recursal/Fanatic-Fandom huggingface dataset:
Arnulf Bastard

Arnulf Bastard est le fils du roi Onnophis I et de Saer, une amie de celui-ci. Il est au Palais d'Arnulf a Rexland en 1220 et est décédé en 1250 lors de la conquête de morale des clans de l'Est.

## Enfance

Il fut l'un des rare bâtards que le roi Onnophis I éleva, les autres étaient élevé par des religieuses ou des institutrices, il fut aussi élevé par sa mère Saer et son arrière-grand-mère Secha. Son éducation fut plus militaire et le roi a même pendant un moment songé a le désigner héritier du trône a la place d'Arnulf Rex.

## Mariage et Enfants

Il se maria en 1237 a Serys, une servante du Palais d'Arnulf et eu avec elle 7 filles; Sélia en 1239, Saer en 1240, Pierra et Aldiys en 1241, Elodie en 1244, Aggripa en 1246 et Annaphis en 1248.

Il eu aussi un fils bâtard avec une femme inconnue en 1241, Onnophis.

## Fin de vie

Il mourut lors de la Bataille Val-Daarch lors de la conquête morale des clans de l'Est en 1250.

Son arrière-grand-mère vécu les dernière année de sa vie triste et maussade de l'avoir perdu.
Royal Game of Ur

The Royal Game of Ur is a race game from ancient Mesopotamia. Many antique boards and even two clay "rule books" were found. The exact rules and course is not known for sure, but Wikipedia describes reconstructed Basic Rules

## Setup

   The original boards were decorated with many symbols, but their meaning is not always clear. A simple setup with the Green Box of Games can be done with 7 neutral (backside) tiles, 2x4 player direction tiles and 5 "Rosetta" tiles.

* neutral tiles in the middle row denote the "battlefield" where the player pawns will meet and capture each other.
* Rosetta tile: The player can roll the dice once more and the pawn standing on this field is safe from capture.
* Top and bottom rows are the player lanes with the start in the middle left and the goal in the middle right (refer to wikipedia for a diagram). Start and end can be visualized with cards.

You also need 2 x 7 cubes as player pawns in two colors.

You'll also need...

## Dice

The Game of Ur was played with four four-sided dice. On each die two corners had a "point" mark and two sides had "no point" mark. The points were then added together. With this a player is able to roll: 0,1,2,3,4 (but the probabilities are not equal for each result).

* If you happen to have 4 pyramidal D4 you can either paint two corners on them or just decide that 1&2=0 and 3&4=1.
* Alternatively you can get some App that has customizable dice
* Alternatively you can utilize the playing cards to emulate dice: take 4 cards with one and 4 cards with 2 dots (For clearer visuals you can choose light and dark colors, too). Then mix all 8 cards and draw 4 and count all 2 dotted cards - that's your dice points. (The probabilities are not the same as with the dice, though)
Palais d'Arnulf

Le Palais d'Arnulf est le palais royal du Royaume du Rex. Il a été fondé en 1155 par Arnulf le Rex et son frère Onnophius d'Eton. Il est situé dans la ville de Rexland, sur le deuxième plus haute montagne, Aler Mont.

## Evolution

### De 1155 a 1158

Le palais a mis 3 années a se construire, Arnulf le Rex et son frère l'on construit car le peuple de leur petit comté Rexland commencé a en avoir marre de leurs dirigeants.

### De 1158 a 1199

Le palais fut régit par les deux frère, et abritais la famille Rex, la famille Ocotlor et un paquet d'autres familles.

Il n'est devenu un palais royal qu'en 1199 lorsque le petit fils d'Arnulf le Rex, Arnulf I, dit le "jeune" est élu roi et protecteur du tous nouveau Royaume du Rex.

### De 1199 a 1201

A la mort prématurée du son neveu Arnulf I, Arnulf II monte sur le trône et devient donc le propriétaire du palais, par conséquent il engage une extension appelé par le suite "L'Aile Ouest", elle fut commencé dès 1199 et fini peu de temps avant le décès du roi en 1201.

### De 1201 a 1216 : La régence

A la mort d'Arnulf II, son héritier Onnophis étant trop jeune pour régné, la reine mère prit la régence du royaume jusqu'en 1202 lorsqu'elle décéda.

Alors Eton Rex, oncle du jeune roi pris la régence. Le palais n'eu aucune modification jusqu'en 1214 où le régent pris la décision de raser la Tour d'Onnophius, puis en 1216, le combat entre l'oncle et le neveu commença et la salle du trône fut détruite par moitié lors de la bataille d'Onnophis le grand. Les travaux de reconstruction commencèrent dès les semaines qui suivirent

### De 1216 a 1261

Durant ces années deux rois se succédèrent, Onnophis I puis son fils Arnulf III et rien de spécial n'eu été fait, si ce n'est les réparations de la salle du trône qui se sont terminé en 1220, car il en a profité pour l'agrandir.

### De 1261 a 1268

Pendant le règne d'Arnulf IV le palais se vit avoir toutes les vitres changé a cause d'un tremblement de terre les ayant toutes détruites en 1262 et de même en 1266.

Il y eu aussi quelque dégâts lors de la folie du roi en 1268 quand le roi et son frère Arlphis I se combattirent.

