recursal/Fanatic-Fandom huggingface dataset:
36 to 1

*by Daniel Bernsen*

1 player | ca. 10 minutes | Difficulty: 1/5

## Objective

Remove all wooden cubes until only one cube is left.

## Components

* 36 cubes (6x6 different colours)
* 36 cards (put the 18 cards with the green background back in the box)

* Lid of the box (or 6 tiles with 6 different symbols)

## Setup

(see picture)

* Put the cubes in 6 rows (each colour one row).
* Put the lid behind the last row of cubes so that you can see the 6 symbols – corresponding to each of the 6 columns (alternatively you can use also 6 different tiles showing the symbols).
* Shuffle the cards and place two cards face up in front of you.

## How to play

1) Choose one of the two cards in front of you.

2) Remove one cube with the chosen card:

* either by the border colour of the card (line of cubes)
* or by the symbol (column of cubes corresponding to the lid of the box) shown on the card.

3) Discard the card, draw a new card and place it face up in front of you.

**Important:** You can only remove a cube which is adjacent to at least one other cube (adjacent = left/right/top/bottom).

If there is a card you cannot use because there is no cube left neither for the number nor for the colour, you can discard this card and draw another one.

You can search the discard pile whenever you want to.

## End of game

The game ends when there is only one cube left, when you have drawn all cards or when you cannot remove any cube following the rules given above.

If there is only one cube left, you win. If there are more, you lose.

## Variants

**For beginners:** To make the game easier take 1, 2 or 3 set of cards with the green background into your deck. A set corresponds to 6 cards with 6 different symbols/border colours (see page 31 in the rulebook). The more sets you take in, the easier is the task. Put the other cards with the green background back in the box and shuffle your game deck.

**For experts:** Put the 36 cubes in the bag and create the starting grid of 6x6 cubes by drawing the cubes randomly one by one from the bag - placing them from left to right in the first row, than the second and so on.
Get Out (2017)

*Get Out* is a 2017 horror-black comedy film directed by Jordan Peele. It stars Daniel Kaluuya, Allison Williams, Bradley Whitford, Lakeith Stanfield, Betty Gabriel, and Caleb Landry Jones.

The movie follows black man Chris (Daniel Kaluuya) as he gets invited to white girlfriend Rose's (Allison Williams) house to meet her parents. Once there, he at first finds things alright, but when the house's black servants and Rose's parents (Bradley Whitford and Catherine Keener) start acting strangely, he finds out that there is something deeper and darker going on.
Into the Crypt

You are an adventurer trying to enter the secret crypt of the Mummy to uncover an ancient artefact. The crypt is protected by 4 locks, and the maze around it must be entered in a specific pattern. If that was not enough, another adventurer is racing to get in before you!

## Setup

Build a grid of 4x4 tiles (which makes an 8x8 board). The corner tiles should be green side up and the rest yellow side up. On top of the grid in the very center you place one additional tile green side up so it intersects precisely with the corners of the four tiles underneath. This tile is the Crypt.

Place a white meeple lying down in the center of the Crypt, and place 4 white cubes in the corners of the Crypt.

Give each player 10 cubes and one meeple of their colour.

(this is a 2-player game, but it might be playable with 4 players with 6 cubes each, or possibly on a larger board)

## Play

Phase 1 - Placing the pattern

Each player give their cubes to the other player. Taking turns each player will now place one cube at a time onto the board. There can only be one cube in one space, and you are not allowed to place cubes on the green corner tiles. (Note that each tile contains 4 spaces.)

When all cubes have been placed, players place their meeple in one of the corners.

Phase 2 - Movement

Taking turns players now move their meeple to collect their cubes from the board. The meeple can move as many spaces as it wishes in a straight orthogonal line (like the Rook in chess). If you reach a space with one of your own cubes you must end your movement and remove the cube from the board. You are not allowed to enter a space with your opponents cube, and you are not allowed to enter the crypt until you have completed enough of your pattern (i.e. collected your cubes). You are also not allowed to move into a space with your opponents meeple.

Entering the Crypt

To be allowed to enter the crypt and open one of the locks (remove one of the white cubes) you must first have removed so many of your own cubes that the number of your cubes is equal to or lower than the current number of white cubes in the crypt. So when there are only 4 left of your cubes on the board you are allowed to take the first cube from the Crypt, and when there for instance are only two white cubes left there can be no more than two of your own cubes left if you want to take one from the Crypt. When you are inside the Crypt, you are not allowed to move to another space also in the Crypt, you must move out on your next turn. You can move across empty spaces in the Crypt like any other.

