Friday 30 September 2011

Board / Card Games: My Favorite Press-Your-Luck Games

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My Favorite Press-Your-Luck Games
Sep 30th 2011, 20:43

Can't StopRemember the 1980s television game show Press Your Luck? Growing up, I loved that show. Watching people as they risked stopping on a Whammy was fun and exciting, no matter how it ended.

It only aired for three seasons, but maybe Press Your Luck had a profound influence on my young brain, because today I love games that have a press-your-luck element to them -- games in which you sometimes have to take a crazy risk to win. Here are my picks for the top 10 press-your-luck games.

Image courtesy of Face 2 Face Games.

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Board / Card Games: Mancala Strategy Tips

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Mancala Strategy Tips
Sep 30th 2011, 15:31

The ancient board game Mancala has been challenging players for many centuries. If you'd like to be a better Mancala player, contributing writer Seth Brown has some strategy tips that will help you learn how to win at Mancala.

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Board / Card Games: Summoner Wars - Game Review

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Summoner Wars - Game Review
Sep 30th 2011, 10:54

Summoner Wars Master SetSince HeroScape was published in 2004, I've been a huge fan. Being able to set up epic battles between armies made up of dragons, zombies, cowboys and robots with spectacular plastic terrain... absolutely brilliant. But HeroScape was never easy to transport (given the number of expansions I bought, my game is now stored in about half a dozen large plastic tubs) and, sadly, it is out of print.

The card game Summoner Wars solves both of those problems. Designed by Colby Dauch, a big fan of HeroScape, Summoner Wars puts players in control of fantasy armies which battle on a 6x8 board. The basic rules are simple, but each faction requires a different strategy to win, and each unit within the factions has a special power.

The end result is a game that will appeal to HeroScape fans and to anyone who likes the idea of an attack-based fantasy battle game that plays in less than 30 minutes. I love it. Read more in my full review of Summoner Wars.

Image courtesy of Plaid Hat Games

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Board / Card Games: New Memoir '44 Campaign Book in December

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New Memoir '44 Campaign Book in December
Sep 30th 2011, 09:17

Memoir '44 Campaign Book Volume 2The second campaign book for the World War II game Memoir '44 (designed by Richard Borg, published by Days of Wonder, and my pick as the #4 board game of 2004) is scheduled to be available in early December. The hardcover book is a sequel to the first Memoir '44 campaign book, which was published in early 2009.

The 128-page Memoir '44 Campaign Book: Volume 2 will feature 46 different battle scenarios covering 11 campaigns in five theaters of operation:

  • Island Hoppers, covering the re-conquest of the Pacific by the Allied forces;
  • Bicycle Blitzkrieg, the lesser-studied Japanese invasion of Malaya in 1941-42;
  • Break through Normandy, a new challenge in the grand scale of the Memoir '44 Breakthrough format;
  • Fall of Poland, depicting the desperate resistance of Polish forces against the Germans in September 1939; and
  • Air Aces, following the exploits of famous air aces throughout World War II.

The book also includes 50 new game tokens. It requires the original Memoir '44 game and additional, theater-specific expansions for each of the campaigns presented.

Image courtesy of Days of Wonder

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Board / Card Games: What's Hot Now: Illinois Avenue

Board / Card Games: What's Hot Now
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Illinois Avenue
Sep 30th 2011, 10:02

Location on Monopoly Board:

Space #24, between Indiana Avenue and B&O Railroad

Cost of Illinois Avenue:

$240

Cost of Houses and Hotel:

$150 per House
$150 plus four houses for Hotel

Rent on Illinois Avenue:

Unimproved: $20
One House: $100
Two Houses: $300
Three Houses: $750
Four Houses: $925
Hotel: $1,100

Likelihood Among Property Squares:

1 of 28

Mortgage Value:

$120

Equivalent Property in U.K. Edition:

Trafalgar Square

Equivalent Property in U.S. Here & Now Edition:

Disney World in Orlando

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Thursday 29 September 2011

Board / Card Games: Puzzle Strike - Game Review

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Puzzle Strike - Game Review
Sep 29th 2011, 15:31

Puzzle Strike is a very interesting game (designed by David Sirlin, published by Sirlin Games) that uses a deck-building engine similar to that of Dominion, but the components are more like Poker chips. Contributing writer Seth Brown says that "tension is great in this game" and calls it "addictive." Read more in his full review of Puzzle Strike.

