4 in 1 Fun Pack
                                  Game Boy
               Developer: Beam Software   Publisher: Interplay
                             By: GammaBetaAlpha


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                              Table of Contents
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                       Author's Note               [AUTHN]
                       Backgammon                  [BACKG]
                       Checkers                    [CHECK]
                       Chess                       [CHESS]
                       Reversi                     [REVER]
                       Donations/Amazon            [DONAT]
                       Contact Info                [CONTI]


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                                Author's Note
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       Please be aware that this FAQ does not provide in-depth strategy on any
of the games. Instead, it explains the rule set for each game, any quirks that
the 4 in 1 Fun Pack version of the games may have that should be watched out
for, and links to online resources that you may find helpful in formulating
strategies to play each game.


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                                  Backgammon
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[BACKG]

       Of all four games in the collection, Backgammon is the only one with any
degree of chance involved. It involves two 'tables' with twelve spaces each
called points that are connected at one end. A player must move all of his
pieces to his side of the home table, and then move them all into the box,
called 'bearing off'.

  12  11  10   9   8   7      6   5   4   3   2   1
  __________________________________________________
 | D               W       | W                    D |
 | D               W       | W                    D |
 | D               W       | W                      |   White Side
 | D                       | W                      |
 | D                       | W                      |
 |                         |                        |
 | W                       | D                      |
 | W                       | D                      |
 | W               D       | D                      |   Dark Side
 | W               D       | D                    W |
 | W               D       | D                    W |
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  12  11  10   9   8   7      6   5   4   3   2   1

          Outer Board           Inner/Home Board


       Each player rolls a die at the start of the game: the person with the
higher roll goes first.

       For the majority of the game, each player must try to get his pieces
into his side of the Home Board. By rolling two dice per turn, the player gets
two pairs of movement points, which he must use to move his pieces into the Home
Board (and the pieces in the Home Board further in). For example, suppose the
Dark player rolled a six and a five - he could move one of his pieces in the 1
point on White's side to the 7 point with the six die, and then to the 12 point
with the 5 die. Each die is its own separate movement - you cannot combine the
two dice and then allocate the points in a different manner than the two numbers
that were rolled. The dice can be used to move two different pieces, or the same
piece twice.

       If a player rolls doubles, they get four separate movements, all with
the same number, and can use it in any combination of 1 to 4 pieces.

       If you have two movements and you can only do one or the other movement,
then you must take the higher option.

       If an opponent has a single piece on a point, called a 'blot', then
landing one of your own pieces on the blot 'hits' it and knocks it off the
board. The piece that was knocked off is considered to be on the 0th point of
your own side of the board, and the opponent must roll to bring it back onto the
board.

       The biggest limitation on the movements of the pieces is simple: if an
opponent has two or more pieces on a single point, you cannot move any of your
own pieces onto that point. This includes pieces that were hit off the board
when going onto the opponent's home board: they can only land in a free space.

       There is no limitation to how many pieces there can be on a single
point.

       The 12-point on each side of the board loops around - if you have a
piece on your opponent's 12 point and roll a 1, you can use that 1 to move to
your own 12 point.


-----------
Bearing Off
-----------
       Once you have succeeded in getting all fifteen of your pieces onto your
home table, you can do a process called 'bearing off'. If a piece gets hit while
in the process of bearing off, you must return it to the home board before you
can resume bearing off.

  ________________________
 | D                      |      In the example shown to the left here, there
 | D                      | are five pieces on the 6 point, and ten pieces on
 | D       D       D      | the 4 through 1 points. Rolling a six allows you
 | D       D   D   D    D | to take off a piece from the 6 point. However, if
 | D       D   D   D    D | you roll a five, there are no pieces from the 5
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  point. In this case, you can do one of two things:
   6   5   4   3   2    1   you can either move a piece from the 6-point to
                            the 1 point, or you can remove a piece off from
                        the four point (yes, this can be done). Whoever removes
                        all fifteen of their pieces from the board first is
                        the winner of the game.


