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Page history last edited by ryan.kinal@gmail.com 11 years, 11 months ago

Players:  2

The Path: A square, divided into four smaller, similar squares. This will give you six lines, each of which is the length of one side of the square. Each of these lines has 7 dots, equally spaced such that there is a dot on each intersection, and two dots in each of the intervening spaces. (see image)


The Pieces: Each player gets a six-sided die, which they place on opposite corners of the board (adjacent corners would result in a win for the first player), with the five showing. Each player may rotate the die in any direction (s)he pleases prior to play, as long as the six is still the number that is shown on the die.

The Objective: Capture your opponent's die by landing on the dot that is occupied by your opponent.

The Turn: On each turn, the acting player may first spin** his die 90 degrees in either direction. move his die a number of dots equal to the number shown on the die at the start of the turn. Moving is done by rotating* the die 90 degrees in the direction of the move. The die must maintain its orientation to the board - no spinning** in the middle of the movement. (it's kind of tough to describe without sounding contradictory. I will find better wording).

Winning:  If the acting player lands on the spot currently occupied by his opponent's die, he is the winner.


*  rotating refers to rotating the die such that you change the number shown on the die (a six could become a five, four, three, or two, but not a one).

**  spinning the die refers to rotating the die such that the facing of the die is not changed (a six is still a six, but the orientation of the numbers on the side of the die has changed)


I  have a feeling this game could take a while for either player to win, especially if one player chooses to play defensively - that is, moving away from his opponent's piece rather than moving toward the piece. I wonder if it's any good...


Edit: Changed the starting value of the die such that the second player does not always win.

Comments (3)

ryan.kinal@gmail.com said

at 9:11 am on Jul 1, 2009

With the current setup, I've determined that the 15 minute version of this game would be near impossible to win. The active player knows exactly how many spaces his opponent will be able to move at any given time, and thus will not move to any space that is threatened unless forced. I think increasing the size of the board to 9 spaces on a line and adding an additional die for each player could help this (though I'm unsure). The win condition would, likely, then become the capture of one of your opponents dice.

mike.reddy@... said

at 10:00 am on Jul 2, 2009

I like the idea of using the physical nature of the die as a movement mechanic. However, I'm not entirely clear on the movement when tipping the die and moving it forward, especially on corners. Presumably the spin is the get the "right" number on top at the end of the turn. I think that strategically working out what will come up really adds to the game.

ryan.kinal@gmail.com said

at 3:59 pm on Jul 7, 2009

Thanks! I'd had the idea in my head for a while, and this seemed the perfect time to implement a simple game with it.

As for moving the die, it should maintain it's orientation to the board as it's moving. In other words, you shouldn't "spin" the die at all during movement, even around corners. I'm trying to think of a way to say that a little more clearly, but it's tough. Maybe that's a sign of unclear rules? I'm not sure.

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