Overview and goal:

Radius is a game for two players played on the cells of a hexagonal board. You will need 2 pawns in blue and 2 in orange and a supply of blue and orange stones.

The goal is to end up owning a greater number of connected stones when there are no moves left.

Setup:

The board starts out empty. One player plays with the blue pieces the other with the orange. Players in turn place a pawn on an empty cell until all 4 pawns are on the board.

Decide who goes first, turns then alternate.

Play:

A pawn must move (n) steps in a straight line such that it ends up at an empty cell with at least (n) cells immediately adjacent to it that are either empty or occupied by enemy stones (note that pawns are not stones). At least one of these must be empty. Then you must place a stone on (n) of these cells, with the restriction that at least one of the stones must be placed on an empty cell. If you place it on a cell with an enemy stone, that stone is removed first. The only thing that obstructs pawn movement is other pawns and the edge of the board.

BGG Entry

## Flock of Sheep

2 players Ages 6+ 25 min

A game where sheep leave their pen and then flock together. Your goal is to end up with a flock containing the most sheep of your color.

There are 12 2x2unit tiles (called “sheep”) comprising 2 sets of reversible tiles with black sheep on one side and white sheep on the other, having Black: White ratios of {6:1, 5:2, 4:3, 3:4, 2:5, 1:6).

One set black-up is randomly mixed with the other set white-up and then randomly dealt out in a ring enclosing the 9 central points of a go board, forming a pen.

Movement

On a turn, Sheep always move orthogonally a distance of exactly 5 steps, and if not forming a flock, they then flip over. They are allowed one change of direction per move.

The game has two phases: 1) Dispersing from the pen, 2) Flocking together.

1) Dispersing from the pen,

During the Dispersing phase, priority is given to moving sheep that have the most length of shared edges. The sheep must move to reduce the total length of connections, and the number of touching corners. The Dispersing phase ends when no sheep are touching each other.

2) Flocking together.

During this phase, the sheep may move next to one another. When they end up sharing more than a corner with other friendly sheep, they form a flock and are not required to complete the turn with is flip. Flocked sheep no longer move and may not be flipped.

It is not allowed to repeat board positions during play (for example by returning a piece that the other player just moved)

The game ends when all the sheep are in Flocks.

## Trivalent

2 players, blue and orange

You will need the hex board above and a supply of blue and orange stones.

Object

The player with the largest connected group in her color wins.

Group – A group is a number of connected adjacent stones of your color.

Play

The board starts out empty. Black spots on the board are blocked and cannot be played on.

Blue moves first, turns alternate. The pie rule is used.

Place three stones on three adjacent vertices. One out of the three stones is an opponent’s stone. You may not place two like color stones on the same column nor may you place stones on blocked vertices.

The game ends when a player is unable to take her turn.

## Kasta

Kasta is an old Norse word, meaning to throw away, discard, or dispose of.

A game for 2,3 or 4 players ages 8+

Materials

72 dice in 4 colors and an 8×9 inch rectangular rack.

Object

To be the player with the lowest score after 3 rounds.

Setup

To start a round place the rectangular rack between the players, then fill the rack with the 72 dice arranging them until they all fit inside the rack and are lying flat. Then remove the rack leaving an 8×9 pool of dice. Place the rack aside to be used as the discard pile during the game.

2 Player Game

Decide who goes first. The first player takes 3 dice from the first layer of border dice for himself and then selects 3 more dice from the first layer of border dice giving them to his opponent. Players must take care not to flip the dice when doing so. Each layer of border dice must be completely taken before taking dice from subsequent inner layers. The second player then does the same as the first.

From this point on play alternates, so on your turn you must take 3 dice for yourself and then select 3 more dice and give those to your opponent. You may also optionally do 1 of 3 things on your turn,

2) Turn a die from your hand to another side or

3) Discard a set of 4 dice from your hand to the rack that forms a pattern or sequence.

The pattern or sequences are as follows.

•4 dice with the same color and number or

•4 dice in different colors and the same number or

•4 dice in 3 possible sequences with the same color or

•4 dice in 3 possible sequences and in different colors

The round ends when the pool is empty.

Players then take one last turn discarding four dice that form a pattern or sequence from their hand.

SCORING

Add up the pips in your remaining hand. The player with the lowest score after 3 rounds is declared the winner. If a draw occurs, play another round.

3 or 4 Player Game

A 3 or 4 player game is played the same as a 2-player game; with the exception that any dice you pass off, you do so to your opponent on your left.

## Posies

2, 3 players.  Ages 7+

Materials

A hex board having 51 vertices and 54 pieces (posies) in 3 colors.

Object

The player with the highest score wins.

