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sorry

 
Dictionary: sor·ry   (sŏr'ē, sôr'ē) pronunciation
adj., -ri·er, -ri·est.
  1. Feeling or expressing sympathy, pity, or regret: I'm sorry I'm late.
  2. Worthless or inferior; paltry: a sorry excuse.
  3. Causing sorrow, grief, or misfortune; grievous: a sorry development.

[Middle English sori, from Old English sārig, sad, from sār, sore.]

sorrily sor'ri·ly adv.
sorriness sor'ri·ness n.

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Thesaurus: sorry
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adjective

  1. Expressing or inclined to express an apology: apologetic, contrite, penitent, regretful, repentant. See regret/impenitence.
  2. Feeling or expressing regret for one's sins or misdeeds: compunctious, contrite, penitent, penitential, regretful, remorseful, repentant. See regret/impenitence.
  3. Disturbing because of failure to measure up to a standard or produce the desired results: disappointing, unlucky. See happy/unhappy.

Antonyms: sorry
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adj

Definition: despicable, pathetic
Antonyms: good, hopeful, nice

adj

Definition: remorseful, regretful
Antonyms: unremorseful, unrepentant, unsorry

adj

Definition: sad, heartbroken
Antonyms: glad, happy, heartened, joyful


Word Tutor: sorry
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pronunciation

IN BRIEF: Feeling sadness or regret.

pronunciation She said she was sorry for forgetting your birthday.

Wikipedia: Sorry! (game)
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Sorry!
Sorry diamond edit.jpg
Older Sorry! board with diamond spaces
Publisher Parker Brothers
Players 2–4
Setup time 1–5 minutes
Random chance High (Cards)
Skills required Counting, Tactics, Strategy, Probability

Sorry! is a Cross and Circle board game, similar to Tock and Ludo, based on pachisi, sold by Parker Brothers.

Contents

History

The earliest variation of today's Sorry! can be traced back to England, shortly before its arrival in the United States. Sorry! was adopted by Parker Brothers in 1934, and has remained in their possession since. It is an American hallmark board game, being played by generations of Americans, as well as throughout the world. The Canadian version was Patented in 1938.

Versions

  • Sorry Nostalgia First version with diamonds, a version with a different board, wood parts and in a collector's box can only be bought from Amazon.com
  • Sorry!: Family Game Night Edition
  • Sorry!: The Disney Edition
  • Sorry! Card Revenge! Edition
  • Sorry!: The Simpsons
  • Sorry! Fun on the Run! Edition
  • Sorry Express!
  • Sorry!: The Spider-Man 3 Edition
  • Pokémon Sorry!
  • Hasbro's Classics: Sorry! Limited edition, contained a new box and with diamonds.
  • Sorry! Disney's Splash Mountain Theme Park Collector's Edition Had a collectible tin
  • Sorry! Sliders!
  • Shakin' Sorry!: Dice'n'Grab Edition
  • Shakin' Sorry! Had a collectible Sorry Keychain
  • Hasbro Adventure!: The Action Pack Also had the games Twister, Connect Four and Trouble.
  • Sorry! The Greatest Hits: The FULL Pack! Had 5 editions of the game, chosen randomnly
  • Key Quest (neopets version) Similar to Sorry!, but more Neopets-like.
  • Sorry! [Spongebob Squarepants] Edtion

Objective

Each player has his or her own "start" location and "home" location. The objective is to be the first player to get all four pawns from the start square to the home square. Sorry! is played by drawing cards instead of rolling dice. The pawns are normally moved in a clockwise direction, but can be moved backward, if directed. Moving a pawn backward can occasionally be to one's advantage.

Rules

Each player chooses four pawns of one color and one player is selected to play first.

Each player in turn draws one card from the stack and follows its instructions. To begin the game, all of a player's four pawns are restricted to Start; only a 1 or 2 card can release them to the rest of the board. Playing a 1 or a 2 places a pawn on the space directly outside of start; playing a 2 does not entitle the pawn to a second space (this is ambiguous on the 2007 Hasbro link instructions and the card instructions, but is explicit in the 1972 Sorry! game instructions).