### De 1268 a 1327

Le palais ne changeas guère sous ces deux rois Arlphis I et Onnophis II.

### De 1327 a 1334

Alors que leur père, Onnophis II est mort les deux soeurs se battirent le trône. Analys I, la seconde fille fut désigné comme héritière par le conseil et sa soeur Aquilina I fut exilé or de la capitale. En 1334, une attaque fut lancé par Aquilina et le palais explosa détruisant avec lui la moitié de Rexland et tuant les deux reines. (cf. La succession du sans couilles).

## Maîtres du palais

* 1155-1190 : Onnophius d'Eton et Arnulf le Rex
* 1190-1199 : Arnulf le Rex
* 1199 : Arnulf I
* 1199-1201 : Arnulf II
* 1201-1202 : Aggripa Sentinelle
* 1202-1216 : Eton Rex
* 1216-1249 : Onnophis I
* 1249-1261 : Arnulf III
* 1261-1268 : Arnulf IV
* 1268-1324 : Arlphis I
* 1324-1327 : Onnophis II
* 1327-1334 : Analys I
Memory Blocks

This game is Memory with a twist, and invented by my daughter Miranda. The object of the game is, like Memory, to have the most matches.

The game can be played by 2 to 4 players.

### Components

- All tiles

- 6 same colored cards per player. Use cards with pink and brown backgrounds to get a set of cards with values 1-6 for each player.

- All same colored blocks per player

- One meeple per player

- 1 D6

### Setup

Put all the tiles, randomized, in a grid face-down, freely accessible for all participating players.

Put down the 6 cards (ranging from 1 pip to 6 pips) in front of you, and your colored cubes in easy reach.

### Play

Each turn consists of:

1. One player who's turn it is will roll the D6.
2. Each player puts their meeple on the card matching the pips which is shown on the D6.
3. The players take turns putting their colored block on the card they intend to turn over, starting with the player who rolled the D6.
4. All players simultaneous turn over the tile the picked.
5. If the symbol of the tile matches the symbol of the card containing your meeple, keep the tile turned, and leave your colored block on the card. Having a match will also allow you to switch two cards on the grid.
6. If the symbol on the tile doesn't match the symbol on the card containing your meeple, place it face down again, and take your cube back.

This sequence will continue until either:

* All tiles are claimed
* One of the players runs out of cubes.

### Game end

Each player counts the matches they made, and the one with most matches wins the game.

Play-through video, with Dutch commentary, can be found here
Otto von Bismarck

## Introduction

In this combat game you try to remove the opposing troops from the battlefield while recruiting and protecting your own.

## Setup

Shuffle the deck. Deal 4 cards and give 4 cubes (any colour) to each player. Determine starting player randomly.

## Play

On your turn you play exactly two cards to perform two actions. The actions follow the symbols on the card you play. You are not allowed to play two of the same action.

- Drop (1): Recruit one new soldier, i.e. take one new cube and add to your stack

- Circles (3): Recruit 3 new soldiers. In addition, select one other player who recruits one soldier

- Wall of bricks (4): Place the card on the table in front of your troops to illustrate a defensive wall. You can stack multiple walls.

- Arrow (6): Shoot at one single opponent to remove one of their soldiers. If the opponent you target has a wall, your shot will destroy it (i.e. discard a card from the wall) without affecting the troops behind it.

- Hammers (2): Engage in a melee with one opponent, removing two of their soldiers and one of your own. If the opponent has a wall discard one card from their wall and remove only one soldier.

- Eye (Wheel / 5): Infiltrate one opponents camp and convert one of their soldiers to your own, i.e. move one cube from their stack to yours. You can not infiltrate if you have a wall, unless you discard it first, but this action is not affected by any walls the opponent has.

After having played two cards and performed the apporipriate actions, you draw two new cards and play passes to the next player.

## Winner

When the draw deck is depleted, every player gets one final turn, including the player who drew the last card. Then the game ends, and the player with the most soldiers on the table wins.
Rexland

Rexland est la capitale du Royaume du Rex.

## Monuments et lieux

il est impossible de décrire toutes les rues et tous les quartiers de la ville, c'est pourquoi seul les monuments, places, montagnes et quartiers les plus importants figurent dans cette liste.

* le Palais d'Arnulf
* Les montagnes : Aler Mont, Rex Mont et Le Mont des marchands
* La Place Onnophis le Grand
* Le Château Aggripo
* Le Château Arthurien
* La Place du Grand Moine
* L'Elior du Grand Moine
* La Place Arnulf le Rex
* La Place Arnulf le Jeune (Anciennement la Place de la grande fontaine)
* Le Port d'Erlius Bastard
* Le Palais de Justice Nord
* Le Palais de Justice Arnulf le Rex
* Le Monastère de la gratitude
* Le Grand Monastère
* Le Palais Princier
* Le Quartier des Fleurs
* La Rue de la Reine-Mère
* Le Châtelet du berger
* Le Palais Vickist
* La Rue Du roi
* La Place d'Aggripa
* La Prison AntRex
* La voie des voleurs
* Le Quartier des Bordels
* Le Quartier du Poisson
* Le Grand Hôpital
* L'Hôpital Royal
* Le Palais de la Garde
* Le Palais Cresci

## Fondation

### Selon la légende

D'après les histoires raconté la ville aurait été fondé par Arnulf d'Eton I, dit la licorne, par la magie des Dieux de Rex en l'an 707.

