An innovative stacking game! A single piece may be moved 1 space in any direction, a stack of two pieces may be moved two spaces, etc. A stack must always be moved as a whole and a move must always end on top of another piece or stack. If pieces or stacks lose contact with the special DVONN pieces, they must be removed from the board, whoever removes the most pieces wins.
Strategy game, 2-players by Don & Co
GIPF is a pure and challenging game that combines classic systems with completely new elements. Full of surprises and offering unlimited possibilities, it will appeal to occasional players as well as to fanatic gamers.
Game pieces that allow players to add the TAMSK rules to their games of GIPF!
Game pieces that allow players to add the ZERTZ and DVONN rules to their games of GIPF!
PÜNCT is a connection game: the goal is to link two opposite sites. On your turn, you either bring a new piece into play, or you move a piece that is already on the board. The more pieces you bring into play, the more possibilities you have to make a connection. But each time you put a new piece on the board, you reveal a bit of what your plan is. The trick is to place your pieces in such a way that your opponent will expect you to do something different from what you really have in mind. As such, PÜNCT is not only about making a connection, but also about misleading your opponent! Youll have to proceed subtly!
TAMSK is the second game of Project GIPF. It is played under permanent time pressure. Both players start the game with 3 hour-glasses and 32 rings. The hourglasses are the playing pieces; the aim is to get rid of as many rings as possible. Each turn you must move one of your hour-glasses and turn it over; next you may play a ring in the newly covered space. The more spaces you visit, the more rings you will be able to play. But the more rings you play, the more difficult it will become to move your hourglasses.
Watch your hour-glasses closely; each one that runs out of time is lost! TAMSK introduces time as a substantial strategic element. If you are prepared to think fast and to play quickly without losing your cool, then you have the right attitude. Enjoy the pressure!
TZAAR is a game about making choices. Both players have 30 pieces, divided in three types: 6 Tzaars, 9 Tzarras and 15 Totts. The 3 types of pieces form a trinity: They cannot exist without each other. The aim is either to make the opponent run out of one of the three types of pieces or to put him in a position in which he cannot capture anymore. The tricky question the players will have to ask themselves on each of their turns is: "Shall I make myself stronger or my opponent weaker?" Meaning: Will you capture an opponents piece and make him weaker, or will you jump on top of one of your own pieces and make yourself stronger? If you choose to jump on top of your own pieces too often, you will probably leave your opponent with too many pieces on the board. On the other hand, if you capture too often, you may end up with pieces that are not strong enough at the end of the game. What to do? Up to you to decide!
The players each start with 5 rings on the board. Every time a ring is moved, it leaves a marker behind. Markers are white on one side and black on the other. When markers are jumped over by a ring they must be flipped, so their colour is constantly changing. The players must try to form a row of 5 markers with their own colour face up. If a player succeeds in doing so, he removes one of his rings - the first to remove 3 wins.
Played with 5 white, 7 grey and 9 black marbles on a board that gets smaller and smaller! The aim is to capture 3 white, 4 grey or 5 black marbles, or 2 marbles of each colour. To capture you must jump with a marble over another marble. Sounds easy? Not when both players play with the same marbles. And because the board gets smaller with every move, you and your opponent are forced towards a tense situation in which any move could be the crucial one...