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Board / Card Games: 2011 International Gamers Award Winners

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2011 International Gamers Award Winners
Sep 29th 2011, 10:25

7 WondersThe winners of the 2011 International Gamers Awards, general strategy categories, have been announced. The civilization-building game 7 Wonders (designed by Antoine Bauza, published by Asmod�e Editions and Repos Productions) won the IGA for the multi-player category. In the two-player category, A Few Acres of Snow (designed by Martin Wallace, published by Treefrog Games) took the honors. This deck-building game is set during the long conflict between the French and the British over the land that is now known as Canada.

Congratulations to the teams responsible for both games. 7 Wonders is an excellent game which also won a 2011 Readers' Choice Award and was my pick for the #2 card game published in 2010. I have not yet played A Few Acres of Snow, but Wallace is an accomplished designer and there's little doubt I will rate the game highly when I do play it.

Image courtesy of Asmod�e Editions and Repos Productions

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Board / Card Games: What's Hot Now: Ticket to Ride Review

Board / Card Games: What's Hot Now
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Ticket to Ride Review
Sep 29th 2011, 10:01

The Bottom Line

Ticket to Ride is an absolutely top-notch game with broad appeal, playing in less than an hour and providing a lot of depth without being complicated. Players must make a variety of strategic and tactical choices, giving it considerable replay value.

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Pros

  • Great game for families and for gamers.
  • A variety of paths can lead to victory.
  • Wonderful game components, including plastic trains and gorgeous board.

Cons

  • Some players find the possible point swings to be too dramatic.

Description

  • For 2 to 5 players, ages 8 and up.
  • Published by Days of Wonder, designed by Alan R. Moon.
  • Plays in about 30 to 60 minutes.
  • Won the 2004 Spiel des Jahres, Germany's Family Game of the Year award.
  • Comes with 240 plastic train cars, 144 cards, five wooden scoring markers, and the game board.
  • Also available are TtR: Europe, TtR: Marklin Edition, TtR: CD-ROM, and the TtR: USA 1910 expansion.

Guide Review - Ticket to Ride

Players compete to build railroads across the United States and Canada in Ticket to Ride, both developing their own plans and disrupting the plans of others. The board -- which lives up to the gorgeous standards now expected from publisher Days of Wonder -- shows cities connected by rail lines of 1 to 6 in length.

At the start of the game, each player is given three goal cards; each goal card lists two cities that the player will try to connect (e.g. Los Angeles to Pittsburgh, or El Paso to Winnipeg). Players must keep at least two of the three goal cards, but may choose to keep all three. At the end of the game, you get positive points if you've connected your cities and negative points if you haven't (longer routes are, naturally, more valuable but also more risky).

Each player is then dealt four train cards, which come in the colors of the tracks on the board. On your turn, you may (1) draw two more train cards, or (2) play a set of cards that matches a line on the board and build trains on that line. Players earn points for each line built, with longer lines being worth more than shorter lines. A third option is to draw three new goal cards, keeping at least one. This continues until one player has less than three train cars remaining, when each player gets one more turn before the final scores are calculated.

Ticket to Ride quickly earned a place among my favorite games, one of only a very few to receive 5 stars. I give it an enthusiastic recommendation.

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Board / Card Games: What's Hot Now: Top 10 Political Games

Board / Card Games: What's Hot Now
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Top 10 Political Games
Sep 29th 2011, 10:01

They say that politics makes for strange bedfellows. These political board games and card games make for some good times. They are my picks for the best political games. (I have also posted an article featuring many other political-themed games.)

1. 1960: The Making of the President

1960: The Making of the PresidentImage courtesy of Z-Man Games

For 2 players, ages 12 and up. Designed by Christian Leonhard and Jason Matthews, published by Z-Man Games.
The 1960 U.S. presidential election was a contest between two dramatically different personalities: John F. Kennedy and Richard M. Nixon. Although Kennedy won the real-life election, this tremendous board game allows players to relive the event for themselves. Everything about this game is top-notch. The gameplay is superb, while the components perfectly evoke the feeling of a mid-20th century presidential campaign. 1960: The Making of the President takes 90 to 120 minutes per game.