### La réalité

En réalité la date ou la façon dont a été fondé la ville est inconnue, l'histoire la plus probable est Le conte des Marchands qui voudrait que ce soit deux familles marchandes, Les D'Antili et les Derluis, qui aurait fondé la ville en y installant leur commerce, l'une la laine, l'autre l'acier et qu'au fur et à mesure des gens sois venus y commercer.

En tous cas se qui est sur c'est qu'a la base la ville s'appelait Eton et c'est de là que viens le premier nom de la Maison Rex, d'Eton.

## Lieux

Elle est situé dans les Plaines de Borvial, sur des kilomètres autour de la ville ne s'étant que champs et plaines vides que des quelques maisons de paysans. Il n'y qu'une autre ville en ces lieux, il s'agit de Bonnes, une ville si petite par rapport à la capitale qu'elle n'en fait même pas le centième du quart.

## Maison Mère

La Maison mère de cette ville est la Maison Rex.
Roboty

Roboty is a contestant in the camp. He is played by Yellow Face, He was on Sotp Sign's Officers, then he switched to

## Roboty

### Team

**Stage 1:** Sotp Sign's Officers
**Stage 2:** The Team of Decent People

### Rank

TBA

The Team of Decent People.

## Basic Information

Roboty came into the game when there were 63/62 contestants left.

He later became a team captain and lost his team challenge of that stage of the game, and was in the bottom 3
Downloads

## Rulebooks:

Official rulebooks included in the "Second to None" Edition Green Box of Games:

English: Greenbox 2-0 rules english aug2017 (PDF 5mb)

German: Greenbox 2-0 regeln deutsch aug2017 (PDF 5mb)

French: Greenbox 2-0 regles francais aug2017 (PDF 5mb)

Additional rulebooks:

Polish translation of the official rulebook: Greenbox 2-0 rules polski (PDF 3mb)

Rules for 12 games designed by the community for the **Kickstarter campaign**: Greenbox rulebook kickstarter 2017 (PDF 7mb)

Rules for 12 games designed by the community for the **summer 2018 Design Contest**: Greenbox rulebook 2018 contest (PDF 3mb)

11 games (including meeples) designed for the **2019 “Contest X” Design Contest**: Greenbox rulebook contest2019 final (PDF, 2 mb)

## Print and Play:

Cards and tiles are available as Print-and-Play downloads here.

Tiles: Tiles pnp Second to None Edition

Cards: Cards pnp Second to None Edition

To play most games you will additionally need a number of wooden cubes or other tokens of different colours. The standard set includes 10mm cubes, 20 of each of the colours red, green, blue and yellow, but not all games use all the cubes. Also, some games use one or two regular six-sided dice.

## Creative assets

If you want to create illustrations for your own rulesets, or something completely different, you can find a lot of useful files in this folder on Google Drive. This collection of assets contains pdfs and pngs of all cards and tiles, front and back, the different symbols as separate files, and even some cubes.

## Licensing

The Green Box of Games – including all rules, files, artwork and other assets – is available under a Creative Commons BY-SA-NC license. This basically means you can use it for what ever you like, as long as you tell people where you got it from and you don’t try to make money from it.
The concept and design of the Green Box of Games and all rulesets in the official rulebooks should be attributed to Jørgen Brunborg-Næss. Rulesets for other games found on this wiki may be the work of other authors, and should be attributed according to the information found on the individual game page.
Tunnel Run

This game is heavily inspired by the great game Cartagena (2000), developed by Leo Colovini. We fully recommend getting a copy of the game for the full pirate experience, but you can also mimic some of the game mechanics using the Green Box.

One really cool thing about Cartagena is that although it’s labelled as an 8+ game that provides sophisticated strategic choices to all ages, you can easily reduce the rules and complexity to play with younger kids. All the way down to the most basic: Draw one card, find the right symbol on the board and move your piece forward to that symbol. This plays right into the flexibility of the Green Box as well, where we encourage players to come up with their own games and variations.

Here are suggested rules for a variant that can be played with children around the age of 7:

### At a glance:

2-4 players

20 minutes

Complexity: low

### Components used:

* All 36 symbol tiles
* All cards
* 3 colored cubes pr player

### Setup:

Sort the symbol tiles in 6 stacks, each containing all 6 different symbols. Shuffle each stack, and use them to build a “tunnel”, or track. The shape can be anything you like, straight, spiral, serpentine. Place all player cubes outside one end of the tunnel. Shuffle the cards and deal 3 cards to each player. Select a starting player randomly, or let the youngest players start.

### Play:

On your turn, you play one card from your hand. Take one of your pieces and move it forward towards the end of the tunnel. Stop when you reach a tile with the same symbol as the card you played. If this tile is occupied by another cube, keep moving until you reach the next. If you reach the end without coming across an available tile, place your piece outside the tunnel. This piece has completed the track and exited the tunnel.