When all the four locks have been removed any player can enter the mummy's chamber. To do so, you must begin your turn on one of the four spaces in the Crypt. You can remove the last lock in one turn and then enter the chamber in the next. The player who enters the chamber claims the white meeple and ends the game.

## Winner

When the white meeple is claimed, players count their collected cubes. Each cube counts as one point, and the meeple counts as two. The player with the highest score is the winner.
C.M.G.

**C.M.G.** is a minor character from the universe. He was portrayed by Jay Canning in Miles Runs Away Part One and Miles Runs Away and Miles Hanmore in Officer Giant: Prolonged Pursuit.

## Appearances

* Miles Runs Away Part One (*Role - Major)*
* Miles Runs Away (*Role - Supporting*)
* Officer Giant: Prolonged Pursuit (*Role - Cameo*)

## Behind the scenes

* Canning was expected to reprise the role in a fourth episode of the initial *Far Out* run set directly after *Miles Runs Away*.
Green Box of Games Community Wiki

## Welcome to the Green Box of Games Community Wiki

This is the official community wiki for the Green Box of Games game system. Join in to publish new game ideas or improve upon existing ones!

If you have a new game, whether completely developed or just an idea, just click "Add new page" to create a page for it.

## Find games

The games in this wiki are organized by a bunch of different categories:

* **All games**
* Games improved by **The Meeple Mini Expansion**
* Games **originally designed** for the Green Box of Games
* Games that have been **adapted** for the Green Box of Games

Games from the

* **2018 Summer Contest**
* **2019 Contest X**
* **2019 SAZ Contest**
* **2021 Contest of One**

Games by

* **player count:** Solitaire games, 2 players, 3 players, 4 players, 5 players, 6 players, 7 players, 8 players

* **components:** Card games, Dice games, Cubes, Meeples, Tiles

* **type:** Abstract games, Deduction games, Dexterity games, Euro games, Memory games, M,N,K games, Race games, Reaction games, Social games, Traditional games, War games

* **theme:** Cars, Fantasy, History, Holiday, Space, Technology
Sloth

The classic deduction card game Sleuth (Sid Sackson, 1971) has been reimagined for the Green Box. One card is missing from the deck, and you have to interrogate the other players in order to discover which one.

## Setup:

Shuffle the cards, and place one card face down in the centre of the table. This is the hidden card that the players must identify. Deal the rest of the cards amongst the players so everyone gets the same number of cards. Any cards left over are placed face up on the table.

Mix the tiles face down and give each player three random tiles. Place the rest face down in a draw pile.

Give each player one cube in each colour. Place three cubes in each colour in a draw pile.

Roll the two dice and leave them on the table. Reroll if you get a 1.

## Play

Each turn you will ask one of the other players a question regarding the cards in her hand. To do this you may first reveal one of your own cards to all other players in order to be allowed to take something from the table. You can take either two cubes OR two tiles OR one cube and one tile OR one single die (without changing the face up value). You put the card back in your hand after everyone else has seen it.

Then you must spend something you have in order to ask a question.

Spending one cube allows you to ask another player how many cards of that colour she has on her hand. She must not reveal the cards, but she must answer truthfully with the correct number. If you do not have a cube of the colour you want to investigate, you may spend two cubes to ask about any colour, including black or white.

Spending a tile allows you to ask another player how many cards with that symbol she has on her hand. You may spend two tiles to ask about any symbol.

Spending a die allows you to instruct another player to pass you any and all cards she has with that number to you for inspection. Only you get to see the cards, but the other players get to know the number of cards. When you have inspected the cards, you pass them back to their owner. Reroll the die before returning it to the table, and roll again if you get a 1 (there are just too many 1s in the deck)

You will probably want to make a note of the information you receive. To aid you in this, here is a pdf you can download which shows the complete deck six times on one sheet of paper:

## Winner

The winner is the first player to correctly identify the hidden card selected at the start of the game.

After you have completed your turn, you may try to guess what is the hidden card. Note down the card (symbol, colour and number) on paper and then check the hidden card on the table to see if you are correct. If you are, then reveal it to the other players and declare yourself the winner. If you are not correct, quietly place the card back on the table. You are now out of the game, except that you will have to continue answering questions from the other players.
The Roof is on Fire

Your roof is on fire, and you are trying to save all your precious belongings by carrying them out to the yard. But since you are a bit obsessive-compulsive you can only take them out in a very precise order. The Roof is on Fire is a game of hand management, set collection and a continuously expanding patchwork of tiles.

## Setup:

Shuffle the tiles and split them into 4 equal stacks. Place the stacks in a square in the middle of the table with the tiles facing up. This is the House. Make sure there is plenty of space around for the Yard.

Shuffle the cards and place the deck face down some space away from the tiles. Turn up 4 cards.