Two pawns cannot occupy the same square. A pawn that lands on a square occupied by another "bumps" that pawn back to its own Start. Players cannot bump their own pawns back to start. If the only way to complete a move would result in a player bumping themselves, the player just loses their turn.

If a pawn lands at the start of a slide (except those of its own color) by direct movement or as the result of a switch with the 11 card, it immediately moves to the last square of the slide. All pawns anywhere on the slide (including those of the same color, and including pawns on the "end spots" of the slide) are sent back to their respective Starts.

The last five squares before home are the "safety zone". Access is limited to those pawns of the same color. Pawns inside the zone are immune to being replaced by an opponent's pawn with an 11 or a Sorry! card. However, a pawn is vulnerable to being forcibly moved backward out of the safety zone by opponents in editions that allow a player to do so. Forced backward moves can cause a pawn to exit the zone, and a pawn can only enter home upon exact count: an 8 is unplayable when there are only 3 spaces remaining, for example.

Cards and function

There are five cards marked with the number 1 and four cards marked with each number from 2 to 12. There are no 6s or 9s. There are also four "Sorry!" cards. Cards are annotated with the following actions:

1 Move a pawn from Start or move a pawn 1 space forward.
2 Move a pawn from Start or move a pawn 2 spaces forward. Drawing a 2 entitles the player to draw again at the end of his or her turn, whether the 2 itself can be used or not.
3 Move a pawn 3 spaces forward.
4 Move a pawn 4 spaces backwards.
5 Move a pawn 5 spaces forward.
7 Move one pawn 7 spaces forward or split the 7 spaces between two pawns (such as four spaces for one pawn and three for another). This makes it possible for two pawns to enter Home on the same turn, for example. The 7 cannot be split into a 6 and 1 or a 5 and 2 for the purposes of moving out of Start. The entire seven spaces must be used one way or the other or the turn is lost.
8 Move a pawn 8 spaces forward.
10 Move a pawn 10 spaces forward or 1 space backward. If a player cannot go forward ten spaces, they must go back one space.
11 Move 11 spaces forward or switch places with one opposing pawn; if the player cannot move 11 spaces they are not forced to switch and instead can forfeit their turn.
12 Move a pawn 12 spaces forward.
Sorry! card Move any one pawn from Start to a square occupied by any opponent, sending that pawn back to its own Start. Nothing happens if there are no opposing pawns on the board or there are no pawns in Start; the player instead can forfeit their turn.

Strategy

Players who have a pawn that has not moved too far away from its start area, and draw a card that allows them to move a pawn backward, can (and should) elect to move this pawn backward. Move a pawn in such a situation backward enough, and the pawn is suddenly almost home.

Remember that the 7 can be split; it is often possible to do so such that one of the pieces winds up on a slide, thus increasing the value of this card. It also provides an additional opportunity for pawns to get Home, so long as there's another pawn on the board to use up the remaining spaces.

All other things being equal, moves that cause a pawn to wind up in front of an opponent's start square are poor choices, due to the high number of cards that allow that opponent to enter. Some feel that leaving a pawn on one's own square just outside of "Start" (also known as the "Dot") is a poor position to be in since new pawns are blocked from entering play.

There are numerous strategies and tactics employed by skilled players. One such strategy is to leave the last pawn in the "Start" square and move the other pawns around the board while waiting for a "Sorry" card.

Another smart move requires two pawns in play: While marching one pawn around the board, a player can leave a second pawn near "Start" (within two squares of the dot) and wait for the 4 card to be drawn and moving the second pawn into position to run quickly "Home".

Due to the 11 (switching places), 4 (moving backwards, as noted above), and "Sorry" (allowing the player to send virtually any pawn back to its start) cards, the lead in the game can change dramatically in a short amount of time; players are very rarely so far behind as to be completely out of the game. This should be considered when playing a "Sorry" or an 11.

