First of all, please note that this game is a work in progress. I haven't tested this game yet, and will probably add a revised version of these rules once the games been thoroughly tested. If you've played by these rules, and have suggestions for rule changes, please give them in the comments. If you would like to play this game with me in Uru, please contact me at KI#: 529399
Setup: First, set the columns to the middle and lower the four columns 2 notches that are diagonally adjacent to the center column. This will require you to lower columns on the outer rim first to get at the select columns, so reraise these outer columns once you have the proper columns lowered. Next, drop 4 big cubes and place one in each of the holes formed. Drop a final cube and leave it on the center column. The result should look like the formation in the image:
(note: I'd recommend that you save columns at this point.) The game may include 2-4 players. All players begin on a corner. If the game has only two players, they must begin on opposite corners.
Objective: The object is to make it so a player is unable to move from their column during their turn, thereby trapping them on their square.
Gameplay: The gameplay is turn-based, and proceeds counterclockwise from the player selected to go first. On a turn, the player must do 2 things: first, the player must raise or lower a column one notch. The restrictions for raising or lowering columns are stated further down. Next, the player must move one square orthogonally, but not diagonally. If there is a cube in the path of the player, it will be pushed to the next square over. Restrictions on cube pushing are also further down. When it is not a player's turn, they may not move from their square or raise or lower any columns, but they may look around as much as they like.
Column raising/lowering: The first stage of a player's turn consists of column raising/lowering. A player may only move 1 column 1 notch per turn. The columns that can be moved must be in the same horizontal or vertical row as the player. That is to say, the columns that can be moved are in a + formation radiating from the player. In cases where there are no cubes in either of these rows, a player's column-movement zone will extend to the edges of the field. If however, there is a cube in the movement-zone, then the player may not manipulate any columns beyond said cube. They still may manipulate the column on which the cube stands, and columns between the player and the cube, just nothing beyond the cube.
Of course, if the view of a column is obstructed to the point where it cannot be clicked in first or third person, then you will not be able to move that column.
Regular movement: Movement may (usually) be only one space per turn and to non-diagonal squares. Most other things are only restricted by the game physics (i.e., the player can't move to a column two or more notches higher than he is, etc.) There are, however a few restrictions:
1. A player may not move onto the same square as an active opponent. (what I mean by active will be explained further down.)
2. A player may not move onto the same column as a cube, unless they move on top of the cube.
Movement pertaining to cubes: When a player moves onto a square occupied by a cube, what will happen depends on the situation and the player's choice.
1. If the column the player is on is on level with, or one notch lower than the column the cube is on, they will only be allowed to push it to the next column over, staying on the column where the cube originally sat, unless the situation doesn't allow it to be pushed, in which case the player cannot move there at all.
2. If the column on which the player begins is one notch higher than the cube, the player may either push it or choose to jump atop the cube.
3. If the column on which the player begins is TWO or more notches higher, the player may either land atop the cube or cross the cube and land on the square opposite it (if available,) effectively moving two spaces in one turn.
Restrictions on pushing cubes:
1. Though it's probably not possible anyway, a cube may not be pushed onto a higher column.
2. A cube may not be pushed onto a column occupied by a player, active or inactive, or another cube.
3. A cube with a player standing atop it cannot be pushed.
4. In order to push a cube, the column on which you stand must be no more than one notch higher than that of said cube.
5. Though a cube may be pushed onto a column one notch lower than it's own column, pushing it onto a column any lower than that is not allowed. In other words, don't push a cube onto a column 2 notches or more lower than the cube.
6. Right-angle pushes (i.e. pushing a cube to the right or left rather than straight ahead) are illegal, with only one exception: if both the cube and the player are on an edge or corner column at the beginning of the move, right-angle pushes are allowed. This is to prevent cubes from getting trapped in corners or on edges. (note: be very careful when pushing a cube onto an edge column. If you push it too far, it will be impossible to dislodge.)
Winning and Losing: When a player cannot move from their square during their turn, they have officially lost. In a two player game, the game ends right there and the other player wins, but in games of more than two players, they must sit down to show that they are out. When a player is out, he goes from being an "active" player to an "inactive player" The column where he or she sits will no longer be able to be occupied by cubes, but other players may still use them. These "inactive player" roadblocks will not be able to move from their own columns until the game ends. Once a player is inactive, they will remain so for the remainder of the game. The last active player remaining in such games wins.
So that's how you play. Hope you enjoy it.