That’s all, possibly one of the quickest setups of the Green Box.

## Play:

Players play their turn in clockwise order. On your turn you have the following actions.

First: Always draw two cards, either face up or face down. If you draw face up, the combined value of the cards can not exceed 7.

Now you may play two or more cards from your hand matching a sequence of tiles on the table. One of the cards you play must match a symbol currently on a tile in the House. The other cards must match symbols on tiles extending in a straight line (not diagonal) from the first tile, either inside the House or in the Yard. The line can extend in two directions, i.e. matching symbols in the Yard on two sides of the House.

After playing a correct sequence, discard two of the cards played, and put the rest aside to count as points. Place them face down, and do not look at them until the game has ended. Then take one tile from the House that was included in your sequence, and place it into the Yard. The Yard extends in straight lines outward from the House in all four directions. All spaces in the first rows from the House must be filled with tiles before you can start placing on the second row.

After placing the tile in the Yard, you have the option to play an additional sequence of cards that includes the tile that you just played, and any number of tiles in a straight line back to the House (and possibly through it to the other side). If you do this, you also get to draw one additional card, face up or down, after having played and discarded cards. If your second sequence also includes one tile from the House, you must also place this tile into the Yard, and you get the chance to play yet another sequence on the same terms.

Before ending your turn, check that you have no more than 8 cards in your hand and discard if you have to.

New cards are turned face up as soon as one card is drawn from the table. When the deck is empty, shuffle the discarded cards to form a new deck. If there are less than 4 cards in the new deck, the game ends after the current players turn.

## Winner:

Add up the values of all the cards you have put aside during the game. Then add 5 points for each set of 3 identical symbols, or 10 points for a set of 4.

The winner is the one with the most points.
OKI

Contest entry for the Summer 2018 design contest.

Designer: Mitsuo Yamamoto

25 cubes

### Setup

Create a random board layout with the tiles. All tiles must be connected to at least one other tile, either orthogonally or diagonally, but there should be plenty of open spaces.

### Play

The first player places one cube on any one tile.

After this, players take turns to place as many cubes as they want to, following these two rules:

- All cubes must be placed in a straight line

- Every cube placed must touch another cube on the board (orthogonally or diagonally)

### Winner

The player who places a cube on the last vacant space wins the game.

### Variations

Try different layouts and also different number of tiles.

Instead of the last player winning the game, count each players score at the end. Every cube a player has placed counts as 1 point. The player ending the game by placing the last cube gets a 5 point bonus.
Cube Conquest

Select 25 tiles randomly and arrange them in a 5x5 square, face down. Give each player one deck of all cards of a single background color (18 cards). Randomly determine a start player.

Starting with the start player each player can put 2 cubes on separate spaces on the board edge closest to them.

==

Play ==
Turns:

1. Draw from your deck until you have 4 cards in hand. Reshuffle your discard pile when neccessary.

2. Perform 1 action

Actions:

1. Move

Discard a card to move orthogonally a number of spaces up to the number of Pips on the card symbol, facedown tiles are revealed as you move onto them. You may stop at any time, and may change directions during movement, but may not pass through tiles containing enemy cubes, or move diagonally at any point in the movement.

2. Prepare

Discard 2 cards to take a card from your discard pile to your hand.

3. Reinforce

a. Discard a card with a symbol matching an empty tile adjacent to one of your cubes to add a new cube to the board on that tile.

b. Discard a card with a symbol matching a tile with one of your cubes to stack a second cube on top of it. These cubes are now an Outpost. Outposts can not move, but get a +1 bonus when being attacked.

4. Attack

Choose a space adjacent to one of your cubes (Outposts can not attack). Both players secretly select a card from their hand. Both cards are revealed at the same time. Pips on the symbols are compared, if the Attacker’s number is Equal to or greater then the Defender is destroyed and the Attacker gets 1 VP, if the Defender’s value is greater then the Attacker is destroyed and the Defender gets 1 VP. Defenders get a bonus of +1 to their value if their suit matches the tile being attacked. When an Outpost is being attacked the Defender is allowed to place 2 cards, and choose which to use once the Attacker’s card is revealed.

## Winner

Game ends when one player has no cubes on the board, or when 1 player has 10 points.

## Variations:

Number of tiles and shape of board could be modified for more variation, and this should scale up to more players easily, perhaps using all 54 cards in a single draw deck for a 4 player game.
Onnophis II

Onnophis Rex, fils aîné du roi Arlphis I et de Sylda Vickist. Il est né 1264 dans le Palais d'Arnulf, a Rexland et est mort assassiné en 1327 dans le Palais d'Arnulf, a Rexland.