When you have played one card and completed your move, draw a new card from the deck. Then it’s the next players turn.

### Winner:

The winner is the first player to get all her or his pieces to the exit.

### Variations:

Try different numbers of cards and pieces pr player to adjust the level of complexity.

### Advanced rules:

In the original game of Cartagena, the movement rules are a bit more complex. Each player plays with six pieces. You play a card to move forward as described above, but you do not draw new cards every turn. In order to draw new cards, you must move one of your pieces backwards until you reach an occupied tile. If this tile has one other piece on it, you draw one card, if it has two pieces, you draw two cards. If it has three pieces you must continue backwards to the next occupied tile. In addition, on your turn you can do a total of three movement actions (forwards or backwards) before play passes to the next person. Check out  BoardGameGeek for the full official rules with more variations.
Grenade Salad

Grenade Salad is a light-weight tactical combat game in which soldiers (cubes) battle it out in an open playing field in the middle of the table. Use the different actions on the cards to deploy troops and attack.

### Components used:

All 54 cards

20 cubes pr player

1 tile (for measuring distances)

### Setup:

Give each player his set of cubes (soldiers)

Take 5 soldiers from each player, shake them up in your hands, and drop them in the middle of the table. Take a few attempts to find the right height to make the drop. You want the soldiers to be clustered fairly close together, but not all in one heap.

Shuffle the deck and deal 5 cards to each player

### Play:

The sequence of play is quite simple:

* Move one soldier. Any soldier can move in any direction on the table. Maximum movement distance is the width of a tile.
* Play up to two cards from your hand, carry out their effects in turn
* Draw new cards from the deck to replenish your hand up to five

#### Card effects:

Killed soldiers are taken by the player who killed them, and are counted as points at the end of the game.

Play continues until the deck is empty. At this point play can continue as long as players are still able to play cards. The exception is that you are not allowed to play the “three circles” card during this time. If you can not play a card (for instance if you hold a mine, or a close combat card but have no targets in range), you may pass, but you are still allowed to move a soldier. You may play again in a later turn if the situation has changed. If all players pass in sequence, i.e. are unable to play any cards, then the game ends.

### Winner:

The game ends when all players have played all their cards from hand, or they have passed. Living soldiers on the table count as 3 points, and all killed soldiers count as one point each. The winner is the player with the most points. In case of a draw, the player with most soldiers in reserve wins.
The Main Battle

This is an adaptation of the game Battle Sheep (2010, Francesco Rotta) . Just like “Hey, that’s my fish”, Battle Sheep is an elegant abstract tactical game disguised as a children’s game, and it is a good fit for the Green Box.

## Setup:

Select 9 tiles for each player. You might want to balance the number of each symbol available, but a completely random selection can provide a more unpredictable experience and add replay value.

Build some kind of hexagonal board with the tiles face up. A compact symmetrical board is probably best for the first game, but you can experiment to add freshness.

Give each player 9 cubes of their chosen colour and select a starting player. Starting with the last player and moving counter-clockwise the players now select a starting position where they place all their 9 cubes.

## Play:

Taking turns, each player can move any number of cubes in a straight line in any direction. The cubes must move as far as they can before stopping. They can not pass over the cubes of another player. You must always leave at least one cube in the space where you are moving away from.

## Winner:

The game ends when no players are able to make any more moves. Count 1 point for each space occupied by a player, and add 1 point for each set of 3 symbols the player controls. The winner is the one with the most points.

## Variations:

The two-player game is rather small and short, but you can try playing with all 36 tiles and 18 cubes pr player. We recommend using two starting positions pr player, as moving 17 cubes around in the beginning can be quite difficult. 3 players can similarly use 12.
String of Beads

String of Beads is a fun little game testing the players ability to identify the correct sequence in symbols and colours, and their skill in planning ahead. The goal is to get rid of all cards in your hand by matching the symbols or colours on the board.

## Setup:

You need 4 tiles of each symbol, so2 4 tiles in total. Sort the tiles in four stacks with 6 different symbols in each. Shuffle each stack and use one stack at a time to build a String (line of tiles).

Shuffle the cards and deal 8 cards to each player.

Have one cube of each colour ready.

## Play:

On your turn you may place one cube of the colour of your choice on the Active Tile. When the game starts, the Active Tile is the first tile in one end of the String. With each players turn, the Active Tile shifts to the next tile in the String.

Now you must play one or more cards from your hand.

Starting with the Active Tile, you may play one card that matches either the symbol of the tile or the colour of the cube you placed on it. Then you can move to the previous tile in the String, and play another card matching either colour or symbol. Continue until you are unable or unwilling to play any more cards, or until you have reached the last tile occupied by a cube. You are not allowed to skip a tile, all the cards you play must correspond to an unbroken string of tiles/cubes on the table.

At the end of your turn, draw two more cards from the deck. Shuffle the played cards into the deck when necessary.

## Winner:

The first player to play all the cards in her hand is the winner.
Santa's Delivery Crew

As members of the SDC, your job is to make sure Santa has the right presents at hand at the right time when he visits the houses of the nice children around the block.

## Santa's Delivery Crew

### Components used

All cubes, all cards, one red meeple, drawbag

## Setup

Find three tiles with each symbol and arrange them in a rectangular track. These are the Houses of the block.