--------
Blockade
--------
       Building a blockade is what I consider the crucial part of playing
backgammon (besides hitting pieces off the board where possible). Consider the
above diagram for the Bearing Off section - if an opponent has a piece off the
board that he must bring back on, it needs to go through your home table first.
As points 1-4 and 6 all have at least two pieces on them, he must roll a 5 to
get his piece out. If he does not have at least a 2 for the second die and
cannot get his piece off your home board, then if you roll a 1 you can send his
piece back off again.

       The above diagram is a bit of an uncommon diagram, as well. If you have
the 5 point covered up but the 2 or 3 empty, then you are more likely to be able
to knock off any stray pieces.

       The pinnacle of the blockade is if you have all six points covered with
at least two pieces. When this occurs, get the three extra pieces out so that
you only have twelve remaining pieces, then with each dice roll, move the pair
of pieces furthest out (starting at 6-point and moving in to the 1-point)
inwards.

       It is CRUCIAL that you do not leave a space with only one piece,
however: it can be very annoying to set up a blockade and then get one of your
own pieces hit.


-----------------------
Backgammon in this Game
-----------------------
       Backgammon in the 4 in 1 Fun Pack is played exactly as it is with real
life rules.


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Resources
---------
Backgammon Federation

http://www.backgammon.co.uk/


Backgammon Galore!

http://www.bkgm.com/


The Backgammon Book

http://www.amazon.com/gp/product/0553130900?ie=UTF8&tag=raofavigafa-
20&linkCode=as2&camp=1789&creative=390957&creativeASIN=0553130900


Backgammon, The Cruelest Game

http://www.amazon.com/gp/product/039473243X?ie=UTF8&tag=raofavigafa-
20&linkCode=as2&camp=1789&creative=390957&creativeASIN=039473243X


The Amazing Book of Backgammon

http://www.amazon.com/gp/product/0785805680?ie=UTF8&tag=raofavigafa-
20&linkCode=as2&camp=1789&creative=390957&creativeASIN=0785805680


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                                   Checkers
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[CHECK]

       Checkers, also commonly referred to as English draughts, is a fairly
simple game, which has been proven to be drawn out when both sides play with
perfect play. Played on an 8 x 8 board, it varies from other games that uses an
8 x 8 board in that the game pieces are never played on the 'light' squares, as
all pieces start on dark tiles and can only move diagonally.


      _______________________________
     |   | P |   | P |   | P |   | P |     As can be seen in the diagram to
     |___|___|___|___|___|___|___|___|  the left, each player starts with
     | P |   | P |   | P |   | P |   |  twelve pieces, divided up into three
     |___|___|___|___|___|___|___|___|  rows of four pieces each in alternating
     |   | P |   | P |   | P |   | P |  squares.
     |___|___|___|___|___|___|___|___|
     | D |   | D |   | D |   | D |   |     Each piece in the beginning, marked
     |___|___|___|___|___|___|___|___|  'P', is on a dark square. The squares
     |   | D |   | D |   | D |   | D |  marked 'D' are unoccupied dark squares.
     |___|___|___|___|___|___|___|___|  The pieces ONLY move to the dark
     | P |   | P |   | P |   | P |   |  squares; they will never go onto light
     |___|___|___|___|___|___|___|___|  squares, as the pieces can only move
     |   | P |   | P |   | P |   | P |  diagonally.
     |___|___|___|___|___|___|___|___|
     | P |   | P |   | P |   | P |   |
     |___|___|___|___|___|___|___|___|

       A normal 'move' by a piece is to move diagonally FORWARD one space (they
cannot move backwards under normal conditions).

       To win the game, you must 'capture' all of the opponent's pieces. This
is done when an opponent's piece is diagonally in front of one of your pieces,
and there is an empty space diagonally behind that piece. You can send your
piece to 'jump' over the opponent's piece 2 spaces, as demonstrated in (1),
where the player moving is Dark (D) going over the White (W) piece.

    ___________        ___________         ___________
   |   |   |   |      |   |   | D |       |   |   | W |
(1) |___|___|___|      |___|___|___|   (2) |___|___|___|
   |   | W |   |  --> |   |   |   |       |   | W |   |
   |___|___|___|      |___|___|___|       |___|___|___|
   | D |   |   |      |   |   |   |       | D |   |   |
   |___|___|___|      |___|___|___|       |___|___|___|


       However, if there is a second White piece diagonally behind the first
White piece, you cannot attack the first White Piece (2).