Setup

Players take turns randomly placing three posies of different colors, one to a vertex on the board. The remaining 3 posies are used in a variant of the game.

Definitions

Group – adjacent posies. One posy is also a group.

Play

Choose a starting player, then turns alternate.

On a turn,

1. Remove 2 like color non-adjacent posies that are separated by a straight line of adjacent posies. Removed posies are scored at the end of the game or
2. Remove 2 adjacent like color poises.

If a group is split (divided by empty spaces) into 2 or more groups, the moving player who caused the split keeps the smallest group. But if the smallest groups are of equal size, the moving player then decides which one of those to keep.

The game ends when a player cannot take his turn.

Scoring

Pink posies are worth 1 point each, Purple posies are worth 2 points each, and Green posies are worth 3 points each. Players add up their points, and the player with the highest score wins.

Two Variants

1. The rules are the same except that the player with the most posies wins.
2. The rules are the same except that at the start three posies (one of each color) are placed in a bag. The rest of the posies are used to set up the board. Next players draw one posy from the bag making sure to keep it hidden from the other players until the end of the game. At the end of the game, players reveal their hidden posy. Total all the posies in your revealed color including the one that was hidden (all posies are worth 1 point each). Then multiply the total by 3 and add in the posies not in your revealed color to your total. The player with the highest score wins.

1st place winner of the 2020 Children’s Game Print and Play Contest in the “Abstract Strategy Category” https://boardgamegeek.com/thread/2523195/2020-childrens-game-print-and-play-design-contest/page/6

## Minopoly

A 25 min game for 2 players, ages 8+

COMPONENTS

5×5 board

1 draw bag

5 cards

24 dice in four colors

Paper and pencil for keeping score

OBJECTIVE

The player who can “see” the most buildings from his side of the board when the game ends is the winner.

SETUP

1. Set the 5×5 board between the players.
2. Shuffle the five tetromino cards and deal two face-up to each player. Set the remaining card face-up and to the right of the board.
3. Place the 24 dice into the draw bag.

PLAY

The non-dealer starts and turns then alternate. Rotate the start player after each round.

The game is played over “4” rounds. A player on his turn first draws four dice from the bag. In each turn a player has up to three throws rolling four dice, setting aside any, and rolling the remainder. They do not have to use all three throws and may stop after the first or second.

Rules for dice placement:

Just like in Tetris, a player must orient the selected shape in a way that enables him to place all the dice on empty spaces. This means the shape must neither overlap with previously placed dice nor extend beyond the playing grid. If none of his two shapes allows him to place four dice according to the rules, he must pass.

Each player has two open cards, cards display one of five tetromino shapes. The active player chooses one of his cards and places this card face-up to the left of the board and then places his four dice onto the board matching the shape of the chosen card, any rotation and/or reflection of the shape may be used. He now adds the fifth card placing it next to his remaining card in front of him and passes the draw bag to his opponent.

A player unable to take his turn may pass. If both players pass one after the other, the round ends triggering a scoring phase.

SCORING

The top face values of the rolled dice represent the height of a building, a value of “1” is the shortest building and a value of “6” would make it the tallest building.

The buildings or “dice” that can be seen from your side of the board are counted in each of the five columns to determine your score. Your opponent does the same.

Scoring Example – The player on this side can see in the first column the 1, 4, 5 and 6; in the second column 2, 3 and 5; in the third column 3 and 5; in the fourth column just the 6; and in the fifth column 4 and 6. So this player sees 12 buildings for a score of 12. In addition, this player sees three out of the four buildings all having the same color in column two, he gains an additional 5 points making his total 17.

The player on this side can see in the first column the 2 and 6; in the second column 3 and 5; in the third column 2, 3, 4 & 5; in the fourth column the 3 & 6; and in the fifth column just the 6. So, this player sees 11 buildings. In addition, because this player can see four buildings in sequence and of different colors in column three, he gains an additional 10 bonus points for a total score of 21.

BONUS POINTS

Bonus points are scored after the end of a round and are only scored by the player who can see the most buildings in that column.

Score 5 bonus points for one of the following in any column:

• 4 buildings of the same color.

• 4 buildings containing all four colors or

Score 10 bonus for one of the following in any column:

• 4 buildings of the same color numbered either: 1-2-3-4 or 2-3-4-5 or 3-4-5-6. Numbers in a run need not be in descending or ascending order.

• 4 buildings containing all four colors numbered either: 1-2-3-4 or 2-3-4-5 or 3-4-5-6. Numbers in a run need not be in descending or ascending order.

After each round clear the dice from the board and return them to the bag.

## Ant Trails

Ages 10+

Two players, one plays with the red ant tiles and the other with the black ant tiles.