## Sa Vie

### Son enfance

Dés son plus jeune âge il se prit d'affection pour son oncle, le roi Arnulf IV, eux plus l'héritier Arnulf le jeune allez souvent se reposer dans les jardins privés du roi. Tous y était paisible, ils se moquaient de leurs mères et se lançaient des blagues innocentes. Mais un jour son oncle devenu fou et il tua son fils, sa femme, sa mère et ses soeurs, Analys et Aquilii. Et la fut enclenché une bataille entre le roi et son frère, et Arnulf IV y perdra la vie, la perte de son oncle laissa a jamais un vide chez le jeune prince devenu héritier par son père.

Il passa le reste de son enfance lire des livres parlant de son oncle, en espérant trouvé des informations glorifiantes sur ce dernier, mais rien.

### Mariage et Enfants

En 1307 son père le maria a Malays AntRex, il eu avec elle trois filles, Aquilina I a la fin de cette année, Analys I en 1310, puis Aggripa en 1325.

Il eu aussi deux bâtards avec différentes prostitués, Il eu tous d'abord Arnulf de Borvial, quelques jours avant sa seconde fille en 1310, qu'il légitima, puis il eu Sylda Bastard en 1317 qui décéda d'une malformation du crâne 3 jours après.

### Régne

Lors de la mort de son père en 1324 il récupéra un royaume en guerre, alors sa première et seule action en tant que roi fut de stopper les revendications sur les territoires visé et dédommager les seigneurs de ces terres.

Il ne régna que durant trois ans durant lesquelles il ne fit rien, toujours traumatisé par la mort de son oncle lorsqu'il avait 4 ans, il fut donc nommé "le roi sans couille" par son peuple. Il mourut en 1327 assassiné.
Ninja Drone Race

by Jasper & Daniel Bernsen (idea and story for the game come from our five-year-old son Jasper)

2-4 players: 10 minutes | age: 6+

Story

The players are ninja, who race through space with their drones and collect different energy stones on the planet.

English rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKT3htcTJMWGptaVFkRGNvMzlTRmRRY3JnZ2hB

German rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKMDZXeFFBS2I3NmFpM3FCemZGdjVGTHlPMzlz
Tatort

Submission for the 2019 SAZ Contest.

Designer: Richard Lenherr (Inspired by «Saustall», Michael Rieneck)

A body was found... and each of you have a suspicion. Who succeeds in matching the evidence to their suspect solves the case.

German rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKS2tWakRreUlnYk14dmhaaVdFY3lYQmZCNjRN

English rules: (Translated by Udo Woitek)

https://drive.google.com/open?id=1yOUR7oBe8\_EF2liDZnjATeWBnGTr\_N0Z
Grid Squid

Grid Squid is a simple game of territorial control where you play cards in order to place cubes on the corresponding symbols. Anyone can create rows of cubes to score some points, but you need both luck and skill to create a Squid!

## Setup:

The games uses 5 tiles of each symbol, include one more symbol than the number of players. Create a rectangular board with the available tiles (5×3 with 2 players, 5×4 with 3 and 5×5 with 4 players).

Give each player 12 cubes in their selected colour.

Find all the cards that have the same symbols as the tiles that are in play. Shuffle the cards and deal 5 to each player.

Select starting player randomly.

## Play:

Taking turns, each player plays one card from hand to place one cube on a tile with the same symbol as the card played. If you want to place cubes on a tile already occupied by another player, you must place one more cube than the opponent has in that space. Your opponent will get her cube(s) back to be reused.

When all players have played their 5 cards, everyone scores points:

1 point for 3 of your cubes in a row (straight line)
2 points for 4 in a row
3 points for 5 in a row
2 extra points for a “Squid”, that means two rows crossing each other. You get points for both rows as normal. So one row of 3 crossing a row of 4 means 1+2+2=5 points
Now return any exess cubes to their owner, so that there is only one cube in any single tile.

Deal 5 new cards to each player (shuffle when needed), and start over, shifting the starting player to the right.

## Winner:

After 3 complete rounds (total 15 cards played) the game ends and the player with the highest total score is the winner.

## “Advanced” rule:

For more tactics and less pure chance, deal two extra cards to each player. Still only play 5 cards in each round, the extra cards are there just to increase the players’ options.
Jump

Contest entry for the Summer 2018 Design Contest.

Designer: Mitsuo Yamamoto

Jump

Players: 2

Board: 4 by 6 grid board

Pieces: each players have 8 pieces

Type: abstract & strategy

Starting position: Each players place their 8 pieces on the front two lines.

Playing: Each players takes turn to move any one of own pieces alternately. Piece must move simply one space or jumping other piece(s) (both own and opponent) to the forward vertically or diagonally. They can't move horizontally nor backward. Once own piece goes to goal area(opponent two lines), it can't move any more.