Slowing the game down is a risky yet effective move when given the opportunity. Essentially, when a player has the chance to switch with or hit the apparent leader, even though the move will not be to the player's immediate advancement around the board, the move should be made to keep the leader out of "Safety" and more importantly, out of "Home".

Teams

Players can elect to play the game in two teams of two. Red's teammate is always yellow and blue's teammate is always green. The game is then played as if two players had eight pawns each: for example, the yellow player may move a red pawn for any legal move. A 7 card could be split between a yellow pawn and a red one. However, a partner's pawns are not "bump-proof": if yellow were to draw a Sorry! card with only red pawns on the board, or land on a red pawn's occupied space, yellow would have to bump its teammate.

Once one of the partners has played all of their pieces into home, they continue to draw and play cards on their turn, if possible, for their partner. The first partnership to play all eight pieces in its home wins.

Variations

A variation with more scope for strategy allows for each player to play the card of their choice from a hand of pre-dealt cards.

This variation is played by shuffling a full deck of Sorry! cards, and selecting a dealer. Five cards are dealt face-down to each player. Starting player selection is decided by normal play rules. For each turn, players pick one card from their hand and play it face up. Normal rules apply. If a 2 is played, they may play another card. Being unable to play a card after playing a 2 card does not warrant the reshuffle rule, however, if able to play another, they must. At the end of the turn, that player picks up however many cards were played face-down. End rules apply. This variation is commonly coupled with point-play, noting that it is usually produces faster and more aggressive play. Similar to regular game rules, a player must play a card if able. If a player is unable to play a card (called a dead hand), that player must discard one card and draw another face-down. If the player is able to play a card, the player must do so. If the player is able to play multiple cards, the player may choose freely which one to play.

Another version, similar to the above, involves dealing out the entire deck of cards before play starts. The same rules apply as the previous variation except with very different strategy. Namely, it forces players to think about when they play certain combinations of cards. For example, if a player's first move is to lay down a 2 followed by a 4, allowing themselves to finish on their following turn, their opponents would probably stop them with a Sorry card or an 11, effectively wasting the first player's 2 and 4. Rather than playing a combination like this early in the game, it is often wise to save them until the end, when all the Sorry cards and 11s have been played. Note that players who have 2s in their hand will appear to have less cards at the end of each round than players who do not.

Bump 'Em

Hoyle Table Games, a computer game consisting of 18 board/table games offers a game similar to Sorry! entitled Bump 'Em. Instead of using pawns, the players use bumper cars. There are four teams: red, blue, yellow and green. The board does not move in a regular square, but rather follows a path akin to a freeway cloverleaf. There are no partnerships allowed.

The following cards have the following abilities. There is no specific amount of each card, due to the fact it is a chance by computer.
1: Move one bumper car out of "pit row" (start) or advance one space
2: Advance two spaces
3: Advance three spaces and take another card
4: Advance four spaces
5: Advance five spaces
6: Advance six spaces or move nine spaces backwards
7: Advance seven spaces or switch places with an opponent
8: Advance eight spaces or split the move between two bumper cars
9: Advance nine spaces or move six spaces backwards
10: Advance ten spaces
11: Advance eleven spaces or move one space backwards
12: Advance twelve spaces or move one bumper car out of pit row
Bump 'Em: Similar to the Sorry! card in the traditional game. Take one bumper car currently in pit row. Choose an opponent's car. Take their place and send them back to pit row. If the player has no cars in pit row, he must pass. Unlike in traditional Sorry! game, saving this card for later is not allowed.

The board also comes with oil slicks, which act as the Slides! and landing on a persons bumper car will "bump" them back to pit row.

Point play

Variation rules apply (Five cards in hand style play, see "Variation"). The winner is decided by achieving a certain amount of points over a span of several games.

Point system goes as follows:

Points Scenario
5 To any player with X number of their own pieces in home (X being the number of pieces in home at game's end)
5 To winner for each opponent's piece not in home
25 To winner if no opponent has more than two pieces in home
50 To winner if no opponent has more than one piece in home
100 To winner if no opponent's pieces have reached home

The winner is decided when one player achieves a set number of points agreed upon by all players before play starts. Variations for faster play include point penalties for certain cards in each player's hand at the end of each set.