A hex board having 6 hexes to a side and supply of ant tiles black and red. 12 food bonus tiles in the following denominations, 4 that are worth 3 points each, 4 that are worth 2 points each, 4 that are worth 1 point each.

Setup
The board is placed between the two players. Next, the 12 bonus tiles are shuffled and placed randomly face down on nonadjacent cells of the board (with the exception of border cells).

Once all the bonus tiles have been placed flip them over. The ant tiles are placed at the reach of both players.

Play
Black moves first. Turns then alternate.

A turn consists of a player placing 2 ants in his color on the board and moving food bonus tiles along friendly ant trails.

Placing an ant tile
1) Place a friendly ant on a border cell or else
2) Place a friendly ant adjacent to exactly one other friendly ant or
3) Join the ends of two friendly ant trails by placing an ant between the ants at their ends or
4) Place an ant to join both ends of a friendly ant trail into a loop. Loops cannot be extended.

Ants are always placed on empty spaces. And they may be next to ants of the other color.

An ant may have a friendly ant in front of it and one behind it, but no more than that: ant trails don’t branch.

Food bonus tiles
When an ant is adjacent to a bonus tile you have the option of picking it up and placing it on top of the adjacent ant tile.

Scoring bonus tiles
In order to score bonus tiles, the moving player must move bonus tiles one step per turn from the top of one ant to the next along the trail until it reaches the last ant at a border cell. Any number of bonus tiles along any number of trails during a turn can be claimed in this manner.

Once a bonus tile reaches the last ant of the trail it is taken and kept for endgame scoring.

A player unable to take his turn passes. If both players pass in turn the game ends.

Scoring
Bonus tiles that are not taken before the game ends are not scored.

Players count the ants in their longest trail and add up any bonus tiles that they have.

The player with the highest score wins.

https://boardgamegeek.com/boardgame/318347/ant-trails

## Mata Mosca – WIP

Mata Mosca is my take on asymmetric games like Wolf and Sheep or Fox and Geese. And it is also, reminiscent of Leopard Games.

The game is played on a board like the one above.

16 Bi-color tokens. The black sides are (flies) and the white sides are (cocooned flies). The one red token is the spider.

2 players. One player is the Spider the other player the Flies.

The Flies move first. Play then alternates.

1) Flies move along the blue spots. Flies can move 1 to 2 steps per turn. Flies can also hop over other flies landing on an empty blue spot, this would count as 2 steps.

2) The Spider moves along the red spots. The Spider can only move one spot per turn. The Spider can capture an adjacent fly by jumping over it and then flipping the fly to its white side (cocooned side). Captures are not compulsory.

3) Cocooned flies don’t move for the rest of the game and block the Spider and the Flies from moving over them.

4) The Spider is also forbidden to move to a spot that is surrounded by any combination of flies, cocoons and the edge of the board.

5) Flies win by surrounding the Spider with any combination of flies, cocoons, and the edge of the board or if the Spider is cut off from the remaining Flies.

6) The Spider wins if he captures 8 flies.

Note:  The inspiration for MM comes from this…

It is called the Wang-Hazzard commutativity graph and it captures the microscopic detail of the mathematical functions physicists typically use to describe energy in quantum systems, reducing the calculation of quantum speed limits to an equation with just two inputs.

## Cirque

Objective: The winning player is the first to connect 5 of their stones in a row.

1) Player 1 places one stone on the first turn.

2) After turn one, each player places 2 stones per turn.

3) Two stones cannot be placed adjacent to each other (including touching diagonally) on the same turn unless they are placed onto squares of the same color.

4) Two stones cannot be played to squares of the same color during a single turn unless they are adjacent to each other.

5) Whenever a player fills in a single shape with their stones, they gain another stone to place during that turn. This stone placement must follow normal placement rules.

## Chevrons

2 players Red and Blue

A hexagonal board made up of triangles. A supply of Red chevrons and Blue chevrons and supply of Red and Blue cubes.

Play
Red moves first. Then turns alternate.

On a turn place a chevron in your color on the board along 2 edges that meet at 120 degrees. A chevron cannot be placed so that it is fully or partially inside of a previously enclosed area.

An area of empty cells encircled by edges of both colors counts for the player with the most edges bordering it. Once an area is encircled it is immediately claimed by placing a cube in a player’s color within the area. This includes areas that are encircled simultaneously for either player.

The game ends when a player is unable to take his turn.

Scoring
Players count all the triangular cells within their claimed areas.

Open areas (areas not fully encircled) and areas encircled with an equal number of Blue and Red edges are not counted.

The player encircling the greater number of cells is the winner.