Winning: Player who moves all 8 pieces to the opponent area first wins the game. Passing turn isn't allowed. If there isn't legal take before goal, then the player loses the game.
Nine men’s Morris

## Introduction

Nine men’s Morris, also known as Mill or Mühle, is an ancient strategy game for two players. You can easily play it with the Green Box, although you might need to trick your mind into seeing the movement lines on the board.

## Setup:

The board has 24 points or intersections on which men can be placed or moved. You can create this with 24 tiles spaced apart, as long as you are willing to imagine the lines moving orthogonally (not diagonally) between the tiles.

## Play:

The following rules are quoted from Wikipedia:

The board consists of a grid with twenty-four intersections or points. Each player has nine pieces, or “men”, usually coloured black and white. Players try to form ‘mills’—three of their own men lined horizontally or vertically—allowing a player to remove an opponent’s man from the game. A player wins by reducing the opponent to two pieces (where he could no longer form mills and thus be unable to win), or by leaving him without a legal move.

The game proceeds in three phases:

Placing men on vacant points
Moving men to adjacent points
(optional phase) Moving men to any vacant point when a player has been reduced to three men

### Phase 1: Placing pieces

Nine Men’s Morris starts on an empty board.

The game begins with an empty board. The players determine who plays first, then take turns placing their men one per play on empty points. If a player is able to place three of his pieces in a straight line, vertically or horizontally, he has formed a mill and may remove one of his opponent’s pieces from the board and the game. Any piece can be chosen for the removal, but a piece not in an opponent’s mill must be selected, if possible.

### Phase 2: Moving pieces

Players continue to alternate moves, this time moving a man to an adjacent point. A piece may not “jump” another piece. Players continue to try to form mills and remove their opponent’s pieces in the same manner as in phase one. A player may “break” a mill by moving one of his pieces out of an existing mill, then moving the piece back to form the same mill a second time (or any number of times), each time removing one of his opponent’s men. The act of removing an opponent’s man is sometimes called “pounding” the opponent. When one player has been reduced to three men, phase three begins.

### Phase 3: “Flying”

When a player is reduced to three pieces, there is no longer a limitation on that player of moving to only adjacent points: The player’s men may “fly”, “hop”, or “jump” from any point to any vacant point.

Some rules sources say this is the way the game is played, some treat it as a variation, and some don’t mention it at all. A 19th-century games manual calls this the “truly rustic mode of playing the game”. Flying was introduced to compensate when the weaker side is one man away from losing the game.
Senet

You can construct a Senet board with the tiles, using the brown side for most spaces and the green side with symbols for the special spaces. The egyptians used 4 throwing sticks instead of dice, and you can mimic the probabilities for each result by composing a deck consisting of three 1's, six 2's, three 3's, one 4 and one 5. Then randomly draw from this deck to move, and reshuffle with every draw.

Suggested rules: http://www.gamecabinet.com/history/Senet.html

Wikipedia: https://en.wikipedia.org/wiki/Senet

BGG: https://boardgamegeek.com/boardgame/2399/senet
Flower Garden

PS: Check out Flower Garden 2

In Flower Garden you compete to create the most beautiful garden. Play your cards in the shop to acquire flowers, or use them to create beds to plant you flowers in. And make sure you get all your flowers planted, or they will dry out and reduce your score.

### Setup:

Shuffle the cards and deal 6 to each player. Keep the rest as a draw pile.

The cubes are the Flowers. Keep them in a pile within reach, and sort them by colour to make things easier.

Select a starting player.

### Play:

In your turn, you must play one or more cards, either in the shop, or in your garden, OR you can choose to not play any cards and instead discard up to four cards and draw new ones.

In the shop:

Play one or more cards with identical symbols. The cards must be played in descending order, from the highest to the lowest number printed on the cards. You are allowed to start a new row or to continue an existing row, as long as your card(s) have the same symbol and are of lower or equal value to the lowest card already in place. Numbers can be skipped (so playing 4-3-1 is allowed), and you can play several cards of the same value (e.g. 4-3-1-1).

After you have played your cards, count the number of cards in the row, this is how many flowers you get. Check the colour of the lowest card (i.e. the last one you played), this is the colour of the flowers you get. Take your flowers from the pile.

Now see if the row you played cards to has two cards of the same number in it (for instance 3-1-1 or 5-2-2-1). If it does, then the whole row is placed in the discard pile.

In your garden:

Place one single card in front of you to make a bed for flowers. Now you must place flowers onto the card equal to the colour and the number of the card (e.g.if you play a red 4, pace 4 red flowers on it). You can not play a card in your garden if you do not have the flowers to fill it up.