2. Die Macher

Die MacherImage courtesy of Valley Games

For 3 to 5 players, ages 14 and up. Designed by Karl-Heinz Schmiel, published by Valley Games.
Seven regional political races take place in Germany, followed by the general election, to determine who will set policy for the next four years. Players have their party's philosophy, poll results, the ability to influence the media, and other tools at their disposal. I'm not alone in thinking this is a great political game -- it's rated in the top 25 games of all time at BoardGameGeek.com. Die Macher takes about 240 minutes (four hours) per game.

3. Twilight Struggle

Twilight StruggleImage courtesy of GMT Games

For 2 players, ages 14 and up. Designed by Ananda Gupta and Jason Matthews, published by GMT Games.
Twilight Struggle is a brilliantly designed wargame that has received widespread acclaim. One player is the United States; the other is the Soviet Union. They compete during the 45 years of the Cold War, covering such events as the Cuban Missile Crisis, the Vietnam War, and the possibility of nuclear war. Gameplay is driven by a deck of about 100 cards that is divided into "early war" and "late war" sections. Experienced players have a definite advantage by knowing what cards might come up, but the deck is very well balanced. About 180 minutes (three hours) per game.

4. Campaign Manager 2008

Campaign ManagerImage courtesy of Z-Man Games

For 2 players, ages 10 and up. Designed by Christian Leonhard and Jason Matthews, published by Z-Man Games.
Campaign Manager 2008 opens with players building a deck of 15 cards (out of 45 possible cards) that they will use throughout the game to win electoral votes in battleground states like Pennsylvania, Florida and Ohio. The first player to get past 270 electoral votes is the winner. Every game I've played has been tense to the end, exactly what I want in a political game. About 45 to 60 minutes per game.

5. Quo Vadis?

For 3 to 5 players, ages 12 and up. Designed by Reiner Knizia, published by Mayfair Games.
Who can best influence outcomes in the Roman Senate? The answer to that question will determine the winner of this game. Players try to maneuver their politicians through the committee structure and into the best positions. But along the way, they have to help their opponents because that's the only way to win all-important prestige points. Quo Vadis? takes about 45 minutes per game.

6. Junta

JuntaImage courtesy of West End Games

For 2 to 7 players, ages 12 and up. Designed by Eric Goldberg, Vincent Tsao and Ben Grossman, published by West End Games.
Politics is never more dangerous than it is in the Republica of Los Bananas. Players first elect El Presidente, who then proposes a budget that everyone must vote on. But players must watch their backs -- someone is always plotting a coup, and assassination attempts are common. Junta takes about 240 minutes (four hours) per game.

7. Koalition

For 4 to 10 players, ages 12 and up. Designed by Hartmut Witt, published by Hexagames.
This is a card game about elections in 12 European countries, with each player trying to obtain power in as many places as possible. Because there are so many political parties involved, winning with a simple majority is unusual. More often, players will need to form coalitions. Koalition takes about 150 minutes (two and a half hours) per game.

8. Louis XIV

For 2 to 4 players, ages 12 and up. Designed by Rüdiger Dorn, published by Rio Grande Games / Alea.
The French court of the late 1600s is the setting for this strategy game, in which players become members of the court and try to influence various court advisors. Being able to do so allows players to complete missions, earning benefits and scoring victory points. There is a lot of player interaction as they try to take influence away from their opponents while securing it for themselves. About 90 to 120 minutes per game.

9. Kremlin

For 3 to 6 players, ages 12 and up. Designed by Urs Hostettler, published by Avalon Hill.
At the height of its power, politicians worked to move up the hierarchy of the Soviet Politburo. Kremlin gives players the chance to secretly shape that process, promoting some leaders and sending others to exile in Siberia. The player who is able to get their Party Chief to wave to the audience three times at the May Day parade wins. About 75 minutes per game.

