ROOTS REGGAE HOUSE, rayong thailand, booking hostel guesthouse


REGGAE GUESTHOUSE & CULTURE


ROOTS START
"STAY ROOTS IN THAILAND!!"
Roots Guesethouse Rayong

RAYONG MAPS

CONTACT GUESTHOUSE

Rayong Classified

RAYONG PICTURE

REGGAE KONEKTA

REGGAE CULTURE

HOTEL LINKS

Conspiracy
Billirards

cheapest rooms in thailand

access maps of roots thailand

restaurant and pub in thailand guesthouse

contact roots rayong thailand

music download reggae dancehall in thailand

classified adds bangkok and eastern thailand

picture gallery beach reggae and hip hop parties, from roots guesthouse thailand

reggae connection from thailand

reggae infos, biographies, pictures, articles, links

all thailand links: travel, guesthouse, reggae...

CONSPIRACY, THE GAME


 

RULES OF CONSPIRACY BILLIARDS

  picture 1

THIS IS A ONE HAND GAME... ALL SHOTS ARE TAKEN WITH ONE HAND ONLY, NO EXCEPTION, NO THIRD PARTY OBJECT TO SUPPORT THE STICK.... NOTHING BUT ONE HAND AND THE TABLE.

players who really suck can play with 2...

 

CHOOSING YOUR CONSPIRING NATIONS

Each conspirator (player) will write and hide the names or ball number of the countries he will try to lead to the end of the game and they will remain secret until the end of the game.

Conspirator will choose 1 to 3 nations on his side and 1 nation on the opponent's side (the spy*) ; for more explanations, read points*

 

SETUP THE BALLS

see picture 1

balls in clusters should touch one another and one of them only should touch a bank. Breaking balls* should hide the spot they are placed on.

Balls can be place in any order as long as they are placed like pattern in picture 1.

 

BREAKING BALLS

Breaking balls are the balls that are set in the center of the table (on repatriation dots*) and are used to break. One can't hit his opponent's breaking balls with a direct shot before they have been played or moved. Each conspirator owns 2 Breaking Balls.


 

WHO BRAKES?

First game is decided by any kind of way (flip of coin or whatever), then winner breaks next game (only if he has scored points*).

In case the winner of a game does not score points*, the loser will break the next game. In case of a draw, the break changes hand.

 

BREAK

Break is made from one of the breaking balls. BREAK IS ALSO ONE HANDED.

reminder: The opponent's breaking ball can't be touched directly as long as it stands on it's starting point (see fouls*).

 

ASSETS

One's assets* are the nations (balls) that belong to his group of allies and are currently on his political side.

(all your balls on your side of the table are your assets* and you can play them)

BANKERS (white and black balls)

Bankers can be assets* for both sides: if your opponent's banker is on your side you can play it as your own ball until it returns to the other side.

 

THE SPY

The spy is the ball you chose secretely from your opponent's allies

A conspirator can reveal his spy at any time of the game. If it's his turn to play and have one round (play and play again*) with his spy as long as his spy remains on the side it was revealed. After the spy is revealed and played he can't be revealed and played again... that works only once... but that ball is still a spy.

 

PLAY AGAIN

When one plays, he will choose an asset* and use it as a cue ball. If the shot is valid* and successful* and if his cue ball comes back to stay on his political side, conspirator shoots again.

 

VALID SHOT

A valid shot is a shot that is made from one of your assets* without making a foul

 

SUCCESSFUL SHOT

A valid shot during which any of the opponent's ball drops

 

CALLING DIRECT SHOTS (declaring war)

All direct shots (cue ball touches enemy's ball which drops whithout touching another ball or a bank (nipples don't count)) must be called.

Calling the shot can take any form you would like as long as both the attacker and the attacked nations are named or referred to.

Failing to call a successful* direct shot is a foul*

 

REPATRIATION AND SACRIFICE:

When a conspirator has no more assets* to play, he can pass his turn or decide to sacrifice a nation to repatriate an elected one.

To repatriate is to choose a ball that will return to one of the refugee dots on its political side.

(yellow dots on the picture inclusive of the ones of the Breaking Balls / if a dot is not free because the saved ball might touch another ball, conspirator must choose another spot).

The opponent then can then choose a ball that is to be sacrificed in exchange for the release of the selected asset* but is not obliged to do so.