       You can also 'double-jump' (and on rare occasions, triple-jump) if, once
you capture an opponent's piece, you are in position to capture another piece
(3). This is all done in one move. Double-jumping is optional.

    ___________         ___________         ___________
   |   |   |   |       |   |   |   |       | D |   |   |
   |___|___|___|       |___|___|___|       |___|___|___|
   |   | W |   |       |   | W |   |       |   |   |   |
   |___|___|___|       |___|___|___|       |___|___|___|
(3) |   |   |   |  -->  |   |   | D |  ---> |   |   |   |
   |___|___|___|       |___|___|___|       |___|___|___|
   |   | W |   |       |   |   |   |       |   |   |   |
   |___|___|___|       |___|___|___|       |___|___|___|
   | D |   |   |       |   |   |   |       |   |   |   |
   |___|___|___|       |___|___|___|       |___|___|___|


       If one of your pieces makes it back to the opponent's back row, it
becomes a 'King' through the process of being 'crowned', and it can now move
back and forward (though it is still limited to diagonal movements).


------------------------
Major Strategic Concepts
------------------------

       Edges
       -----
       A major concept is the idea of putting your pieces on the edges of the
board. By doing so, there is no space diagonally behind that piece, so it cannot
be captured. Meanwhile, this restricts the opponent from being able to move
through that space lest his piece get captured.

       Protecting the Backside
       -----------------------
       This is vital: whenever you move a piece around, it is usually much
better to have a piece behind it (on both sides if applicable) so that your
opponent cannot jump over you and capture your piece.


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Checkers in this Game
---------------------
       Checkers is played in 4 in 1 Fun Pack exactly as the defined rule set is
for the game of checkers.


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Resources
---------

American Checkers

http://www.acfcheckers.com/


Bob Newell

http://www.bobnewell.net/nucleus/bnewell.php?itemid=190


Win at Checkers

http://www.amazon.com/gp/product/0486203638?ie=UTF8&tag=raofavigafa-
20&linkCode=as2&camp=1789&creative=390957&creativeASIN=0486203638


Starting out in Checkers

http://www.amazon.com/Starting-Out-Checkers-Richard-
Pask/dp/1857442636/ref=sr_1_1?ie=UTF8&s=books&qid=1278888517&sr=8-1

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                                    Chess
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[CHESS]


       Chess is easily the most prolific of all four games here in the real
world, having been played for several centuries.


       Gameplay takes place on an 8 x 8 board. The columns are commonly
referred to by the letters a-h, while the rows are referred to by the numbers 1
-8.
      _______________________________
 8   | R |Kn | B | Q | K | B |Kn | R |     Common terminology is to refer to
     |___|___|___|___|___|___|___|___|   the lower left corner square as 'a1',
 7   | P | P | P | P | P | P | P | P |   and the upper right corner as 'h8',
     |___|___|___|___|___|___|___|___|   and so forth. In higher levels of
 6   |   |   |   |   |   |   |   |   |   chess you will sometimes hear a player
     |___|___|___|___|___|___|___|___|   say something like 'c5 to d3', meaning
 5   |   |   |   |   |   |   |   |   |   they are moving a Knight from the
     |___|___|___|___|___|___|___|___|   square designated c5 to the square
 4   |   |   |   |   |   |   |   |   |   designated d3.
     |___|___|___|___|___|___|___|___|
 3   |   |   |   |   |   |   |   |   |     On a chess board, a1 is usually
     |___|___|___|___|___|___|___|___|   'dark', while a2 and b1 are 'light'.
 2   | P | P | P | P | P | P | P | P |   A dark square is always surrounded by
     |___|___|___|___|___|___|___|___|   light squares on all sides, and vice
 1   | R |Kn | B | Q | K | B |Kn | R |   versa. Besides aesthetics, two pieces
     |___|___|___|___|___|___|___|___|   can only travel on one or the other
                                         type of tile (Bishops).
       a   b   c   d   e   f   g   h

       P = Pawn   Kn = Knight  B = Bishop
       R = Rook   Q = Queen    K = King

       Also shown on the chessboard are the placements of the various chess
pieces in the game. For the most part, there is an exact amount of symmetry to
the pieces: the back row each has two Rooks, two Knights, two Bishops and a
Queen and a King for both sides, the second row has eight Pawns for both sides,
Rooks are the furthest piece out on the back rows, Knights slightly more in, and
Bishops inner still. The Queen is always on the 'd' column and the King in the
'e' column (though a variation of the game involves the King and Queen being
reversed in row 8).

