

You can deceive your opponent by using diversionary tactics combined with adversity. Warriors can offer resistance to the opposing immortal king and queen and attack their magic power rings.

You can trap the opposing immortal king and queen in jail at the same time and win the game by the Chex-master rule. You can send the opposing immortal king and/or queen to "Abalone", where they are stripped of all of their magic power rings.

You can gain access to extra mortal kings and queens to assist you in battle. Your mortal kings and queens can camouflage their knights and war horses from your opponent. You can use Merlynn's magic court-slide and the magic warp-way on the game board (battlefield) for offensive and defensive positioning.

When playing the CHEXCALIBUR™ story tournament (all six chapters) with the "royal rock" points system, you can even surrender for an advantage in certain situations.

There are plenty of resources you can use in your search for battle victory, your "quest for conquest". The rules and principles are easily mastered. If you can play

checkers you can play CHEXCALIBUR™, but the strategies of advanced play require intense study and concentration ("battle of the wits") like that of a good chess game, but better. Chapter one is an introduction level to the game. Advanced play begins in chapter two through chapter six. Chapter six being the most advanced and intense.

Because of the simplicity (jumping motion of checkers), CHEXCALIBUR™ is one game that everyone can learn and enjoy. Weak or novice players will experience much fun and enjoyment when matched up with opponents of equal skill and ability as would tournament players challenging each other. On each new level (chapter) of the game Merlynn adds new magic, weaponry, etc. to assist you in battle.

CHEXCALIBUR™ is not a chess-evolved game. If there were no such game as Chess, CHEXCALIBUR™ would still exist. CHEXCALIBUR™ is a strategy battle game that is an alternative to playing Chess and other great strategy battle games.

Each chapter of the game is like a teaching tool in that it teaches and prepares you for the next chapter or level.

Chapter one teaches and prepares you for chapter two, chapter two teaches and prepares you for chapter three, chapter three teaches and prepares you for chapter four, chapter four teaches and prepares you for chapter five, chapter five teaches and prepares you for chapter six and by the time you get to chapter six, you are ready for the "CHEXCALIBUR™ Story Tournament". When you go on to the next chapter everything you learned from the previous chapter is still the same plus you can use and do the new things in the new chapter (level) as the story plot thickens and

you use the same game board for all six chapters of play, six entirely different games on one game board.

Each chapter (level) has it's own color. When playing CHEXCALIBUR™ you will feel like you can never be denied victory.

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The ability to come back exists more than that of games with elements of chance such as the "lucky" roll of the dice or the "lucky" draw of a card, in all 6 chapters of play. This game can twist and turn like that of a

wild backgammon game (everybody rolling doubles) but yet there is no luck, hidden tricks, or secrets to allow for chance to enter the game. You will feel like it is your destiny to be victorious. This game will give you a never give-up, "never say die" attitude. You always think you can win.

There are no hidden tricks, secrets, or anything like that to allow for chance to enter the game. You are never "blind" to anything in the game, everything is clearly visible. You know exactly what you are up against the whole game, all six chapters, all the time.

"Merlynn's Six Magic Chapters of CHEXCALIBUR™" is a brand new gaming experience for many to enjoy.

The story behind the game of CHEXCALIBUR™ is based on the mythical tales and stories of King Arthur and Merlynn the Magician. The legendary story behind the game is the history of the game. The game of CHEXCALIBUR™ only furthers the enhancement of the legend. The story of King Arthur and Merlynn the Magician has been told in many ways, for many many years. "Merlynn's Six Magic Chapters of CHEXCALIBUR™" reveals one of those stories:

"Once upon a medieval time that being of regime power, royalty, kings, knighthood, queens, war horses, mortality, immortality, majestic regal wealth, search for the holy grail, the perils of the fire-breathing dragons, and the magic of Merlynn the Magician, there was merciless battle between the castles. They fought until one army was totally annihilated and there was celebrated victory".

CHEXCALIBUR™ 1485 A.D.

CHEXCALIBUR™ Gameboard

Description and Interpretation

CHAPTER 1

REFUGEE REFUGE

So the story goes in the beginning the armies of opposing sides were very small (three knights and three war horses). There were refugee knights and abandoned war horses from previous battles. Whenever they battled the casualties were very high because they battled until one army (castle) was totally annihilated.