10. Mr. President

For 2 or 4 players, ages 12 and up. Designed by Jack Carmichael, published by 3M.
Interestingly, 3M released three separate games titled Mr. President, the first in 1965 and a second, much better-known, version in 1967. (A 1971 version also included significant changes to the gameplay.) Mr. President covers every major aspect of the election process, including nominee selection, advertising, fund-raising and debating. In the two-player game, one player controls the president and vice-president of a party. In the four-player game, two teams of candidates compete. About 60 minutes per game.

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Board / Card Games: What's Hot Now: Must-Have Board and Card Games

Board / Card Games: What's Hot Now
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Must-Have Board and Card Games
Sep 29th 2011, 10:01

If my game collection could only include 10 games, these are the games I would choose. They represent a variety of game genres (abstract, designer, party, word, and more), handle just about any number of players, and generally have excellent replay value. Of course, if I could find a way to sneak it in, I'd add a standard deck of cards as well.

1. Settlers of Catan

Settlers of Catan Box CoverImage courtesy of Mayfair Games
For 3 to 4 players, ages 10 and up. Designed by Klaus Teuber, published by Mayfair Games.
The first designer game which caught widespread attention in America, Settlers of Catan is a true masterpiece of game design. A random board layout ensures that every game is different, and there's a fine balance between skill and luck. Players compete to collect resources and use them to build roads, settlements and cities. Several game expansions are available. If you've never played, you owe it to yourself to give Settlers a try.

2. Scrabble

Scrabble Deluxe Box CoverImage courtesy of Hasbro
For 2 to 4 players, ages 10 and up. Designed by Alfred M. Butts, published by Hasbro.
Some players study Scrabble like Garry Kasparov studies Chess, but that's not necessary to have fun. It's a strong choice to satisfy any word lovers who wander by for a game or two. The deluxe edition boasts several worthwhile features, including a board that spins and holds letters in place.

3. Puerto Rico

Puerto RicoImage courtesy of Rio Grande Games
For 3 to 5 players, ages 12 and up. Designed by Andreas Seyfarth, published by Rio Grande Games.
This is an incredibly deep strategy game in which players can follow various paths to victory. Players compete to be the best at growing corn, indigo, coffee, sugar and/or tobacco -- and getting their products on the ships. Each round, players choose from a variety of available roles (e.g. builder, mayor, settler) to help achieve their goals.

4. Hollywood Blockbuster / Traumfabrik

Hollywood BlockbusterImage courtesy of Uberplay
For 2 to 5 players, ages 10 and up. Designed by Reiner Knizia, published by Uberplay.
Hasbro first published this delightful game in Germany, and Uberplay has republished it as Hollywood Blockbuster in the U.S. The name translates to Dream Factory, and it's an auction game about making movies. I'm a sucker for auction games, and my college major was radio-TV-film, so I'm also a sucker for movie games. Players compete to hire actors, directors and crew members to make Hollywood films.

5. Time's Up!

Time's Up Box CoverImage courtesy of R&R Games
For 4 to 10 players (best with 6 or 8 players), ages 12 and up. Designed by Peter Sarrett, published by R&R Games.
Players compete in teams of two over three rounds of increasing difficulty to identify the same set of celebrities. It's not as easy as it sounds, and it's hilarious. Time's Up! won a Mensa Best Mind Games Award in 2000.

6. I'm the Boss

I'm the BossImage courtesy of Face 2 Face Games
For 3 to 6 players (best with 5 or 6 players), ages 12 and up. Designed by Sid Sackson, published by Face 2 Face Games.
A great game of wheeling and dealing, I'm the Boss was published in English for the first time in 2003. As players move around the board, they try to put together deals -- but need help from their opponents to do so. Adding to the fun is the fact that those opponents not being included in the deal can send would-be deal-makers out of town, or even take over control of the deal by playing an "I'm the Boss" card. Great fun, as long as it's not taken too seriously.

7. HeroScape

Laglor - Vydar's Flag Bearer - HeroScape - FigurePhoto © Erik Arneson
For 2 to 4 players, ages 10 and up. Designed by Craig Van Ness, Rob Daviau and Stephen Baker, published by Hasbro.
HeroScape's subtitle is "The Battle of All Time" and it certainly is. Everything about this game is well done: the figures, the terrain, the rules, the scenarios. The fun starts by setting up your battlefield. The interlocking terrain pieces can be assembled in a practically infinite number of combinations. Players then draft armies -- choosing from dinosaurs, robots, samurai, and more. In my mind, HeroScape rates as the ultimate battle game.