       Although the actual colors of the pieces may vary, one side is always
designated as the 'white' player, who controls the pieces in rows 1 and 2 at the
beginning of the game, and the other person is designated as the 'black' player,
who controls the pieces in rows 7 and 8. The white player makes the first move,
which can be a crucial advantage or crucially exploited, depending on the type
of game one may prefer to play.

       To win a game, a player must be able to 'checkmate' the opponent's King.
To 'check' the King means that you are in a position where you can capture the
King in the next move. To 'checkmate' means that any move the other player does
will bring him into checkmate. Refer to Checkmate section for a little bit more
detail.


------------
Chess Pieces
------------
       There are six different pieces in the game of chess, and it is fairly
crucial to know the strengths and limitations of each piece.


       Pawn
       ----
       The Pawn is the most basic piece, and each player gets an entire row of
them at the start of the game. The pawn acts as a forward guard, but is severely
limited in what it can do. When moving away from the 2-row or 7-row, you can
make a first move of two tiles forward: for every subsequent move, they can only
go one tile forward.

       A pawn can ONLY go forward under normal circumstances. However, when it
comes to trying to capture a piece, things get a little different. A pawn can
only capture a piece that is in one of the two squares that is directly
diagonally opposite of it (ie. if a white pawn is on c5, it can capture a black
piece that is on b6 or d6). On rare occasion, it can also move sideways one
square (see Other Rules --> En Passant).


       Rook
       ----
       Each player gets two Rooks, which are on the corner squares of the
board. A Rook can move in each of the four cardinal directions as far as it
wishes to: the only limitation to its movement is that it cannot go past any
other pieces.


       Bishop
       ------
       The two bishops, which are next to the King and Queen, can move
diagonally across the board. The most important thing to note is that each
Bishop stays on the color of square that they started on: therefore, the A3
Bishop will always be on a dark square, while the A6 Bishop will always be on a
light square. If one Bishop gets captured during the course of a game, this can
be a vicious hole in your defense. The only limitation to its movement is that
it cannot go past any other pieces.


       Knight
       ------
       These pieces will always start in between the Rook and the Bishop. The
Knight is easily the most versatile piece next to the Queen thanks to two unique
properties: first, the Knight moves in an L shape, where it can go two squares
up/down or right/left and then one square right/left and up/down respectively
(or one square and then two squares). Secondly, it can jump over _any_ other
piece that is in the way of its movement.


       Queen
       -----
       Easily the most useful piece on the board barring the Knight for some,
the Queen can move in _any_ direction, across the whole board if the player
wishes. The lone limitations on the Queen is that there is only one on each
side, and she cannot jump over pieces like the Knight can.


       King
       ----
       The King is a mixed bag. Like the queen, he can move in any direction.
Unlike the queen, however, he can only move one space at a time. Additionally,
he cannot make any moves that would put him into a 'check' scenario.


-----------
Other Rules
-----------
       Here, I outline three special rules that are not often used in chess.
Only one of them is widely known, with the other two being somewhat obscure.

       Pawn Advancement
       ----------------
       Throughout the whole game, the pawns are always moving forward, and
never backwards. If a pawn should make it to the end of the opponent's side of
the board (row 8 for a white pawn and row 1 for a black pawn), the pawn can be
'promoted' into a bigger piece - a Bishop, Knight, Rook or Queen. As a Bishop or
Rook is redundant in comparison to a Queen, you should only advance into a
Knight or a Queen.

       Castling
       --------
       Castling is a move that can only be done once per game per player, and
it involves the King and a Rook. First, the following conditions must be true:

       •Neither the King nor the Rook can have been moved in the game so far.
       •There cannot be any spaces between the King or the Rook.
       •If the King were to move two spaces towards the Rook, neither square
        can put the King in 'check'.