Take Santa (the red meeple) and place him in one of the corners.

Put all the Wishlists (cubes) in the drawbag. Now draw one random wishlist to place on each House around the block.

Shuffle the Presents (cards) and deal 5 to each player.

(Note: This game is created for the MMX Expansion featuring black and white cubes. If you do not have those, you may remove all black and white cards, or make up your own rules for these cards)

Youngest player is the First player and takes a die.

## Play

The First player draws a number of new Wishlists from the bag equal to the number of players, and places them in the center of the table. Starting with the First player and taking turns, each player selects one Wishlist and places it onto one House. There can never be more than 4 Wishlists in any one House.

When all Wishlists have been placed, the First player rolls the die. Place the die on the House where Santa is currently standing, and move Santa clockwise a number of houses as indicated by the pips on the die. Only count the houses that currently have Wishlists on them.

Now players take turns playing cards from hand to deliver Presents, starting with the First player.

One player can deliver Presents to one single House, but you may deliver as many as you can to that one House. You may deliver Presents to any House that Santa has passed this round, including the ones where he started and ended. Each card played must match the symbol of the House, and the colour of one of the available Wishlists. After playing one card, take the corresponding Wishlist and keep it in front of you. When you are done playing cards you may draw new ones to replenish your hand up to five cards. If you are unable or unwilling to play cards you may in stead draw two new cards and add to your hand.

## Winner

The game ends immediately when the draw deck is empty. With 4 or more players you should reshuffle the deck once, and end the game when it is empty the second time. Reshuffle more times if you want a longer game.

When the game ends, all players count the cubes they have acquired, and the player with the most is the winner.

Optional scoring: 2 points for majority in any colour, and 3 points for each complete set of all 6 colours.
Speed

Speed is a speedy card game for two players in real time where the goal is to get rid of your cards with higher speed(!) than your opponent, by matching cards on either symbol, colour or number. It is a variation of a game also playable with a standard deck of cards (see Wikipedia), and similar to Blink(Reinhard Staupe, 1995) and probably a few others..

### Setup:

Split the deck in half, giving 27 cards to each player.

Each player takes the top card and places it face down in the middle of the table. Each players also draws three cards to her hand.

On a count of three, each player turns over their starting card, and the game begins immediately.

### Play:

There are no turns in this game, both players play cards as fast as they can.

You can play a card to any one of the two piles on the table if it maches either the number, the symbol, or the (border) colour of the current top card of the pile.

You can draw new cards at any time, but you can never have more than 3 cards in your hand at the same time.

### Winner:

The first player to empty his deck and his hand is the winner.
Patolli

Patolli is an historical race game from Mesoamerica. There are slight variations in the board layout, but in general it is a circular course folded into a cross shape. The 2 players start on adverse sides with 6 "men" markers. Additionally the players have an equal amount of "treasures" and the game ends, when one player has lost all of those. Which means that it might be necessary to play multiple rounds.

## Setup

You can build a small Patolli board by utilizing the divided fields on each tile and moving up and down each arm of the cross in counter clockwise direction.

* Middle: A wheel tile
* Add a cross arm on each side: neutral, crossed hammers, neutral.
* At the outer edge you can place a yellow marker between the two outermost fields
* To make the start and ending fields clearly visible: Place two cards with their black and white side pointing to the end field in the middle (see photo). Actually the starting field is +1 field CCW from the end on the left arm of the cross (but you can as well start in the middle for clarity's sake). The end has to be hit with a precise dice roll.
* 2 x 6 cubes as player markers
* 2x 10 cubes as treasures. They can have random colors, but if you don't have the Meeple Mini Expansion you need to define all 4 colors for edge-marker (preferably yellow), 2x player colors and one treasure color.
* Optionally: You can also place one tile as a "sacrificial stone" where all the lost treasures are stored... Alternatively you can play by giving lost treasures to the opponent (this would prolong the game since each player has more chances to lose and gain treasures again...)

## Dice

Patolli was played with 5 beans that were marked on one side (5x d2) where one side counts "0" and one side counts "1". Which means the players can roll: 0,1,2,3,4,5, but the chances are not equal for each number. If you don't happen to have beans lying around:

* The easiest way is to use coins
* Alternatively get an App that allows to customize dice
* You could also use a six sided dice and count 6 as 0, but the probabilities would be different.
* You can also utilize the cards by using 5 cards with one point and 5 cards with two points, shuffle, draw 5, count the cards with 2 points. However, the probabilities would be different here, too...

## Landing on Special fields

* Middle: 4 fields, It is allowed to capture enemy markers here, it is returned to the opponents queue and she has to give one treasure to the player. On all other fields it is not allowed to beat an opponents marker and that field is blocked
* Crossed Hammers: 4 fields on each arm of the cross, If a player's marker lands on this field she has to give one treasure to the opponent/storage
* Outer fields: 2 on each cross arm: Roll again, another turn.
NIM

Contest entry for the Summer 2018 Design Contest

Designer/Entrant: Vegard Farstad

## Description

Nim is an ancient, traditional abstract strategy 2-player game played with stones, coins or other counters. It is a "solved" game with a winning strategy, but it's not so easy to find it if you play with many pieces, and it's a great game for learning to think strategically.

