Wird von dem Darsteller eine der Regeln missachtet, wird die Darstellung abgebrochen und das nächste Team setzt das Spiel fort. Pictionary: Hier müssen Begriffe gezeichnet werden. Die Mitspieler müssen raten, um was es sich handelt. Anleitung Spiel Activity. Vorbereitung. - Hier finden Sie die PDF Spielanleitung zum Download für das Brettspiel Activity Original.
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Each player begins with 16 pieces : one king , one queen , two rooks , two knights , two bishops , and eight pawns.
Each piece type moves differently, with the most powerful being the queen and the least powerful the pawn. The objective is to checkmate the opponent's king by placing it under an inescapable threat of capture.
To this end, a player's pieces are used to attack and capture the opponent's pieces, while supporting one another. During the game, play typically involves exchanging pieces for the opponent's similar pieces, and finding and engineering opportunities to trade advantageously or to get a better position.
In addition to checkmate, a player wins the game if the opponent resigns , or in a timed game, runs out of time.
There are also several ways a game can end in a draw. Many national chess organizations have a title system of their own. Chess was included in the and Asian Games.
Online chess has opened amateur and professional competition to a wide and varied group of players. Since the second half of the 20th century, chess engines have been programmed to play with increasing success, to the point that many programs play at a higher level than the best human players.
Since the s, computer analysis has contributed significantly to chess theory , particularly in the endgame. The rise of strong chess engines, runnable on hand-held devices, has led to increasing concern about cheating during tournaments.
There are many variants of chess that utilize different rules, pieces, or chessboards. FIDE's rules were most recently revised in By convention, chess game pieces are divided into white and black sets.
Each set consists of 16 pieces: one king, one queen, two rooks, two bishops, two knights, and eight pawns. The pieces are set out as shown in the diagram and photo.
The players of the sets are referred to as White and Black , respectively. The game is played on a square board of eight rows called ranks , denoted 1 to 8 from bottom to top according to White's perspective and eight columns called files , denoted a to h from left to right according to White's perspective.
The 64 squares alternate in color and are referred to as light and dark squares. The chessboard is placed with a light square at the right-hand corner nearest to each player.
Thus, each queen starts on a square of its own color the white queen on a light square; the black queen on a dark square.
In competitive games, the colors are allocated by the organizers; in informal games, the colors are usually decided randomly, for example by a coin toss, or by one player concealing a white pawn in one hand and a black pawn in the other, and having the opponent choose.
White moves first, after which players alternate turns, moving one piece per turn except for castling , when two pieces are moved.
A piece is moved to either an unoccupied square or one occupied by an opponent's piece, which is captured and removed from play. With the sole exception of en passant , all pieces capture by moving to the square that the opponent's piece occupies.
Moving is compulsory; it is illegal to skip a turn, even when having to move is detrimental. A player may not make any move that would put or leave the player's own king in check.
If the player to move has no legal move, the game is over; the result is either checkmate a loss for the player with no legal move if the king is in check, or stalemate a draw if the king is not.
Each piece has its own way of moving. In the diagrams, the dots mark the squares to which the piece can move if there are no intervening piece s of either color except the knight, which leaps over any intervening pieces.
Once in every game, each king can make a special move, known as castling. Castling consists of moving the king two squares along the first rank toward a rook on the player's first rank, and then placing the rook on the last square that the king crossed.
Castling is permissible if the following conditions are met: . When a pawn makes a two-step advance from its starting position and there is an opponent's pawn on a square next to the destination square on an adjacent file, then the opponent's pawn can capture it en passant "in passing" , moving to the square the pawn passed over.
This can be done only on the very next turn; otherwise, the right to do so is forfeited. For example, in the animated diagram, the black pawn advances two steps from g7 to g5, and the white pawn on f5 can take it en passant on g6 but only on White's next move.
When a pawn advances to the eighth rank, as a part of the move it is promoted and must be exchanged for the player's choice of queen, rook, bishop, or knight of the same color.
Usually, the pawn is chosen to be promoted to a queen, but in some cases, another piece is chosen; this is called underpromotion.
In the animated diagram , the pawn on c7 can be advanced to the eighth rank and be promoted. There is no restriction on the piece promoted to, so it is possible to have more pieces of the same type than at the start of the game e.
When a king is under immediate attack by one or two of the opponent's pieces, it is said to be in check. A move in response to a check is legal only if it results in a position where the king is no longer in check.
This can involve capturing the checking piece; interposing a piece between the checking piece and the king which is possible only if the attacking piece is a queen, rook, or bishop and there is a square between it and the king ; or moving the king to a square where it is not under attack.
Castling is not a permissible response to a check. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and there is no legal way to remove it from attack.
It is never legal for a player to make a move that puts or leaves the player's own king in check. In casual games, it is common to announce "check" when putting the opponent's king in check, but this is not required by the rules of chess and is not usually done in tournaments.