       In the case of either player, it would look like this.


      _______________________________
     | R |   |   |   | K |   |   | R |     Where all squares between the
     |___|___|___|___|___|___|___|___|   Rook(s) are empty).

       'Castling' involves the King moving TWO spaces towards the Rook, while
the Rook takes the place of the first square that the King crossed into.

      _______________________________
     | R |   |   |   |   | R | K |   |     If the King castles to the right.
     |___|___|___|___|___|___|___|___|

      _______________________________
     |   |   | K | R |   |   |   | R |     If the King castles to the left.
     |___|___|___|___|___|___|___|___|


       En Passant
       ----------
       You usually will not encounter this. However, every so often you may
face a player who does not actually know about this rule.

       For this rule to work, you need to have a pawn on row 4 (black player)
or row 5 (white player). Additionally, the opposing player must have a pawn on
row 2/7 that is one square to the right or left of your pawn, and two up/down.
He must then move the pawn down two spaces, so it is _right next_ to your pawn.
When this occurs, you can move your pawn diagonally one space as if the other
player only moved the pawn one space. Hence, you would capture the pawn 'en
passant', or 'in passing' of the square it went to.


 ___               ___                ___
| P1|             |   |              |   |
|___|             |___|              |___|       And Pawn 1 is captured 'en
|   |        -->  |   |       --->   | P2|       passant' by Pawn 2.
|___|___          |___|___           |___|___
|   | P2|         | P1| P2|          |   |   |
|___|___|         |___|___|          |___|___|

Initial        Pawn Moves 2
Position       Spaces Forward



--------
Checking
--------
       The goal of the game is to capture the other King's player. To do this,
you must first put a piece in position that can capture the King's player the
next move. If the other player cannot move his king out of a position that would
get him captured, or put a piece in front of his King as a blocker/sacrifice,
then he is considered to be in 'checkmate', which wins the game.

       The most important thing to note is that you HAVE TO be checking the
King in the first place. If you do not have him in Check, but any subsequent
move that is made will be a Check, you have what is called a 'Stalemate' - the
King is not in Check, but any move he makes puts him in Checking position. This
can be frustrating because a stalemate is usually treated as a 'draw' despite
the inferior position of one player.

       For more information on stalemates, see Wikipedia:

              http://en.wikipedia.org/wiki/Stalemate


------------------
Chess in this Game
------------------
       Although there is nothing vaguely fancy about 4 in 1 Fun Pack, for the
most part it follows the rules of chess to the line, including En Passant and
Castling. The lone exception is that you do not get the choice of what piece you
wish to advance a pawn into: it will automatically give you a Queen. Stalemate
is considered a Draw.


---------
Resources
---------

Chess.com

http://www.chess.com/


Jon Edwards: U.S. Correspondence Chess Champion

http://www.princeton.edu/~jedwards/cif/intro.html


Checkmate!: My First Chess Book (Everyman Chess) (Garry Kasparov)

http://www.amazon.com/gp/product/1857443586?ie=UTF8&tag=raofavigafa-
20&linkCode=as2&camp=1789&creative=390957&creativeASIN=1857443586



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                                   Reversi
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[REVER]

       Reversi, more often known as Othello, takes place on an 8 x 8 board.
There is a slight distinction between the two games: in the case of this game,
however, Reversi plays exactly by the Othello rule-sets. The initial positioning
of the board has two dark pieces and two black pieces on the centre four squares
of the board. Rows and columns are referred to as 1-8 working from the leftmost
column and uppermost column, with the row being the first number and the column
the second number. Hence, the upper-right corner would be 18, while the lower
left corner would be 81.

       White or Dark may play first, depending on the game.