## Components

As many cubes as you wish, the colour doesn't matter.

## Play

One player picks any number of cubes and places them in heaps, deciding the number of heaps and the number of cubes in each heap. The other player makes the first move.

In turn, each player takes one or more cube(s) from (only) one of the heaps. The winner is the player who makes the last move, so there are no cubes left afterwards.
Rush Maze

Contest entry for the Summer 2018 Design Contest.

Designer: Kyrre Havik Eriksen

New suggested name is "Rush Maze" as you are building a maze with the tiles, while you are rushing to be the first one to get rid of your hand of cards.

### Goal

The first player to play all of their cards first.

### Pieces

* One cube for each player
* All the tiles
* A deck of 36 cards, where each colour only has one of each symbol (see rule book for how)
* First player token (use on of the coloured cards)

### Setup

Give each player a coloured cube (one colour per player). Then shuffle all the tiles, and the deck of cards. Set the stack of tiles to the side, and put one tile for each player in the middle of the board. Then put the players cube on one tile each. Deal out 6 cards if two players, 8 cards if three players, and 10 cards if four players. Then set the deck aside.

Give the first player token, to a random player.

### Gameplay

The game i split into rounds, where each player takes their turn of two actions. You play a tile, and move your cube (as many times as you like). Draw a new card from the deck at the end of your turn.

At the end of the round move the first player token to the next player. That player then begins the next round.

#### Play a tile

Draw the top tile from the stack, and place it adjacent to you cube (north, east, south, west). If there are no available spot, the tile is put at the bottom of the stack.

#### Move your cube

To move your cube, you need to play a card matching the symbol at the tile you are moving to. Then move your cube to that tile. You can do this as many times as you like.

Note: You can not cross a tile, or move to a tile, that you previously moved to this turn.

### Winner

The first player to play all of their cards are the winner. Immediately when a player has played all of their cards, the game is over. You don't draw at the end of your turn.
Flick Flack

Flick Flack is a dexterity game where the players flick their cubes across the table, trying to make them land on tiles with symbols matching the available cards.

## Setup:

Sort the tiles by symbol, and split each symbol into three stacks with one, two and three tiles respectively. Put all tile stacks next to each other in three rows, the ones first, then the twos and then the threes. This forms a staircase with three steps, each steps containing six spaces with the six symbols. Put the staircase at the far end of the table.

Shuffle the cards and place 6 cards face up on the table.

Give each player three cubes of one colour.

## Play:

Taking turns, the players flick one of their cubes to make it come to rest on the staircase. When all players have flicked three cubes, they collect cards based on their positions. Every cube resting on a tile entitles the player to take one face up card that has the same symbol as the tile. If no mathcing card is available, the player does not get anything. For each symbol, start with the cube that is highest up on the staircase and move downwards.

When all players have received cards for all their successful cubes, a new round starts. Change the starting player from the previous round and replace the claimed cards so there are 6 available cards on the table.

## Winner:

The game ends after an agreed number of rounds, for instance 3 or 5. Players add up the numbers on the cards they have collected, and the winner is the player with the highest total.
Skyline

Andreas Seyfarth's classic game Manhattan (1994) is a clean game concept combining the “area control” mechanic with the joy of building skyscrapers. While the skyline you can build with the Green Box is not half as impressive as the original, you can still recreate the basic experience, and maybe add a few twists of your own. Play cards to build and score points for what you control.

## Setup:

Sort the tiles in stacks with 6 different symbols in each, and use them to create 6 “cities”. With fewer than 4 players you probably want fewer than 6 cities, and/or fewer than 6 tiles in each city.

Each player gets 20 cubes of one color.

Shuffle the cards, deal 3 to each player and leave the rest in a draw pile.

## Play:

On your turn, you play one card from your hand allowing you to build on a tile with the corresponding symbol. To build, place one or more of your cubes on the chosen tile, and stack your cubes on top of each other if you think it looks cool.

You can build on any tile with the same symbol as the card you played, and you can place any number of cubes that you wish.

## Winner:

When all cubes have been placed, check to see who has control over the different tiles and cities. “Control” means you have more cubes than anyone else.

Score 1 point for each tile you control, plus 2 points for each city you control. The winner is the player with the most points.

## Variations:

To make the game more similar to the original, introduce scoring in the middle of the game, say after everyone has had 6 turns or after everyone has placed 8 cubes.

To make the game more different, and the scoring more complex, build one megacity as a 6×6 grid at the start. You score points for control over each tile, control over each column and over each row. Or try an 8×4 grid with different scoring for rows and columns.
Box of Chocolates

Submission for the 2019 SAZ contest

by Daniel Bernsen

1-4 players | Playtime depending on number of players approx. 10-25 minutes | Difficulty: 3/5

Objective

The players are managers of a chocolate factory and put together a new collection. They fill a box of chocolates with chocolates of different flavours. The box with the best chocolates wins.

