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Jalabyrinth

Jalabyrinth is so-named because it was sort of loosely inspired by the board game "Labyrinth". It has gone through several stages of rule-modification and playtesting, and the result is what I hope to be a balanced strategy-game in which the second player CAN gain advantage over the first player with skillful playing, and which is unlike (as far as I know) any other game in the registry.

***SETUP***
Flatten the board to the bottom. Place one small cube in each corner, one player in the corners with the cubes, and raise the corners with the cubes one level.

***GOAL***
To be the first to get your cube to the opposite corner (I know, you've seen this before...but wait until you see the rules).

***RULES***
-Turns:
Players take turns. When it is NOT your turn, you must remain in one place. You may turn in place but not jump or move. A turn has two phases--a mandatory row-raising phase and an optional cube-movement phase. The row-raising phase must come first.

-Row-raising phase: You must raise one ENTIRE ROW of five columns. The row can be horizontal or vertical on the board, but NOT diagonal. You may not move your cube during this phase. You may NOT lower any columns during this phase. You can move and jump around the board as much as you want, and as much as the current configuration of the columns allows, provided you do not touch your cube or the other players'. As long as you can reach all the columns in a row with your KI-ray, you can raise that row.

-Cube-moving phase: After you have raised a row of columns, you may move your cube ONE column to any adjacent column (no diagonals). It should be impossible to move the cube to a higher level, but this is against the rules just in case. You CAN move the cube to a lower level, but doing so comes with a price: your opponent will get one extra cube-move on his next turn. You can never move your cube onto a space occupied by your opponent's cube.

-Ending your turn: You can move your cube around a bit on its new column, even move it onto other columns to help you position it, so long as it is back on the new column before you say you are done. Your turn is over when you say it is over. At this point your opponent is free to move--and you are NOT, so make sure you and your cube are positioned how you want before you say you're done.

***STRATEGY TIPS***
The first player has the usual obvious advantage--s/he gets to go first and so, if both players advance one space each turn, the first will inevitably win. What balances this out is the cube-drop rule--if you drop your cube a level, your opponent gets to advance TWO spaces on the next turn, gaining the advantage.

So as Player 1, your best strategy is to do your best not to have to drop your cube's level, or to block off Player 2 in such a way that the extra move won't help her/him if you do. If you're Player 2, your best strategy is to try to raise rows in such a way that Player 1 will be forced to drop his/her cube, giving you 2 moves and thus, the advantage.

Sheykan's picture

Jalak War-Cube

Shorah, I am Sheykan of Italian Bevin. Excuse my English. I used a translation program. I hope we understand the same.
We come to play. It is like Battle Ship. It rose to 4 notches central columns. Each player places 2 small cubes in his area of the game. Do not look beyond the wall:).

Player 1 calls a pillar of player 2 that will raise the column to show its contents. If the player 1 (or 2) calls the column where the player 2 (or 1), the player will have to turn away, walk back up the wall central raise the column and only in this case can lower the column to return in its place.

The images show the preparation of the pitch and swing. (Sorry for written in Italian:-P)



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 Ball

TEAM OPTIONS: 2 Teams required to play, but up to 4 teams can play.
SETUP: The Ref of the game must raise the four corner tiles once, that way there is an area for the teams (composed of 1 player each team or 2 players per team) to stay at. There must be 1 player/Referee who keeps score and controls the field and only that one person may control the field.
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NORMAL PLAY RULES: When the Ref (player and score keeper) drops the blue JalakBall to the center, All players must attempt to kick the ball into the opposing team goal area (identified by the symbol color on the raised columns tiles). The Red team's goal line is from the Red corner to the Green Corner, The Green corner's goal line is from the Green platform to the Yellow Platform and so on:
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When the Ball is kicked to an opposing team's forcefield (look below for Deathmath rules), the team that kicked it in scores. The ball must hit the forcefield and doesn't have to go through it. When the ball hits the forcefield, the Referee then removes the ball and drops it again. The first team to reach the set number of points wins.
OPTIONALS(Enforced by Referee) : Goalies are Optional, for 2 player teams (one kicking the ball one defending the goal)
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DEATHMATCH RULES:
The Forcefield in the JalakField is disengaged and any team mate (not including the referee, unless he/she falls, and is the only player on the team, then they can no longer play but remain Referee) that falls off the arena is disqualified and cannot return to play or recieve an invitation back until a new game begins . This means if you have 2 players on one team, and one player falls off, only the other player can participate this game. The Above normal match rules are then enforced (without forcefield).
OPTIONALS (enforced by Referee) : Goalies ^explained above. Players can all control the field.

Hope you enjoy and please feel free to drop me KI mail if you have any questions. My KI number is 8896669 and name is Alex-Macintosh. Hopefully soon I'll have a file saved so it can be made availible to load with a KI command.

Please do not claim this game as your own but ask if you'd like to share the rules on another site, via KI mail.

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