HIJARA VS MATCHING GAME
HIJARA
Hijara is a two-player abstract strategy board game played with small stones. It has been likened to a three-dimensional game on a two-dimensional board. The game was designed by Martin H. Samue| and first printed, as Excel, by American Airlines in their inflight magazine, American Way, on December 24, 1985 and July 22, 1986. It has been sold commercially as Eclipse in 1994, and Hijara (the Arabic word for small stones) in 1995, 2003 and 2006. The original commercial edition of Hijara has a game board of 16 squares, divided into 4 sections numbered 1 through 4 and a score-keeping "ladder" on either end. Players choose either yellow or blue and use 32 same-color stones plus one score-keeper each. Blue starts and players take turns placing their stones, one at a time, on any square, building on those already on the board, to complete and block point-scoring combinations. When a player places a stone on a square, it must be placed in the lowest-numbered open section in that square. So, for every square, the first small stone must be placed on the 1, second on the 2, etc. The game starts with an empty board, and ends with a full board with 3 ways to score points when placement of four same-color stones is completed in any of the following combinations: 10 points - 4 stones of the same color on 4 numbers of a kind in a row - horizontally, vertically, or diagonally. 15 points - 4 stones of the same color in numerical sequence (i.e. 1-2-3-4) - horizontally, vertically, or diagonally. 20 points - 4 stones of the same color in one square. Points are won with a player's own-color stones and are always accrued, never deducted. Several point-scoring combinations may be completed at one time with a single stone. Overlooked points are forfeited and, throughout the game, players keep score on their side of the board with an extra stone of their color. The game is over when the last small stone is placed and all the numbers are covered then, by comparing accrued points totals, the player with the greater number of points is the winner of the game.
Statistics for this Xoptio
MATCHING GAME
Matching games are games that require players to match similar elements. Participants need to find a match for a word, picture, or card. For example, students place 30 word cards; composed of 15 pairs, face down in random order. Each person turns over two cards at a time, with the goal of turning over a matching pair, by using their memory. Most matching games are objective, with correct answers in the rules for what counts as a match, pair, etc. Some however, like Dixit or Apples to Apples, are about subjective matches picked by one or more judge players. Here the correlation between a match holds value only as other players decide it, but rules dictate who will make those decisions and when.