After playing cards, you replenish your hand by drawing as many cards as you played. Shuffle the discard pile when necessary.

Now it’s the next players turn.

NOTE: White and black cards are wild, and count as any one colour in the shop or in your garden.

### Winner:

The game ends immediately when either:

* The draw pile is emptied for the second time (third time with 5 players), or
* Two coloured piles of flowers are completely empty.

Players receive one point for each flower they have planted, and lose one point for each flower they have not planted. The player with the highest score is the winner.
Leaning Tower

Build the highest tower together with the other players, but make sure you build it tall and straight!

This game evolved from Sky Tower by Jacob Andersen

## Setup

Shuffle the tiles and place them in a face down draw stack. Place the first tile face down in the centre of the table as a base for the tower. Keep the cubes at hand in a common draw pile.

## Play

On your turn you draw one tile from the stack and count the white pips on the symbol on the tile. Take that amount of cubes from the pile, and place them on the current highest level of the tower. You must place the cubes one by one using only one hand.

When you have placed all the cubes you must carefully lay your tile on top to form a new level.

Now the next player continues.

## Game end

When the tower, or parts of the tower, falls down, the game ends. Your final score is the number of tiles used in the tower. Include the base and the tile that made the tower fall to make it easy to count.

## Advanced rules

For some of the symbols/pip values special rules apply:

- 1 (Drop): First lay the tile down on the tower, and then place one cube on it. The next player will now continue to place cubes on the same level where you placed yours.

- 4 (Bricks): The 4 cubes must be placed in a single operation. First form a square with four cubes, and then use only one hand to place all four on the tower.

- 5 (Wheel): The 5 cubes must be placed in a single operation. First form a straight line with all the cubes, and then use only one hand to place all five on the tower.

- 6 (Arrow): The 6 cubes must be placed in pairs. Stack two and two and two cubes, before placing the three stacks on the tower one stack at a time.
Squava

Squava is a derivative of Yavalath with the same goal but different components. It is intended to be a small simple game that can be played with pen and pencil, or with stones and shells on the beach.

It is played on a 5x5 square board (though you can probably play it on a 6x6 to use all the Green Box tiles). 2 players alternate turns placing a piece of their colour on an empty space of the board.

Players win if they make a line of 4 pieces of their colour, but lose if they make a line of 3 before doing so. Lines can be orthogonal or diagonal.

Links:

BGG: Squava

BGG: Yavalath

nestorgames.com
Inventor

Submission for the 2019 SAZ contest

Designer: Michael Hauptmann

Each player is running a research center and is doing research for technologies. By using resources like money, machines, work force,... and know-how. Technologies yield points, as do accomplished research missions. The first player to achieve 20 points wins. Inspired by "Splendor".

English rules:

https://drive.google.com/open?id=0B2WqIIQTPfAKdWhsRkNkLVR1WEZGUFUzMFBhX2hHeTk1NHNV

German rules: https://drive.google.com/open?id=0B2WqIIQTPfAKRnAxV0p1S2I1MFhjUDBta2hLREJwODJVaEFB
Colorful Kingdoms

Colorful Kingdoms

Created by ChatGPT and Jørgen Brunborg-Næss

Objective: Expand your kingdom by placing colored cubes on the grid of tiles to maximize your territory while blocking your opponents.

Components:

* 36 square tiles
* 120 cubes in 6 colors (red, green, blue, yellow, black, white)
* 54 cards
* 2 standard dice

Setup:

1. Shuffle the 36 tiles and lay them out in a 6x6 grid, symbol side up, to create the game board.
2. Each player chooses a color and takes all 20 cubes of that color.
3. Shuffle the 54 cards and place the deck face down. Draw the top 3 cards and place them face up next to the deck, creating the card pool.
4. Choose a starting player randomly.

Gameplay: Players take turns in a clockwise order, following these steps:

1. Roll the two dice and select the highest one to determine the number of action points (AP) the player has for their turn.
2. The player may spend their AP on any combination of the following actions:
	* Place a cube (1 AP): Place one cube of your color on a tile with a matching symbol to the symbol on a card in the card pool. There is no limit to the number of cubes that can be placed on a single tile.
	* Draw a card (2 AP): Draw the top card from the deck and add it to the card pool, replacing one of the existing cards. Discard the replaced card.
	* Move a cube (1 AP):Move one of your cubes to an adjacent tile (orthogonally or diagonally) with a matching symbol to a card in the card pool. You may move your cube onto a tile with your own cubes, but you cannot move onto a tile with an opponent's cubes.
	* Remove an opponent's cube (3 AP): Remove an opponent's cube from a tile, opening up space on that tile for future placement.