       1   2   3   4   5   6   7   8
      _______________________________
  1  |   |   |   |   |   |   |   |   |      As shown to the left, two white
     |___|___|___|___|___|___|___|___|  pieces and two dark pieces are laid
  2  |   |   |   |   |   |   |   |   |  down at the beginning of the game, on
     |___|___|___|___|___|___|___|___|  the squares labeled 44, 45, 54 and 55.
  3  |   |   |   | P |   |   |   |   |  The player who moves first (dark in
     |___|___|___|___|___|___|___|___|  this demonstration) may place a tile
  4  |   |   | P | W | D |   |   |   |  anywhere where there exists at least
     |___|___|___|___|___|___|___|___|  one _WHITE_ tile between the position
  5  |   |   |   | D | W | P |   |   |  of the new tile and a _DARK_ tile.
     |___|___|___|___|___|___|___|___|
  6  |   |   |   |   | P |   |   |   |      Presume the Dark player put a
     |___|___|___|___|___|___|___|___|  tile on 34. The white tile in between
  7  |   |   |   |   |   |   |   |   |  34 and 54 would then be flipped over,
     |___|___|___|___|___|___|___|___|  as it is 'trapped' between two Dark
  8  |   |   |   |   |   |   |   |   |  Tiles, one which was just played.
     |___|___|___|___|___|___|___|___|


       The new set of tiles would look like this (2):

   D           WD          D          D
(2) DD     (3)   WD    (4)   DD    (5)  DD
   DW           DW          WWD        DWD
                            WW D       DD D
                              W        D W

       Where the lone white tile is at 55. White could then put a tile at 33,
trapping the Dark tile at 44 in between the white tiles at 33 and 55, making it
flip over (3).

       Later on, when you place more tiles down, you will get situations like
(4). As you can see, there is a 2x2 block of Whites. If the Dark player places a
tile underneath the first row of Whites, he can flip over the two whites right
above the tile, as well as the white northeast of the tile, resulting in (5).

       Play ends in one of three ways:

       •One player has no pieces left on the board. When this occurs, the other
player automatically ends.

       •Neither player has any legal moves left (cannot flip any tiles over).
When this occurs, whoever has the more tiles face up wins.

       •The grid is full. When this occurs, whoever has the more tiles face up
wins.


------------------------
Major Strategic Concepts
------------------------

       Corners
       -------
       Having a tile in a corner is a vital advantage to have: this is because
corner tiles _cannot_ be flipped over, as they are against two edges of the
board, and so cannot be trapped in between two of the opposite colour of tiles.
Additionally, having the same colour of tile in a cardinal direction of a corner
tile (up, down, right or left) means that that tile is _also_ stable, and cannot
be trapped. This continues on until you have a hole or a tile of the opposite
colour. Hence, if you have:

     WWWWDW     Where the W in the upper left is the corner piece, all the
     W       whites next to the corner tile cannot be flipped over. The two
     W       white tiles that come after the Dark tiles can still be flipped,
     D       but the five tiles that form a straight line out from the corner
     W       are guaranteed.


       Edges
       -----
       If play remains concentrated in the center and spreads out slowly, then
the 28 edge pieces can be fairly useful, as they can hit a long line down to the
opposite edge of the board, as well as do diagonals.


       Line-Filling
       ------------
       A tactic that is sometimes used is to try to fill up a full line,
whether it is an eight-tile going length-wise or width-wise, or a diagonal line
two to eight squares long (ie. 51, 62, 73, 84). By filling up a line with all
the same color of tiles, the opposing player can flip over at most three tiles
at a time, and often less, reducing his ability to make game-turnabout moves.


       Parity
       ------
       Parity is about trying to be the last person to fill up an empty part of
the board in the end-game, and getting the most stable tiles out of it. In
general, the player who goes first is the 'attacker', and the player who goes
second the 'defender' in this situation.


--------------------
Reversi in this Game
--------------------
       Reversi in 4 in 1 Fun Pack plays exactly as it does in real life rules,
following the Othello rule set with dark playing first and the center four
squares being filled up at the beginning of the game.



---------
Resources
---------
Samsoft

http://samsoft.org.uk/reversi/


Wikipedia

http://en.wikipedia.org/wiki/Reversi


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                               Donations/Amazon
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[DONAT]

       I don't really care too much about donations, but if you are feeling
generous, feel free to send one via PayPal to gammabetaalphafaqs AT gmail DOT
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       Other than that, considering this FAQ is for an obscure old game, if you
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                                Contact Info
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[CONTI]


       Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com

       If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com

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FAQ semi-public domain: you can host it without asking and derive information
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and give credit where due if using information


________________________________________________________________________________
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