8. Chess

For 2 players, ages 8 and up. Public domain game.
Some players spend their entire lives trying to master Chess. And having an 8x8 game board in your collection is always good (you can also play Checkers, Robo Battle Pigs, and many others). And I'd look for a Chess set that also includes Backgammon.
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9. Smarty Party

Smarty PartyPhoto © Erik Arneson
For 3 to 8 players, ages 10 and up. Designed by Aaron Weissblum and Pitt Crandlemire, published by R&R Games.
Smarty Party is the most fun trivia game I've ever played. It keeps everyone involved constantly, and it can appeal even to those whose brains aren't packed with minutiae. One player reads and others answer questions with multiple answers. For example, players may name U.S. states bordering the Mississippi River. The clever scoring system almost guarantees every game will be close.

10. Mystery of the Abbey

Mystery of the Abbey BoxPhoto © Erik Arneson
For 3 to 6 players, ages 10 and up. Designed by Bruno Faidutti and Serge Laget, published by Days of Wonder.
I needed a deduction game on this list, and Mystery of the Abbey is a good one to have along. Who killed Brother Adelmo? That's the question players try to solve in this deduction game, which encourages players to make revelations ("the killer is thin") along the path to making a straight-up accusation ("the killer is Father William"). Other deduction games I considered include Inkognito, Sleuth and the Clue DVD Game.

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Board / Card Games: What's Hot Now: How to Win at Settlers of Catan

Board / Card Games: What's Hot Now
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How to Win at Settlers of Catan
Sep 29th 2011, 10:01

The Settlers of Catan is a game about resources. You roll dice to see who gathers what resources, and try to make the best use of your resources.

While the dice may leave plenty of luck in the game, you can increase your chances of winning if you know how to use your resources. These tips will help you win your next game of Settlers of Catan.

New Settlements

Your absolute first priority in any game of Settlers should be building new settlements. Since each settlement has to be at least two spaces apart, this means you'll generally need to build two new roads whenever you want to build a settlement.

Spend your wood and brick on roads early on, and create a new settlement as soon as you can. The extra resources you get from having 50 percent more settlements than before make your first settlement a great jump forward.

Expansion

Move to a port early, if possible. The 2:1 ports are great if you have high production of the associated resource, as it means you won't have to rely on other players to get what you need.

You'll want lots of room to play new settlements and possibly reach for longest road, so try to expand by building roads towards underpopulated areas. If you're competing with someone else for the same area, move to block them if you can, but don't sink roads into going towards somewhere you can be blocked out of too easily.

Upgrade to Cities

Aside from building new settlements, upgrading your settlements to cities is the only way to increase your resource production. Generally speaking, the best spots available on the board are chosen during the initial settlement placement, so your starting settlements will probably be the ones you want to upgrade into cities first. But if you can afford to upgrade a settlement, it's almost always worth it.

Development Cards

If you started with some ore and wheat production, but not enough to upgrade a settlement, get a few sheep and buy some development cards. At worst, these are a soldier, sometimes a victory point, and sometimes a special card that will allow you to swing the game in your favor later. Holding lots of soldiers leaves you in a good position to keep the robber off of your property, and sets you up to gain the largest army bonus later in the game.

Trading

Although not as reliable as using the ports, a large part of Settlers is trading with other players. Most people won't trade with you unless they gain a boost to their position, so be sure that any time you trade, you are also gaining a boost to your position as well.

Trade on your turn to get resources you can use immediately. This not only lets you improve your board position faster, with extra roads or increased resource production, but also lets you avoid...

The Robber

The robber will strike whenever anyone rolls a seven. This is the most common number to roll on two six-sided dice, and will happen on average every six turns. For this reason, sitting around with more than seven cards in your hand is a bad idea.

Generally speaking, you want to spend resources whenever possible. Obviously, this means building new cities and settlements whenever you can, or even building extra roads and buying extra development cards. And don't be afraid to use the ports if you have a large hand of cards; shipping three sheep for a brick may seem like a bad deal, but it can help keep your hand under the robber limit while simultaneously giving you the resources you need.

