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4 players


Ace's picture

Diamond

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.

Jalak Four-square

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.

Bridges

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.

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