3. At the end of their turn, the player must discard down to three cards in the card pool if there are more than three. Discarded cards are placed in a separate discard pile. If the deck runs out, shuffle the discard pile and create a new deck.

4. Play continues clockwise to the next player.

End of Game and Scoring: The game ends when one of the following conditions is met:

1. All players have placed all their cubes on the board.
2. No player can legally place or move a cube for a full round.

Players now score their kingdoms as follows:

* Each connected group of a player's cubes on the board is considered a territory. A territory must include at least two tiles. Connected means the cubes are orthogonally adjacent.
* Players score points for each territory: the number of cubes in the territory (e.g., 4 cubes = 4 points).
* Players receive bonus points for each unique symbol in the territory: 1 point per unique symbol present in the territory (maximum of 6 points for a territory with all six symbols).

The player with the highest score wins the game. In the case of a tie, the player with the most territories wins. If there is still a tie, the player with the largest single territory wins. If there is still a tie, the tied players share the victory
Maison Rex

La maison Rex a été fondée par Arnulf le Rex en 1150.

## Arbre généalogique

### Avant Arnulf le Rex

* Arnulf d'Eton I
* --- Arnulf d'Eton II
* ------ Arnulf d'Eton III et Lorea Laroche
* --------- Onoris d'Eton et Arnalf d'Eton
* ------------ Arnulf le Rex et Babys Ocotlor
* ------------ Onnophius d'Eton et Janhe Ocotlor
* --------- Alban d'Eton
* ------------ Arnalf d'Eton
* --- Malayss d'Arnulf d'Eton
* --- Onnophys d'Eton
* --------- Onno d'Eton
* --------- Arnolf d'Eton

### Après Arnulf le Rex

* Arnulf le Rex et Babys Ocotlor
* --- Arlphis Rex et Cellila Vickist
* ------ Arnulf I
* --- Arnulf II et Aggripa Sentinelle
* ------ Aggripa Rex
* ------ Alban Rex
* --------- (batârde : Sylvie Bastard)
* ------ Onnophis I et Aldiys Lerak
* --------- Arnulf III et Starklia Wolf de Bonnes
* ------------ Analys Rex
* ------------ Arnulf IV et Cella Vickist
* ------------ Arnulf IV et Anella Soleil
* --------------- Arnulf le jeune
* ------------ Arlphis I et Sylda Vickist
* --------------- Onnophis II et Malayss AntRex
* ------------------ Aquilina I
* ------------------ Analys I et Arnulf de Borvial
* ------------------ Aggirpa Rex
* ------------------ (Bâtards : Arnulf de Borvial /// Sylda Bastard)
* --------------- Malayss Rex
* ------------ Aquilii Rex
* ------ Onnophis I et Sylvie Bastard
* --------- Eton Rex (Maison EtonRex)
* --------- Unknow son
* --------- Unknow son
* ------ Onnophis I et Various women
* --------- 24 Bâtards
* --- Eton Rex (Maison AntRex)

## Référence

1. ↑ 1.0 1.1 Même personne
2. ↑ 2.0 2.1 Même personnage
3. ↑ 3.0 3.1 3.2 Same character
4. ↑ 4.0 4.1 même personne
5. ↑ 5.0 5.1 Même personne
Gold Mine

Gold Mine is a push-your-luck game inspired by Diamant(2005)/Incan Gold(2006). The players venture into an underground cavern looking for precious gold, but the cavern can collapse at any time! The key is to get out with your loot before the roof comes down.

## Gold Mine

### Setup:

Shuffle the cards and place them in a face down draw deck. Place the cubes in a common pile on the table.

### Play:

Each turn, a new card is turned up on the table. The number on the card denotes how many gold nuggets are to be found. Divide this by the number of players, and give each the corresponding number of cubes from the pile. Fractions that can not be divided equally are left on the card.

Now each player must decide whether to continue or flee, before the next card is turned up. Each player stick out their hand, with the thumb pointing outwards horizontally. On the count of three, each player decides whether to turn their thumb up (“I continue”) or down (“I run away”). (As an alternative, players can use one tile each that they place on the table hidden under their hand. Brown side up means “run”, green means “stay”)

Players that run away get to collect and divide all the treasure left on the cards. They are then out of the game for the rest of the round.

Play continues until all players have left, or until three cards with identical symbols have been placed on the table (not necessarily in sequence). Then the cavern collapses, and any players remaining inside will lose all the treasure they collected this round.

### Winner:

After 4 rounds, count the total gemstones each player has collected. The winner is the player with the most gold.
Slush

Slush is a quick-paced abstract card game for 3-6 players. The goal is to claim as many cards as possible. Claim all 6 cards of your color to win instantly.