English rules:

https://drive.google.com/file/d/0B2WqIIQTPfAKWm1qYlVvT050SW9QaFJHRkE3VTJCYlFxZm5R/view?usp=drivesdk&resourcekey=0-gf6A\_lmhTKqmDbWMes10Tw

German rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKVmlOMDhxLVAzeUVab3BMMTJxSUltWVRtYzVJ
Lords of the Green

Four lords are fighting for control over the land. Direct your knights to the different regions on the board and use your Lord to tighten your grip.

## Components

16 tiles, 4 each of pip values 1-4

16 cubes and 1 meeple in each of four different colours

## Setup

Build a 4x4 grid board by randomly placing the tiles face up. (4x3 in a three-player game)

Give each player Knights (cubes) and a Lord (meeple) of one colour. In a 2-player game each player gets two colours.

Select starting player randomly.

## Play

On your turn you will place between 1 and 3 Knights onto one single tile. You may not place Knights on a tile where you already have the majority. You may not place Knights in a space where an opponent has a Lord.
In the first round, after placing Knights, you place your Lord on the same tile.

In later rounds, after placing Knights, you must move your Lord from the tile he is in to another tile. When moving the Lord, he must bring along between 1 and 3 Knights into the new tile. This move must ensure the majority in the tile, as the Lord will never reside in a tile where you do not have majority. The Lord counts as one Knight for determining majority.

## Winner

The game ends when all players have placed all their Knights. Score points as follows:

- Every tile you hold the majority scores points from 1 to 4 according to the pip value of the tile

- Your largest area of orthogonally adjacent tiles scores an additional 2 points pr tile

the player with the highest total score wins the round. Play three rounds and sum up the total score.

Alternate scoring options for two players:

Alt 1: Total sum of both colours

Alt 2: Only the lowest scoring colour counts for each player (so you win if your lowest scoring colour scores higher than your opponents lowest scoring colour)

Alt 3: Your final score is the difference in score between your two colours.
Make Way

Make Way! is a game of territorial strategy for two players. Starting on opposite sides of the board, players use cards to advance their pieces forward. Conflict is inevitable, as your pieces can be pushed back by an advancing opponent, and the key lies in choosing the time and place to bring in reinforcements.

## Setup:

Create a 6×6 board where each row has 6 tiles with the same symbol.

Give each player 9 cubes of their colour.

Shuffle the deck and deal 9 cards to each player.

## Play:

On your turn you play one card to move a piece into a square with the same symbol as the card you played, adhering to the following movement rules:

Playing the Hammers, the red player can make one of three moves. She can move the piece in the Hammers column one step forward, or any of the two in the Bricks column to the left into the Hammers row. If moving the top piece left, the blue piece currently occupying the Hammers will be pushed left onto the Wheel.
Playing the Hammers, the red player can make one of three moves. She can move the piece in the Hammers column one step forward, or any of the two in the Bricks column to the left into the Hammers row. If moving the top piece left, the blue piece currently occupying the Hammers will be pushed left onto the Wheel.
A piece on the board can move one space forward or one space sideways
A new piece can enter the board at the first row of tiles closest to you, or on a tile one space behind a piece already on the board
If there is another piece in the tile you are moving into, you push this piece to the next tile. You can not perform this move if the nest tile is occupied. You are not allowed to push your own pieces forward on the board.
Moving or pushing horisontally off the side of the board means the piece will enter in the same space on the opposite side.
When all cards have been played, deal 9 more cards for another round.

## Winner:

After 3 rounds (27 turns) the game ends. Count the number of tiles for each piece from the tile it is currently placed and backwards to your starting row. So a piece in tile 4 scores 4 points. If one of the opponents pieces block the way, you do not score more points. Sum up the points for all pieces, and the player with the highest score is the winner.

## Variation

Play 4 rounds (36 turns each). After two rounds, shuffle the deck and play two more rounds. This gives you a slightly longer game with more randomness .
Guess What

## Introduction

In this game you get to create your own rules, and the other players have to guess what they are. It is inspired by the card game Eleusis, created in 1956.

## Setup:

Determine randomly who is to be the first “Professor”, the other players are “Students”.

Shuffle the cards and deal 5 cards to each Student. Draw one card from the deck and place it in face up in the center of the table as a starting card.

## Play:

At the start of a round, the Professor secretly creates a rule deciding what is a correct sequence of cards. Examples of rules:

- Always play a different colour than the previous card

- Always play a higher value card than the previous card

- Alternate between even and odd numbers

- The symbol must match the symbol of any card previously played

The students now play cards to the table in turn, creating a row of cards from the starting card. Each time a Student play a card, the professor states whether it was correct or not. If it was correct, place one cube next to the card, and give one to the Student. If it was incorrect, nothing happens.

The Student may now choose to make a guess as to what the secret rule is. If the guess is incorrect, the Student must give up one of her cubes, and play continues. The Student then draws a new card, and the player on the left continues to play.

If, however, she correctly guesses the rule, then the round is over. The cubes next to the cards are divided between the Student and the Professor. Fractions go to the Student. Now the cards are reshuffled, the player to the left of the Professor becomes the new Professor, and all Students are dealt 5 new cards to start a new round (or they keep their cards from last round).

The round will also end if 12 cards are played without anyone guessing the correct rule. In this case the cubes on the table go back to the stack. In other words, if the Professor creates a rule that is too hard to guess, she might not score any points at all.

