Play Games Not War!
A New and FUN way to raise money for your School/Charity or Group!
As seen on CBC's Dragon's Den
(12 games per case)
1-5 cases $8 per game
6-10 cases $7 per game
11-15 cases $6 per game
16 + cases $5 per game
H2H retails/donates for around $20-$25 per game
so you can easily double
or triple your investment.
Original Cloth Edition
We also print games on a 10"x16" rubber backed poly material that can easily be washed if it gets dirty. The colours will never fade so the game should last a life time.
It can also double as a Place-mat or Mouse-pad!
And these are our some of our new editions lined up for production this fall 2015...
The great thing about H2H is that you can change the theme and graphics that make up the board face but the game remains the same...We can even print it on a T-shirt that comes with the game pieces in a drawstring bag!
Adding your own logo and or slogan to the design is smart! Customizing your fund-raiser campaign to identify with your cause will greatly enhance your sales...for example: the "Paw2Paw Edition" is great for Animal Shelters and Humane Societies because it attracts animal lovers...
Fun for Everyone! Ages 6-60...
Kids learn responsibility for their own choices and find an alternative to fighting while playing a fun game...
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.
Designed by a Teacher and Parent
who knows how frustrating it can be to
just trying to "Keep the Peace"...
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...
Sorry....we can't promise you quiet....
Guaranteed to keep everyone happy, busy and out of trouble for a while...
Scroll Down to Play a Quick game of Rock Paper Scissors
Board Games Are Back!
My Birthday Party was a Hand2Hand Party with Prizes!
Tired of selling chocolate? With "The Hand2Hand.help Project"
YOU can double or even triple your efforts in no time!
Everybody LOVES board games! and
Hand2Hand is the Hottest New Game Around!
Schools/Youth Groups/Charities/ Animal Shelters etc.. may apply for *FREE* Hand2Hand games to place
and collect 100% from the sale of those games!
Get Your H2H "Game2Go"!
Printed on a T-shirt...
Game Pieces included!
Custom print many different games Branded with your Logo/Image/Slogan/Message
(incl. Chess/Checkers/Backgammon/Snakes&Ladders etc..)
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 for ever more...
(repeat whole song over & over)
is Better than
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!
PO Box 84
Canada T0K 1L0
Copyright 2015 MtM Multimedium Productions Manyberries, AB Canada