There are several ways games can end in a draw :. In competition, chess games are played with a time control.
If a player's time runs out before the game is completed, the game is automatically lost provided the opponent has enough pieces left to deliver checkmate.
Time is controlled using a chess clock that has two displays, one for each player's remaining time. Analog chess clocks have been largely replaced by digital clocks, which allow for time controls with increments.
Time controls are also enforced in correspondence chess competition. A typical time control is 50 days for every 10 moves. Chess is believed to have originated in northwest India , in the Gupta Empire c.
Thence it spread eastward and westward along the Silk Road. The earliest evidence of chess is found in the nearby Sasanian Persia around , where the game came to be known by the name chatrang.
Chatrang was taken up by the Muslim world after the Islamic conquest of Persia —44 , where it was then named shatranj , with the pieces largely retaining their Persian names.
The oldest archaeological chess artifacts, ivory pieces, were excavated in ancient Afrasiab , today's Samarkand , in Uzbekistan , Central Asia, and date to about , with some of them possibly older.
The oldest known chess manual was in Arabic and dates to —, written by al-Adli ar-Rumi — , a renowned Arab chess player, titled Kitab ash-shatranj Book of the chess.
This is a lost manuscript, but referenced in later works. The eastern migration of chess, into China and Southeast Asia, has even less documentation than its migration west.
Alternatively, some contend that chess arose from Chinese chess or one of its predecessors,  although this has been contested. By the year , it had spread throughout both Muslim Iberia and Latin Europe.
A famous 13th-century manuscript covering shatranj, backgammon , and dice is known as the Libro de los juegos. Around , the rules of shatranj started to be modified in southern Europe, and around , several major changes made the game essentially as it is known today.
These new rules quickly spread throughout western Europe. In the 18th century, the center of European chess life moved from the Southern European countries to France.
The resulting standard game is sometimes referred to as Western chess  or international chess ,  particularly in Asia where other games of the chess family such as xiangqi are prevalent.
As the 19th century progressed, chess organization developed quickly. Many chess clubs , chess books, and chess journals appeared. There were correspondence matches between cities; for example, the London Chess Club played against the Edinburgh Chess Club in In , von der Lasa published his and Bilguer's Handbuch des Schachspiels Handbook of Chess , the first comprehensive manual of chess theory.
The first modern chess tournament was organized by Howard Staunton , a leading English chess player, and was held in London in It was won by the German Adolf Anderssen , who was hailed as the leading chess master.
His brilliant, energetic attacking style was typical for the time. The romantic era was characterized by opening gambits sacrificing pawns or even pieces , daring attacks, and brazen sacrifices.
Many elaborate and beautiful but unsound move sequences called "combinations" were played by the masters of the time. The game was played more for art than theory.
A profound belief that chess merit resided in the players' genius rather than inherent in the position on the board pervaded chess practice. Deeper insight into the nature of chess came with the American Paul Morphy , an extraordinary chess prodigy.
Morphy won against all important competitors except Staunton, who refused to play , including Anderssen, during his short chess career between and Morphy's success stemmed from a combination of brilliant attacks and sound strategy; he intuitively knew how to prepare attacks.
Prague -born Wilhelm Steinitz beginning in described how to avoid weaknesses in one's own position and how to create and exploit such weaknesses in the opponent's position.
Steinitz was the first to break a position down into its components. The level of defense was poor and players did not form any deep plan.
After the end of the 19th century, the number of master tournaments and matches held annually quickly grew.
The first Olympiad was held in Paris in , and FIDE was founded initially for the purpose of organizing that event.
Capablanca was undefeated in tournament play for eight years, from to His successor was the Russian-French Alexander Alekhine , a strong attacking player who died as the world champion in Alekhine briefly lost the title to Dutch player Max Euwe in and regained it two years later.
They advocated controlling the center of the board with distant pieces rather than with pawns, thus inviting opponents to occupy the center with pawns, which become objects of attack.
After the death of Alekhine, a new World Champion was sought. FIDE, which has controlled the title since then except for one interruption , ran a tournament of elite players.
The winner of the tournament was Russian Mikhail Botvinnik. Some sources state that in the title of chess Grandmaster was first formally conferred by Tsar Nicholas II of Russia to Lasker, Capablanca, Alekhine, Tarrasch , and Marshall , but this is a disputed claim.
Botvinnik started an era of Soviet dominance in the chess world. Previously Black strove for equality, to neutralize White's first-move advantage. As Black, Botvinnik strove for the initiative from the beginning.
FIDE set up a new system of qualifying tournaments and matches. The world's strongest players were seeded into Interzonal tournaments, where they were joined by players who had qualified from Zonal tournaments.
The leading finishers in these Interzonals would go on the " Candidates " stage, which was initially a tournament, and later a series of knockout matches.
The winner of the Candidates would then play the reigning champion for the title. A champion defeated in a match had a right to play a rematch a year later.