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Wednesday 28 September 2011

Board / Card Games: Puerto Rico Strategy Tips

Board / Card Games
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Puerto Rico Strategy Tips
Sep 28th 2011, 20:40

Puerto RicoFirst released in 2002, Puerto Rico is a deep strategy game that requires a lot of plays to master. But contributing writer Seth Brown has put together a series of articles which will help you understand the basics and hold your own against more experienced opponents. Start with his basic strategy tips for Puerto Rico, then move on to his role-specific strategy guides:

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Board / Card Games: Runebound - Game Review

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Runebound - Game Review
Sep 28th 2011, 15:31

A fantasy adventure game co-designed by Martin Wallace (with Darrell Hardy) and published by Fantasy Flight Games? Count me in. Contributing writer Seth Brown says that Runebound delivers on the kind of "addictive adventure-game goodness" that brings you back for more. Here is Seth's full review of Runebound.

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Board / Card Games: What's Hot Now: Triangulate - by Allan Bedford - Free Board Game

Board / Card Games: What's Hot Now
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Triangulate - by Allan Bedford - Free Board Game
Sep 28th 2011, 10:02

Triangulate
An entry in the 2001 8x8 Game Design Competition.

Designed by Allan Bedford
For 2 players

 Join the Discussion
Discuss this game and any other board game on the Board Games Forum.
 
 
  Related Resources
• 2001 8x8 Game Design Competition Finalists
• More Free Board Games
 
What is Triangulate?

Triangulate is an abstract strategy board game that can be played with "found objects." In other words, it's a game, not unlike checkers or chess, but one that can be played with game pieces or other objects that you probably already have at home.

Object of the Game

Players begin with 8 small tokens each, spread around the edge of a regular chess board. Each person attempts to be the first to have 3 of their own small pieces grouped together (or Triangulated) on a single square of the board. They use larger tokens to track spaces on the board that they have already occupied. These tracks allow players a wider variety of movement possibilities as the game progresses.

Required Materials

The materials list for Triangulate is quite lean and should be easy to assemble:

  • One standard 8x8 chess or checker board
  • 8 small tokens of any single color (small coins or checkers are ideal the tokens should be approx. 1" in diameter)
  • 8 small tokens of any single color, so long as they are different than the first set of 8
  • 32 large tokens of any single color (poker chips or round pieces of thin cardboard are ideal - the tokens should be approx. 1 ½" in diameter)
  • 32 large tokens of any single color, so long as they are different than the first set of 32
Note: The small tokens do not necessarily need to be the same color as the large ones that the player is using, but each player's sets must be different from each other.

Initial Set-Up

Each player should take a set of 8 small and a set of 32 large tokens to use as their complete set of playing pieces.

Using all of the smaller tokens, set up the board to match the diagram shown below. The 'X' and 'O' symbols are simply used to distinguish between the two players. As noted above, the actual playing pieces may be any available set of tokens.

  _______________________________________________ |     |     |     |     |     |     |     |     | |     |  X  |     |  O  |  X  |     |  O  |     | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |  O  |     |     |     |     |     |     |  X  | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |     |     |     |     |     |     |     |     | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |  X  |     |     |     |     |     |     |  O  | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |  O  |     |     |     |     |     |     |  X  | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |     |     |     |     |     |     |     |     | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |  X  |     |     |     |     |     |     |  O  | |_____|_____|_____|_____|_____|_____|_____|_____| |     |     |     |     |     |     |     |     | |     |  O  |     |  X  |  O  |     |  X  |     | |_____|_____|_____|_____|_____|_____|_____|_____| 

Rules of Triangulate

Initially each small token/piece moves almost exactly as a King in chess - one square in any direction, including diagonally and backwards. This changes as the game progresses, but that will be covered in the remainder of the rules.

The complete rules are as follows:

1. Players flip a coin or use any other method to decide who goes first.

2. The player who wins the toss decides which of their small pieces they would like to move first. In order to actually make the move, the player first takes one of their LARGE tokens and places it onto the square to which they intend to move a SMALL token. (The proposed square must be directly adjacent to the original square, touching on any side or corner) They then move their small token from its current position to the new square; placing it on top of the newly placed larger token. As an analogy, think of the small tokens as frogs; while the larger tokens are the lily pads in the pond. You must place a lily pad in front of the frog so that he can leap forward onto it. Remember, if you can get 3 of your own frogs on the same lily pad, you've won.