The medieval times (dark ages) were rough, tough, and morbid, showing no mercy most of the time. The refugee knights matched up with abandoned war horses that had taken refuge in two different adjacent castles. Each castle stood for different beliefs such as good and evil which created conflict for continuous battle.

The castles faced each other on opposite ends of a neutral field.

The gray-brown castle was on the north side while the red-blue castle occupied the south side. Each castle had a king and queen for leadership. As the battle was about to start, Merlynn the Magician enters the battlefield with his "unbridled" super magical powers.

For Merlynn's first magical feat he has made the king and queen immortal (indestructable) and they are not part of the army (knights and war horses).

The immortal kings and queens lead the armies into battle as they fought each other for their beliefs, causes, and total dominating supremacy. Merlynn has granted special magical powers to the king and queen.

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These magical powers are reflective of the king and queen's personalities.

The king is powerful. The king throws his weight around and has a pushy attitude. The king has a very repelling personality . The king's magic power is that he can "push" pieces around the game board (battlefield).

The queen has the sultry attitude of a revengeful queen bee full of vengeance. She has a very stinging personality. The queen is cold-hearted, cold as ice.

The queen's magic power is that she can sting or "freeze" an opposing army piece by making contact.

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The king has a strong relationship or bond with his knights (knighthood, roundtable, etc.).

...... ......

Because of this knighthood with his knights, the king is humane (shows mercy) to the opposing knights and will not destroy them by jumping over them. The king captures or retreats the opposing knights by jumping over them, but the king can push the knights in the moat (draw bridge).

The king destroys the opposing horses by jumping over them or pushing them in the moat or the fire dragon pits.

The king can also destroy knights by pushing them in the "fire dragon pits". Your king can force opposing pieces as well as his own mortal pieces into the deadly fire-dragon pits.

The king can escort his knights or take on opposing knights as hostages by jumping on them. The queen does the opposite. She destroys the opposing knights and captures or retreats opposing war horses by jumping over them.

The queen is humane to the opposing war horses because of her love for

..........winged-horses and unicorns...........

The queen can escort her own horses or take on opposing horses as hostages by jumping on them.

A knight on any color horse becomes a warrior.

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A knight can hold an opposing horse as a hostage also. Power comes from the warriors. Warriors can destroy the opposing knights, horses, and warriors by jumping over them. Warriors can offer resistance to the opposing immortal king and queen.

 

Warriors can guard the dungeon and stockade jails. Warriors can steal the "castle riches" from the opposing castle.

With the king's treasure, you can take any opposing knight off of the game board.

With the queen's treasure, you can take any opposing horse off of the game board.

With the crown jewels, you can imprison any opposing horse or the queen in jail. You can also use it in your jumping scheme.

With the golden chalice, you can ressurrect a dead knight or horse back on the game board. You can also use it in your jumping scheme. You can surrender your "castle riches" for tactical positioning. You can sacrifice mortal pieces for whatever purpose you might have.

Use Merlynn's "magic warp-way" for tactical positioning, or to simply "get away".

Your king can force opposing pieces into the castle moats (draw bridges) as well as his own, where the sharks will destroy the knights and horses.

Use Merlynn's "magic court-slide" for tactical positioning, defense and offense.

........

Use the secret passages in your castle for maneuvering tactics. Use hostile color against your opponent so that they cannot use their secret passages. You can use all of these resources mentioned in an attempt to conquer the opposing army and win the game. The battle continues until one army is totally annihilated. There are no draws or ties in this game.

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

**See Abalone and Chex-Master rule (chapter six).

HOW TO PLAY CHAPTER ONE

CHAPTER 2

THE MAGICAL MYSTICAL POWER RINGS

Chapter 1, plus the armies are larger because each castle has recruited more refugee knights and abandoned war horses.

Each castle now has six knights and six war horses. Merlynn has granted more magical powers to the immortal king and queen. Theses new magic powers are in the form of magic power rings, three for the immortal king and three for the immortal queen.

The magic power rings are an extension of the king and queen's magic power. The king's magic power is that he can push, so his magic power rings can "repel". The queen's magic power is that she can freeze, so her magic power rings can "paralyze". Now that each castle has more capability of gaining man power (warriors), each army has resurrected their draw bridge to full operating order.