Video game

Sorry for PC was released in 1998 as a Sorry! computer game. Rules are identical to normal play; however there are some options for "house rules", such as being allowed to bump teammates. Both the Classic (playing cards drawn) and Strategy (playing cards from hand) games are available.

In addition to normal play, the game provides an extra deck of cards called Way Sorry!. Along with the standard cards, it includes the following:

Happy Makes one pawn immune to being moved or attacked for one turn, much like stepping in the Safety Zone. This can cause enemy pawns to be obstructed or simply not allow them to make the best move. It also prevents pawns from sliding, if the invincible pawn is on a slide. Pawns are not eligible for this card if they are in Start or the Safety Zone. This card also allows the player to draw again, much like the 2 card.
Punish Prevents one opponent's pawn from moving for one turn. This does not protect it from being moved or attacked. Cannot be used against a pawn in Start or the Safety Zone; but if the pawn is sent back to Start before its turn comes around, it remains punished. This card allows another draw.
Buddy Moves any pawn on the outside track to the space beside the nearest pawn in either direction.
Bully Moves any pawn on the outside track to the nearest pawn in either direction and bumps it.
Way Sorry! Identical to the Sorry! card. However, with the Way Sorry! card, the player must continue bumping pawns until either the board is cleared of opponents or the player's Start is empty.

Diamond space

Older board containing diamond spaces

Older versions of Sorry! contain a "diamond space" directly one space back from the start square. This allowed the opportunity for a "10" card to be used in its variation of "one space backwards", thus allowing a freshly entered piece to move backwards one space and onto the diamond. However, once on the diamond, that piece was not allowed to move forward except by force of an opponent's Sorry! or "11" card. That piece would have to remain on the diamond square until the drawing of a 4, 10 (which would be a forced "one space backwards"), or 11 (which would be a forced "switch"). It was always subjected to an opponent's Sorry! or "11 - Switch", and likewise was sent back to start if an opponent landed on the diamond square. Thus, players could pass over other opponents' diamond squares, but never their own.

The 4 and 10 cards allow the player to move backwards. No pawn may enter its SAFETY ZONE by a backward move; however, a pawn may move backward out of its SAFETY ZONE and on subsequent turns move back into the ZONE as cards permit. If the player has successfully moved a pawn backwards at least two spaces beyond his START space, he may, on a subsequent turn, move into his SAFETY ZONE without moving all the way around the board. However, a 10 card, moving one space backward, will not allow entry to the safety zone, and is still subject to a forced move. One would need to draw two 10 cards to move a piece into the front of the safety zone.

The original English rules stated that a pawn could not pass over the diamond square (of its own colour). This would seem pretty obvious since otherwise it would be going round again rather than going to "HOME," but it could conceivably be desirable if the player could land on someone else's pawn who had nearly won. This did not prevent reaching the diamond square by means of a 10 card, backwards from the "START" square, but later being forced to move forward because no other move was available. As the pawn had not passed onto the square in the forward direction, it had not passed over the square; rather it had reversed onto it.

Sorry! Express

Parker Brothers has released a travel version of Sorry! called Sorry! Express. The game consists of three dice, four home bases, a start base, and sixteen pawns, four in each color. Up to four players can play this game. To play, each player takes a home base and sets it on a different color and all of the pawns are put on the start base no matter how many people are playing. The first person rolls the dice and gets one of four possibilities: 1. Color pawn – The player takes the corresponding color pawn from the start base and, if it matches up with the color of his home base, puts it in his home section. If not, it is put in his waiting area. When there are no more pawns of a particular color in the Start base and a player rolls that same color, he can take that color pawn from another player’s waiting area, NOT his Home section. 2. Sorry! – Take a pawn from the home section of one player’s home base and keep it. 3. Wild Pawn – The player may take any color pawn and keep it. 4. Slide – Change either ones own Home section or someone else’s Home section to a different color.