3. The 2nd player repeats the same process:

  • First, decide which square they intend to occupy next, and place a large token upon that square.
  • Second, move the small token from it's original square onto the new square, and placing it on top of the large token.
  • Additionally, on their first move only, the 2nd player may place one extra large token anywhere on the board, provided it is NOT directly adjacent (orthogonally or diagonally) to any of their existing tokens. This is done to help balance out the disadvantage of going 2nd.
4. Play continues in this manner with a few simple additional rules being followed:
  • A player may move one of their small tokens onto a square already occupied by one of their own or one of their opponent's small token. In this case, the player does NOT place one of their large tokens in advance of the move, but simply places their small token on top of the other small token already in place. If this move is onto an opposing piece, that piece is not captured, but effectively blocked. Until the player on top moves their small token, the piece below may not move. In keeping with the analogy mentioned above; one frog may land upon another that is already occupying a lily pad. This may be your own frog, or your opponent's.
  • A player may decide to move to a square that has previously been occupied by an opponent's small token. That square should already contain the opponent's large token, which was placed there earlier. The new large token replaces the old one and the player may then occupy the square as though it were their own. In keeping with the analogy; if an opponent's lily pad is empty, you may remove it and place your own pad in it's place. Your frog CANNOT jump onto an opponent's empty lily pad.
  • At any time, a player may use their turn to move one of their small pieces any number of squares along the trail left by their own large tokens. The move must be any number of squares vertically, horizontally or diagonally and the move must not be interrupted by blank squares on the board, or those already occupied by an opponent's large tokens. Think of this move much like a Rook in chess, with the additional ability to move diagonally. This includes moving a piece to a square already occupied by another piece, since that piece is already sitting upon a square with a large token on it. You may not, however, pass any other small tokens during this type of move. If another small token is in your way, you may land upon it, but go no further. Back to the analogy; you may move a frog along any number of consecutive lily pads in a straight line, but stopping if you meet another frog.
  • Remember that no small tokens are ever captured, but can be blocked from moving, by having an opposing small token moved on top of them. Large tokens, on the other hand, are removed any time an opposing large token is placed on the square that they occupy. In other words, leaving a trail behind, does not guarantee that it will be there when you return.
  • At any time, no more than 1 large and 2 small tokens may occupy any single square on the board. This effectively allows a player to bring two of their own small tokens together on a single square and thereby prevent their opponent from placing any tokens on that square. In some ways this is like a 'check' position in Chess, in that it occurs in preparation for the third piece to arrive and for the game to be won. The arrival of the 3rd small token belonging to the same player is the only exception to this rule, for obvious reasons.
5. Play continues in this manner until one of the two players is able to Triangulate three of their own small pieces on a single square on the board.

Sample Moves

Shown below are a couple of sample moves, to illustrate how pieces move during a game of Triangulate.

Example 1

      A     B     C     D     E   _________________________________   |     |     |     |     |     | 1 |     |  O  |     |     |    |_____|_____|_____|_____|____   |     |  _  |     |     |  2 |  X  | (_) |     |     |    |_____|_____|_____|____   |     |     |     |  3 |     |     |    |_____|_____  
An example of a possible opening move. The player represented by 'O' places a large token at square B2, and then moves the small token at B1 onto the large token at B2.

Example 2

     A     B     C     D     E   _________________________________   |     |     |     |     |     |  1 |     |     |     |     |   |_____|_____|_____|_____|____   |  _  |  _  |  _  |  _  |  2 | (X) | (_) | (_) | (O) |    |_____|_____|_____|____   |     |     |     | 3 |     |     |   |_____|_____ 
Later in the game... an example of a block move. The player using 'X' currently occupies the square at A2 and has a large token beneath their small token. In a single turn, the player using 'O' may move from D2 all the way to A2 and place their small token on top of 'X'. This blocks 'X' from making any further moves with that token until 'O' moves off the square first.

Triangulate © copyright 2001 Allan Bedford.

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