The warriors can operate the draw bridge in their own castle. The draw bridges can attack (destroy) the magic power rings one at a time. Warriors can attack and destroy the magic power rings of the opposing immortal king and queen also. The battle continues until one army is totally annihilated. There are no draws or ties in this battle (game).

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

**See Abalone and Chex-Master rule (chapter six).

HOW TO PLAY CHAPTER TWO

CHAPTER 3

STORMIN' THE CASTLE

(CASTLE INVASION)

Chapter 2, plus the armies have grown even larger with more refugee recruits and abandoned war horses. There are four warriors posted in the front of each castle. You can use hostage color to activate the secret passages in the opposing castle.

Warriors can invade the opposing castle, take over the jails and operate the draw bridge. With this castle invasion, the battle is now wide open. You can create chaos in the opposing castle wreaking total havoc. Merlynn adds more magic to the magic power rings.

.....

The king's magic power ring can transform any one of his knights into a mortal king for one turn. Merle (Merlynn's father) jokes with Merlynn about turning a knight into a mortal king for one turn. Merle said: "It is kind of like turning Arthur into a king for one battle only", they both laughed.

.........

The queen's magic power ring can transform any one of her horses into a mortal queen for one turn. The battle continues until one army is totally annihilated. There are no draws or ties in this battle (game).

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

**See Abalone and Chex-Master rule (chapter six).

HOW TO PLAY CHAPTER THREE

CHAPTER 4

THE ATTACKING CATAPULTS

Chapter 3, plus Merlynn has put his crystal ball, magic sceptor, and the magic potion ("magic stuff") into the game. Merlynn does this attempting to heat-up the action in the battle (game). Merlynn creates mini-battles all over the battle field (game board) by offering "magic stuff" (crystal ball, magic sceptor, and the magic potion) for the warriors to fight over and seize. "One battle does not always make the war".

The crystal ball can help set-up your battle jumping action. You can relocate any moving piece on the gameboard with the crystal ball.

The magic sceptor can be used to take two turns in a row.

The magic potion can help set-up your battle jumping action also. The magic potion can summon one of your warriors to a new location. Merle said: "Was this the magic potion that was used to summon Sir Lancelot to Queen Guenevere?" With more manpower (warriors) from chapter three, each castle has built two catapults. There is a catapult in each castle wing that can be fired by the warriors (knight on any color horse).

Each of the 4 catapults has an ammo-dump with six fire-balls (bombs). The warriors can fire the opposition's catapults (castle invasion) creating more chaos and wreaking total havoc. Merlynn's father, Merle, has been looking over Merlynn's shoulder all this time watching and helping him design and create this new game. Merle agrees with everything Merlynn has done up to this point however, Merle does not care for the catapults. Merlynn tells Merle that you have to have the catapult in the game because it is one of the main weapons in medieval battle times. The battle continues until one arny is totally annihilated. There are no draws or ties in this battle (game).

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

**See Abalone and Chex-Master rule (chapter six).

HOW TO PLAY CHAPTER FOUR

CHAPTER 5

MORTALIY AND IMMORTALITY

Chapter 4, plus Merlynn has thrown his last personal "magic stuff" into the game, the magic ring off of his finger.

When Merlynn's magic ring is seized by a warrior it can be used as a king or queen's magic power ring. Creating more action in the game, Merlynn grants more magic to the magic power rings.

.....

The king's magic power rings can transform a knight into a permanent mortal king.

.........

The queen's magic power rings can transform a horse into a permanent mortal queen. These extra mortal kings and queens may help in your quest for battle victory.The mortal kings and queens can somewhat camouflage their knights and war horses from the opposition. Merle (Merlynn's father) has developed some "magic stuff" for this level. Merle introduces the magic gyroscope and the magic transporter to Merlynn.

The magic gyroscope is purely a defensive piece, it cannot be jumped over or landed on. The magic transporter can accommodate your warrior to keep it out of reach from the competition (out of harm's way).

....

The magic transporter can be jumped in your jumping scheme. Warriors are protected from the king and queen when on the magic transporter. Merle tells Merlynn he has put catapult targets on both of these new pieces of the "magic stuff'" that he has developed. Merle starts to agree with the catapults. With these new magic pieces the catapults will get even more action. Merlynn likes the transporter and the gyroscope. This "magic stuff" enters the game at this level, thus creating more mini-battles over the "magic stuff". The battle continues until one army is totally annihilated. There are no draws or ties in this battle (game).