## Winner:

The game ends when all players have been the Professor once. The player with the most cubes is the winner.
Do the Right Thing (1989)

*Do the Right Thing* is a 1989 drama-comedy movie directed by Spike Lee. It stars Spike Lee, Danny Aiello, Bill Nunn, Giancarlo Esposito, John Turturro, Ossie Davis, and Rosie Perez.

The plot takes place in Brooklyn during the hottest day of the summer. Mookie (Spike Lee) works as a pizza delivery boy for Sal's Pizzeria, which is run by Sal (Danny Aiello) and his two Italian-American sons, Pino (John Turturro) and Vito (Richard Edson). One customer, Buggin' Out (Giancarlo Esposito), gets frustrated that there are no black people and the Sal's "wall of fame." This starts a huge conflict in the neighborhood.
Dungeon Rescue

This game is has evolved from Tunnel Run, but offers a very different tactical experience. Take one man into the dungeon to free all his friends, and then run back out. First team to reach the exit with all members wins.

Components:

All tiles

All cards

6 cubes pr player

Setup:

Use the tiles green side up to create a network of corridors. Somewhere in the structure there should be 5 yellow tiles representing the prison cells.

Place one cube of each colour besides each cell, and another one of each outside the entrance.

Shuffle the cards and deal five to each player.

Play:

On your turn you play a card from your hand to move your cube through the corridors. Choosing between different possible paths you keep moving until you come to:

- An unoccupied space with the same symbol as the card you played (keep moving if the space is occupied by one of your own cubes), OR

- A space containing an opponents cube, OR

- A yellow prison cell, OR

- The dungeon exit

When ending your movement on a prison cell you may free one of your own cubes captured there. This cube may move from your next turn. When you have more than one cube in play, you \*may\* play one card for each cube up to three.

Draw as many cards as you played to end your turn.

Winner:

The first player to free all her cubes and move them all out of the dungeon is the winner.

Variations:

Try different board layouts. I suggest multiple paths to the exit, or else it will get very slow when everyone blocks everyone towards the end. Try different numbers of prisoners and cells.
Tiletanic

Submission for the 2019 SAZ Contest

Author: Domenico Gandolfi

Email: nick.gandolfi@gmail.com

Skype: gandolfi64

FOR 1 or 2 PLAYERS

Goal: save the largest number of passengers from the Tiletanic sinking ship, using combinations of tiles, on the table, and cards from the players' hands.

English rules version 1.2:

https://drive.google.com/open?id=1CBBI1Ok3LZ9jnTz7iaDLik11rK6Soxl\_32TIqYVD\_BE

English rules version 1.1 (deprecated):

https://drive.google.com/open?id=1zzyYnySI4xvyyzhyvIE0oXqDQS9EBz-lvoSAQka2\_co

English rules version 1.0 (deprecated):

https://drive.google.com/open?id=0B2WqIIQTPfAKS2ZhcEZuR252dFk3UjA2dkFmbnRwSlQ1eXZ3
Scrapheap Scavengers

Search the Scrapyard (card grid) to find the best parts of given types and collect them.

Goal

To pick the cards matching your symbol tiles that have the highest point values.

## Setup

Shuffle the cards and lay them out face down in a 9x6 grid.

Each player should mix up 1 set of six tiles and draw 1-4 tiles depending on desired game duration. Keep these Hidden!

Each player should take all of the cubes of one color

## Play

Peek Rounds

For each of the tiles drawn during set up there will be 1 peek round.

All players take turns rolling 2 dice to determine peek order, highest roll is first. The first player then rolls both dice one more time to determine how many peeks may be made per player. Each players may choose to spend 1 cube to gain 1 additional peek, spent cubes are put aside for the rest of the game. Immediately after peeking the current player may place and/or move up to 2 of their cubes on any cards, even those with other cubes on them. Players may not peek at a card under another player's cube. After everyone has peeked and placed all players may place and/or move 2 of their cubes in turn order.

Cubes remain on the field unless acted upon by a player, limiting which cards can be observed during the later peek rounds.

Points collection round - 2 modes of collection: Public and Stealth Mode

If playing in Public Mode - All players reveal their tiles at the beginning of the points collection round and all cards collected are revealed

If Playing in Stealth Mode - Tiles are kept hidden until scoring at the end of the game, and face down cards collected are not revealed

Each player will stack 2 cubes as their player pawn and place next to a corner of their choosing (so that their first move will take them onto the corner card).

The player with the most cubes on the field will go first (in the event of a tie, roll one die, highest roll goes first)

For each turn: number of cubes in your possession + 2 = action points for that turn.

Action points can be spent according to the following:

Move to the next card to the left, right,up or down (sliding across gaps in the grid) - 1 AP

Flip 1 card - 1AP

Claim your cube - 2AP

Move a clear card to your hand (can be face up or face down)- 2AP

Claim an opponent's cube - 3AP

Each player has 4 turns per tile to clear as much from the field as they can.

==

Winner ==
The game ends when all players have completed their turns in the point collection phase, and the player with the highest score wins.

Scoring:

Total point values for each card in your hand matching your tiles

1 Point for each of cube in your possession

Total point values for each card in your hand that does not match your tiles.