Opponent will just pick up any ball of the repatriating side and drop it in a pocket (sacrifice).

Conspirator that just repatriated the asset and lost a nation can then play normally again using the refugee (repatriated ball).

 

When a conspirator has to play but has only 1 ball left and that ball is on the wrong side of the world (he can't sacrifice so repatriation is not possible) he will pass his turn once and once only. If the opponent fails to terminate the last nation after the next shot, the surving nation will return to the brink of the center pocket of the side it belongs to and be played by it's owner.

 

END OF THE GAME

The game ends when one conspirator calls for it because he has eliminated all his opponent's nations (balls) or the opponent is left only with the conspirator's spy ball*. End of the game can be called at any time and the first to call it (after the latest relevant ball has dropped) rightfully (see fouls wrong calls*) is the winner.

It happens often that the loser scores more than the winner.

In case of a draw (all balls drop) next game break will be decided by the flip of a coin.

Before revealing all conspirators and spys, winner is allowed to a witch hunt*

 

WITCH HUNT

When the game is over the winner is allowed to one round (shoots until he misses) and he is then allowed to play from both sides.

In other words, the witch hunt is an additional round that the winner can play to try to get rid of the loser's spy and prevent him from stealing 2 points out of his spy.

If the loser's spy had been revealed earlier in the game and is still alive after witch hunt, loser will score 2 points.

 

POINTS:

Only after the which hunt round is finished will each player reveal his secret conspirators and spies in order to count the points.

Each set goes to 8 points and players can go for as many sets as they have decided upfront (odd numbers recommended)

Winning conspirator will earn points only if he's won the game with conspirating nations still standing.

 

If conspirator choses 3 nations on his side he will score a point for each nation still on the table when he wins the game.

 

If conspirator chose 2 nations on his side he will score 2 points for each nation still on the table when he wins the game.

 

If conspirator chose 1 nation on his side he will score 5 points if this nation is still on the table when he wins the game.

All spies left alive on the table will bring 2 points to their secret owner, regardless of the winner. If the game ends and the loser's spy is still alive, he will still score 2 points. A spy can score for both sides if he's also a conspirating nation

 

If a conspirator wins his conspiracy with a single conspiring nation while this nation and his spy is still alive, that both balls are left alone on the table and none of the 2 balls represent points for the loser, This is called ROTHSCHILD and winner will score an additional point to win the set regardless (5+2+1 = 8)

 

FOULS

remark1: dropping your own ball is not a foul... it just sucks!
remark2: In case of cumulative fouls punishments will not add-up and the victim of the fouls can choose the highest penalty

 

a/ Touching a break ball on a direct shot before it's moved is a foul. Conspirator loses his ball and break ball, if sunk , returns on it's spot.

 

b/ Failing to call shots:

If a conspirator forgot to call a successful* shot when all balls have stopped moving the opponent can call “Terrorism” (direct attack of a nation without diplomatically and verbally declaring war*). The nation that was victim of Terrorism will return onto the brink of the pocket it fell in.

Nevertheless, if the terrorist nation returns to it's own side of the table (remains an asset*) terrorist conspirator can shoot again (the victim ball or another ball) (and should not forget to declare war at the UN this time)

 

c/ False call:

When “Terrorim” or “end of game*” is called wrongly (not a direct shot or ball didn't sink) or before all balls have stopped moving, the wrongful caller will have to pass his turn once.

 

d/ Cue fouls:

This game is played with one hand coz shots are usually very easy shots.

It is very important to never touch another ball than the intended cue ball or to touch twice the same ball in the same shot as per the Geneva Convention.

If this happens, offendent passes his turn and any eventual opponent's casualty will be replaced on the table (on the refugee dot of the victim's choice).

 

e/ Break ball foul:

If a player touches directly the opponent's breaking ball with his cue ball he will pass his next turn and breaking ball unlawfully moved will return to it's spot even if it's been sunk.


 


 


RATES

ACCESS

F&B

CONTACT

MUSIC

Classified

PIX

KONEKTA

CULTURE

LINKS

A-to-Z Hotel
Hotel portal and hotel directory for independent and family hotels in the world, Hotel resources, links, add url, hotel consulting, internet promotion for hotels...

This Travel website was designed by HOTEL WEB DESIGNER, website designer, promoter, host and booking agent specialised in independent and family hotels and resorts worldwide