The first person to get four pawns of the same color in their home section wins.

See also

Other cross and circle games

External links


Translations: Sorry
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Dansk (Danish)
adj. - sørgelig, elendig, ussel, dårlig, ynkelig, sølle

idioms:

  • be sorry    være ked af det
  • sorry for oneself    have ondt af sig selv
  • You'll be sorry    du vil komme til at fortryde det

Nederlands (Dutch)
pardon!, berouwvol, deerniswekkend, wat zegt u?

Français (French)
adj. - désolé, navré, plein de remords, repentant, apitoyé sur soi-même, triste, minable, piteux, lamentable

idioms:

  • be sorry    regretter, s'attendrir sur, plaindre, être désolé, être navré, s'excuser
  • sorry for oneself    s'apitoyer sur soi-même
  • You'll be sorry    vous vous en repentirez/tu t'en repentiras

Deutsch (German)
adj. - traurig, faul, Entschuldigung!

idioms:

  • be sorry    jmdm. leid tun
  • sorry for oneself    sich selbst bemitleidend
  • You'll be sorry    das wird dir noch leid tun

Ελληνική (Greek)
adj. - λυπημένος, μετανιωμένος, οικτρός, αξιολύπητος, σε (κακό) χάλι, παρακατιανός, κατώτερος
int. - συγγνώμη!

idioms:

  • be sorry    λυπάμαι (που)
  • sorry for oneself    που λυπάται για το χάλι του
  • You'll be sorry    θα το μετανιώσεις

Italiano (Italian)
dispiaciuto, pietoso, contrito, pentito, mi scuso

idioms:

  • be sorry    scusarsi
  • sorry for oneself    avvilito
  • You'll be sorry!    te ne pentirai!

Português (Portuguese)
adj. - desgostoso (m), triste, desolado (m)
int. - desculpa!, perdão!

idioms:

  • be sorry    ter pena de
  • sorry for oneself    pena de si mesmo
  • You'll be sorry!    você se arrependerá!

Русский (Russian)
огорченный, сожалеющий, жалкий, несчастный

idioms:

  • be sorry    сожалеть
  • sorry for oneself    жалеть самого себя
  • You'll be sorry!    "Ты еще пожалеешь!"

Español (Spanish)
adj. - triste, infeliz, desgraciado, arrepentido, apenado, ¡perdona!, ¡perdone!, ¡disculpe!

idioms:

  • be sorry    sentir, lamentar
  • sorry for oneself    compadecerse de uno mismo
  • You'll be sorry    ¡te arrepentirás!, te pesará!

Svenska (Swedish)
adj. - ledsen, bedrövad, sorglig, ynklig
int. - förlåt!, ursäkta!

中文(简体)(Chinese (Simplified))
感到难过的, 感到抱歉的, 感到可怜的, 感到遗憾的

idioms:

  • be sorry    对...感到遗憾
  • sorry for oneself    为自己感到可惜
  • You'll be sorry    你一定会后悔

中文(繁體)(Chinese (Traditional))
adj. - 感到難過的, 感到抱歉的, 感到可憐的, 感到遺憾的

idioms:

  • be sorry    對...感到遺憾
  • sorry for oneself    為自己感到可惜
  • You'll be sorry    你一定會後悔

한국어 (Korean)
adj. - 유감스러운, 미안합니다(만), 한심한

idioms:

  • be sorry    가엾다, 유감이다, 미안하다

日本語 (Japanese)
adj. - 気の毒で, すまないと思う, 残念で, 情けない, 気の毒な, かわいそうな, 後悔して
int. - ごめんなさい

idioms:

  • be sorry    気の毒な
  • sorry for oneself    すっかりしょげて

العربيه (Arabic)
‏(صفه) فاجع, متأسف, آسف, حزين‏

עברית (Hebrew)
adj. - ‮מצטער, עצוב, מתחרט, עלוב, אומלל, מעורר חמלה‬


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