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

**See Abalone and Chex-Master rule (chapter six).

HOW TO PLAY CHAPTER FIVE

CHAPTER 6

CREAT CHAOS! & WREAK HAVOC!

Chapter 5, plus each castle now has two extra mortal kings and two extra mortal queens that are kept in the royal court. Merle knowing that Merlynn has no personal magic possessions left, decides that he will donate the magic medallion that hangs around his neck. Merlynn likes the idea.

The magic medallion can remove any mortal king or mortal queen from the game board instantly. The magic medallion will cause more mini-battles. More magic is granted to the magic power rings.

....

You can transform a mortal king into a permanent knight.

,,,,

You can transform a mortal queen into a permanent horse. In this chapter the royal court is full with kings and queens. If a warrior attacks (or attacked in other ways) the immortal king or queen, it is possible that there might not be a spot for the immortal king or queen to be sent to. When this happens the immortal king or queen is sent to "Abalone".

...

"Abalone" is the resting place of King Arthur. When the immortal king and/or queen is sent to "Abalone" all of their magic power rings are destroyed. They come back on the battlefield (game board) as soon as there is an opening. The "Abalone" rule applies to all six chapters.

Merle tells Merlynn he thinks the game is great but he thinks Merlynn has left one thing out. Maybe a certain provision or rule. Merle explains himself as follows:

What if you were to capture the opposing immortal king and queen in jail at the same time? Should you not win because you have captured the leaders of the opposing army? Merle explains further that in real battle if you capture the opposing immortal king and queen that the army (knights and war horses) would disband and scatter about without their leaders. The army would disappear from the face of the battlefield (game board) as if they were annihilated. When one side has no more army pieces (knights and horses) left, the game is over. The side (castle) that has no more army pieces left is the loser of the game.

...........................................................................................

Merle calls this maneuver Chex-Master (CHEXCALIBUR-master), immortal king and queen in jail at the same time. Merlynn likes this provisional rule and it is put into all six chapters of the game. Merle has finally accepted the catapult action in the game. Merle had trouble accepting the catapults earlier in chapter four. Merlynn and Merle are now playing and watching the crazy wild action (medieval mayhem mania) in this game. Merlynn and Merle's favorite number is six and there will be no more chapters of CHEXCALIBUR™.

THE END

Chapter six is the final and ultimate level of play in CHEXCALIBUR™. The battle continues until one army is totally annihilated. There are no draws or ties in this battle (game).

You continue until one army is triumphant.

This Battle or Game is "never ever over" until the "Fat Lady" sings......

HOW TO PLAY CHAPTER SIX

We believe Merlynn and his father (Merle) designed and created this game many years ago during the medieval period after chess was introduced. The CHEXCALIBUR™ game is based on Merlynn's magical life, his version of chess. The game was lost for many, many years and was recently discovered by my father and I who are very avid chess players. Discovered with the game was a quote that Merlynn wrote about life, about his magical life as it pertains to "Merlynn's Six Magic Chapters of CHEXCALIBUR™":

"Life is a game of challenging battles and it is your turn to mystically fight back with super magical powers in your exciting and adventurous quest for celebrated and rewarding victories."

MERLYNN The Magician, September 12, 1485

Also discovered were two quotes from Merle that today are used to promote the game. Merle promotes the game without knowing it by leaving behind two quotes to be read and published some five hundred years later, when the game was copyrighted and released. Merle's first quote was about the ability to over come adversity in the game of CHEXCALIBUR™. The game gives you a never give-up attitude. With the resiliency to bounce back in this game, you will always feel like you can pursue a victory:

"Experience the magic and the majestry of CHEXCALIBUR and you will be compelled to the destiny of fulfilling your relentless, resilient pursuit of your "quest for conquest", never to be denied. You are destined to your destination of a conquering and celebrated victory."

MERLE, September 12, 1485

Merle's second quote was about the impact that Merlynn's game might have on people world wide, if the game was ever released:

"Experience the challenging mystifying magical mystique of 'Merlynn's Six Magic Chapters of CHEXCALIBUR™'. Gaming habits and attitudes will never be the same, forever changed, future generations to come."