This system operated on a three-year cycle. Botvinnik participated in championship matches over a period of fifteen years.
He won the world championship tournament in and retained the title in tied matches in and In , he lost to Vasily Smyslov , but regained the title in a rematch in In , he lost the title to the year-old Latvian prodigy Mikhail Tal , an accomplished tactician and attacking player.
Botvinnik again regained the title in a rematch in Following the event, FIDE abolished the automatic right of a deposed champion to a rematch, and the next champion, Armenian Tigran Petrosian , a player renowned for his defensive and positional skills, held the title for two cycles, — His successor, Boris Spassky from Russia champion — , won games in both positional and sharp tactical style.
Fischer defeated his opponents in the Candidates matches by unheard-of margins, and convincingly defeated Spassky for the world championship.
The match was followed closely by news media of the day, leading to a surge in popularity for chess. Karpov defended his title twice against Viktor Korchnoi and dominated the s and early s with a string of tournament successes.
Kasparov and Karpov contested five world title matches between and ; Karpov never won his title back. From then until , there were two simultaneous World Champions and World Championships: the PCA or Classical champion extending the Steinitzian tradition in which the current champion plays a challenger in a series of many games, and the other following FIDE's new format of many players competing in a tournament to determine the champion.
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Start 7-day Trial. Key Punch 3 PDF. Key Punch Challenging group initiative to test critical thinking. Team-Building 20 - 30 min Small 8 High Energy.
Simple set-up Promotes collaboration Develops critical thinking Focus on systems Multiple variations. Save to Playlist. Randomly place a set of 30 poly-spots numbered 1 to 30 inside this roped perimeter.
When ready, invite your group to stand behind the second rope, ie starting line. Challenge your group to touch as many if not all of the 30 spots in order from 1 to 30 in less than 30 seconds.
Announce that the time starts as soon as the first person crosses the starting line and stops when the last person crosses back over the line.
Only one person is entitled to be inside the roped-area at any point in time and only this person is permitted to touch the spots in sequence from 1 to If the whole group does not return behind the starting line in less than 30 seconds, they forfeit one round.
Allow 2 to 3 minutes between each round for your group to plan their process. Monitor the time your group takes for each round and the degree to which they manage their quality.
Once complete, invite your group to reflect on their experience. Zunächst bildet ihr Teams, die aus mindestens 2 Spielern bestehen.
Jedes Team sucht sich eine Spielfigur in seiner Lieblingsfarbe aus und stellt diese auf das Startfeld. Die Begriffskarten mischt ihr und teilt sie in mehreren Stapeln neben dem Spielbrett auf.
Grundsätzlich muss man wissen, dass das Spielfeld aus unterschiedlichen Bereichen besteht. Genauer aus 6 Stück, die in jeweils 8 Felder unterteilt sind, wozu der Zielbereich und das Startfeld zählen.
Der, der gerade an der Reihe ist, zieht eine Karte, welche 6 Aufgaben enthält. The teams are given five minutes to hide their flag, and then the fun begins.
Image via army. Capture the flag rules are very straightforward. Each group designates an area that will serve as a jail for their prisoners.
There is no limit to how many times a player can be jailed and freed. While there are various versions of the game , usually a player who has been freed by a jailbreak receives a free pass to walk back to their own territory without risk of being tagged again and placed back in jail.
Sometimes, players are to remain frozen. Gewonnen hat das Team, dass zuerst das Ziel erreicht hat. Früh übt sich wer ein Meister werden möchte und die Kreativität wird hier gefördert.
Ab acht Jahren lernt man spielerisch die Pantomime sowie die verbale und zeichnerische Ausdrucksvielfalt. Perfekt für unterwegs ist diese Ausführung ohne Spielplan.
Die Begriffe werden durch einen Sonderwürfel bestimmt. Danach ist die Kreativität gefragt. Somit wird jeder Ausflug mit dem beliebten, kommunikativem Ratespiel des Autorenteams Catty und Führer zu einem Erlebnis.
Und egal, für welche Variante man sich letztendlich entscheidet, es ist mit Sicherheit für jede Altersklasse was dabei. Activity ist eines der bekanntesten und weltweit erfolgreichsten Kommunikationsspiele aus Österreich.
Sherlock Holmes Criminal Cabinet. Facebook Instagram Pinterest. Inhalt Anzeigen. Tags Gesellschaftsspiel spielanleitung Spielregeln.Erteilung von Einwilligungen, Widerruf bereits erteilter Einwilligungen klicken Sie auf nachfolgenden Button. Steeldart Abstand der Varianten werden nicht mehr hergestellt, andere sind in mehreren überarbeiteten Auflagen erschienen:. Sowohl für die aktuelle wie auch für die Ursprungsversion gibt es jeweils eine Variante, die das Spiel für drei Personen ermöglicht:. Pantomime: Das Wortmuss komplett ohne Sprache oder Geräusche erklärt werden.