field set-up:

Players must select a corner considered to be their "starting" corner. In a 2-player game, the players must pick opposing starting corners.
goal: move your small cube from your starting corner to the opposing corner
rules:
1) Players in a 2-player game alternate turns. Players in a 4-player game take turns sequentially by opposing corners: high, high, low, low.
2) A turn is defined as either:
a) raising or lowering a single pillar by one level, or
b) pushing one cube from the pillar it’s on to any other pillar that can be reached without pushing the cube diagonally or changing the cube's level. (exceptions: see rules seven and eight)
3) A player may raise or lower any pillar on the field.
4) A player in a 2-player game may push any cube on the board except the small cube that started in his opponent’s corner. Players in a 4-player game cannot push any of the opponents’ small cubes.
5) No two cubes may finish a turn in the same space.
6) Small cubes may pass “through” each other’s spaces when being pushed, but small cubes cannot pass through a space occupied by a big cube, or vice versa.
7) A small cube that is two levels or more above any adjacent non-diagonal pillar may be pushed off of that pillar onto one of the adjacent non-diagonal pillars. This counts as a turn, and is subject to rule five.
8) A small cube adjacent to a pillar that is more than two levels below any adjacent non-diagonal pillar may be pushed down to that pillar. This counts as a turn, and is subject to rule five.
9) First player to push the small cube from his starting corner into the opposing corner wins.
10) Players may walk or stand anywhere on the board as long as they don’t interfere with the gameplay.
11) A cube or pillar may not be moved back to the last position it occupied until the next turn of the player who moved it from that position. [In other words, you can't just reverse another player's move-- Ace*]
12) A player or players who force a draw lose the game.
Setup:
1. Set up the field so that there is a big plus-sign of one-step-raised tiles, leaving four lower tiles in each corner (picture is forthcoming)
2. Place each player in a quadrant (one of the lowered 4-tile corners). Each player must be touching both forcefield-walls in his corner, so as to be maximum distance from the center. For everything to be fair and equal, you really do need 4 players for this game. It might work with 2, but certainly not with 3.
3. Drop a "longbox" shape. This block will land in the center and take up a large portion of the horizontal arm of the plus-sign.
Play:
At a pre-determined signal (perhaps a neutral referee could count to 3), all players are allowed to move from their corners. They can move anywhere they want on the board, but they CANNOT raise or lower any columns. The player who raises or lowers a column instantly ends the round and gains a penalty point.
The goal is to get the longbox (by pushing it) to touch the floor in another player's quadrant. Doing this ends the round and gives a point to the player whose quadrant takes the longbox (points are bad).
Scoring, Rounds, and Matches:
Each time the longbox touches the floor of one of the quadrants, the player who owns that quadrant gets a point (points are bad), and the round is over. Players return to their corners, touching both walls as before, the old longbox is removed, and a new one is dropped. A new round then begins. A round is also ended if a player raises or lowers any column--in this case, the offending player automatically loses the round and a new round is begun.
Once any given player accrues 5 points, the match can end. If there is a single player who has less points than anyone else, the match is over and that player is declared the winner. If two or more players are tied for lowest score, however, then more rounds are played until there is a single player with the lowest score. All players continue to play in these tie-breaker rounds, even players who have 5 or more points--although they cannot win now, they can still help determine who the winner will be.
Tips:
Mouse movement gives you more control, but remember that if you use the mouse, you run the risk of moving a column and thus penalizing yourself. Players who are afraid this may happen might do better to stick with the keyboard in spite of its more limited control.
I have not yet playtested this game, so I don't know how well it will work in practice.
Setup: Set the playing field up as shown in the picture.

Object: Push the opposing team's bridge into one of the pits, or have both your opponents fall in any of the pits.
Gameplay: There are 2 teams. Each team has its own bridge, which is the bridge closest to the side the team begins on. Teammates will start in the corners of their side.
Players may not jump the pits. The only way they can get across is by crossing the bridges.
Teams will use both offense and defense. Offense is trying to push the opponent's bridge so it falls into a pit. Defense is pushing your own bridge in a way that counters the opposing teams efforts to push it into the pit and makes the bridge more stable. A team can play with one offensive player and one defensive player, or both teammates can assume both roles if they want. Its all up to them.
If a player falls into one of the pits, they are out of the game. If both members of the same team fall into the pit, the team loses.