MERLE, September 12, 1485

Of course the game was never released until recently, otherwise it might be popular world wide today or maybe someday generations to come. Merlynn and his father created and designed this game because he and his father (Merle) were chess enthusiasts, very avid players. Merlynn and Merle were evenly matched, then Merlynn started getting the best of his father. Merlynn and Merle had played 21 games of chess. Merlynn won 14 games and there were seven stalemates or tie games.

Merle did not mind losing but he was getting tired of all the tie games. Merle refused to play chess with him anymore. So Merlynn and Merle created and designed a new alternative game for them to play.

With the help of Merlynn's Magic, they created CHEXCALIBUR™, the "Medieval Battle Strategy Game" that will change the Gaming World forever.

..

Merle equated playing CHEXCALIBUR™ like playing Chess with the Dragon...... CHEXCALIBUR™ heats up in all six chapters of play. Merlynn thought of the game as "Chess Excalibur-style" (CH-EXCALIBUR). Merle also had two ideas for names of the game: "Quest for Conquest" (Search for Victory) and "Merle and Merlynn's Medieval Mania". My father and I liked the name: "Medieval Millenium Madness" or "Medieval Millenium Mania", as we approach the new millenium. My son's (Jay) favorite name is: "The Magical Legend of CHEXCALIBUR™ 1485 A.D."

"There are no stalemates, draws, or tie games in CHEXCALIBUR™. There is always a victor and a defeated opponent."

Let it be known that Merle was the CHEXCALIBUR™ champ, but Merlynn to this day says he did not mind losing then because half of the time he was letting his father win anyway. This is a very aggressive game. When playing CHEXCALIBUR™ in the latter chapters, you will experience all kinds of opportunities to be aggressive. It is your dilemma which ones to choose, and when and where to use them.

There are many facets to CHEXCALIBUR™ (all six chapters), many yet to be discovered...... Merlynn and Merle often felt they were the true and only philosophers of CHEXCALIBUR™ when it came to developing the many strategies of the game. Merlynn thought that positioning was the key to victory in CHEXCALIBUR™. Position is the key to victory in CHEXCALIBUR™. Merlynn once said: but when you are tempted to go after the 'castle riches' and/or 'magic stuff' , you may lose or sacrifice your position".

Merle's style of play was so aggressive in this "Medieval Mayhem" that Merlynn often referred to his father as the "Medieval Maniac". Merle's strategy was to play extremely aggressive keeping his opponent at bay. Merle once said: "To be victorious in CHEXCALIBUR™ you must overcome your adversary with adversity." Merlynn said: "Do you wanna bet?"

Although the game was not made for gambling, Merle and Merlynn used their own brand of play or pretend money to gamble with. Their fake currency was called "Medieval Mania Money".

There were remnants of "CAMELOT CASH" found when the game was discovered. Merlynn and Merle had developed several different ways to play with the "CAMELOT CASH" (magic mad money or medieval mad money) while playing CHEXCALIBUR™.

The addition of the play money allows the players to assume the roles of the royal kings and queens of the medieval times. The medieval royal kings and queens liked to gamble and because of their access to majestic royal wealth, they were considered "Regal High Rollers".

The addition of the play money allows for more fun and excitement in "Merlynn's Six Magic Chapters of CHEXCALIBUR™", no gambling intended. Merlynn and Merle often made side bets where the loser had to help out King Arthur the next time he needed help.

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CHEXCALIBUR™ in no way, shape, or form constitutes, promotes, or condones "black magic" which may have been associated with the medieval times or the dark ages. There is no intention to offend anyone because of their religious beliefs or otherwise.

CHEXCALIBUR™ also does not promote gambling which has been associated with anything, anywhere, anytime, and/or any place. "CAMELOT CASH" is play money!

CHEXCALIBUR™ was created for intellectual entertainment and recreation at all levels of play.

CHEXCALIBUR™ does constitute and promote many hours of fun and enjoyment for the whole family (ages 10 and above) as well as an intellectual challenge for the true gaming enthusiast and strategist.

CHEXCALIBUR™ has the "deep strategy" like that of a great Chess game, the "comeback power"

of a wild backgammon game, and it's as "easy to learn" as checkers. A very challenging game.

No luck......No chance......No hidden tricks or secrets......No tie games !

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