## Components

* 1 meeple per player
* 9 cubes per player
* 6 cards per player (remove the cards with green backgrounds)

## Setup

1. Give each player a meeple and 9 cubes of the same color.
2. Remove the cards with green backgrounds, choose the cards with borders of the same colors as players' cubes and meeples (18 cards for 3 players, 24 cards for 4 players and so on), shuffle them and place face down to form a draw pile.

## Play

In order to claim a card you must either have more cubes of your color on this card than any other player or you must lock this card with your meeple.

Starting with the person who most recently consumed an iced beverage and going clockwise, the players take turns by doing one of the following:

* **Draw** one card from the pile and place it face up on the table.

* **Bid** on a facing up card by placing one or more of your cubes on it (see "How to bid" below).

* **Lock** a facing up card that has any number of your cubes on it (even if it's currently claimed by another player) by placing your meeple on it. Note that you cannot lock a card that's already locked by another player, i.e. no more than 1 meeple per card. Once a card is locked, the locking meeple stays on it and cannot be used again during this game.

***Tip**: arrange cards in rows sorted by border color and pip values; it’ll be easier to see at a glance which cards are claimed by what player.*

If on your turn you are unable to either **draw** (the draw deck is depleted), **bid** (you are out of cubes) or **lock** (you've already used your meeple), the game ends.

## How to bid

When bidding on a card, follow these rules:

* Bid only on 1 card per turn by placing 1-4 cubes on it.

* Use no more than 4 cubes at a time.

* You can bid on any card that is not locked by a meeple.
* The total amount of your cubes (including previously placed cubes) must be larger than the current amount of any other player’s cubes on this card. In other words, you can only bid on a card if it gets claimed by you as a result.

***Tip**: by placing 4 cubes on an a card with no bids, you guarantee that other players won’t be able to claim this card for themselves.*

## Winner

The first player to claim all 6 cards of their color wins the game instantly.

If none of the players was able to claim all 6 cards of their color by the end of game, the winner is defined by the highest total pip value on all cards claimed by the same player. In case of a tie, the player who claimed more cards overall wins. If the scores are still tied, the game is a draw.
Fawlty Towers

This simple game aims to blend tactical choices with dexterity, and requires you to balance the risk of stacking cubes on the tallest tower against the reward of getting the highest valued cards on the table. (And yes, the name is a tribute to John Cleese and Connie Booth)

### Goal:

Score the most points by building towers to claim the best cards.

### Components used:

All cards

All cubes

### Setup:

Shuffle the cards and place 4 columns of 6 cards face up on the table. Put the rest of the deck on one side which will be the “top” of the 4 columns.

Take one cube of each colour and place them near the cards as the base of 4 towers to be built. The towers are not related to the columns of cards. Keep the rest of the cubes available in a common pile.

### Play:

Taking turns, each player takes one cube of their choice and places it on top of one of the 4 towers. After placing the cube, the player is allowed to take a card from the table of the same colour as the placed cube. You can always take the bottom card of any column, but in order to take a card higher up you must make sure the tower you build on includes one cube of the corresponding colour for each card in the column below the one you want to take.

So if you want the fifth card from a column, and this is red. The four other cards below include one yellow, two blues and a green. To get the red card, you must place a red cube onto a tower that already contains at least one yellow, two blue and one green cube, in any order. If no such tower exists you have no way of getting the red card this round.

Special rules for white and black cards: Both black and white count as wild colours, meaning they can be taken regardless of which colour cube you placed. For the white cards, you can also use any colour in a tower in order to move past the white card to take a card higher up. The black cards, however, you can not move past. So while you can take a black card in the normal way, you can not take any card higher up in the column before the black card has been taken.

If any cubes fall off the tower, then the whole tower must be removed from the table. You are then allowed to place a single cube on the table as the base of a new tower, and to take a card of the corresponding colour from the bottom of any column.

Once a player has taken a card, the other card in the column are moved down, and a new card is added to the top.

### Winner:

The game ends when two of the columns are empty. Then each player sums up their score:

Each card is worth points equal to the printed number on the card.

Each set of 3 equal symbols is worth 5 bonus points, and each set of 5 symbols is worth a total of 10 bonus points.

### Variation:

For a simpler game, remove all black cards from the deck before you start.
5-in-a-row

# Introduction

**This ruleset is a straight port of the game "Cinco Linko"/"OK Play" designed by Deejay Wheelie Bag and published by Big Potato. More information regarding the original game can be found here.**
The "re-writting" of rules for the Green Box of Games was done by Pedro Dias, based on the resources found on boardgame geek.

Cinco Linko is a sort of advance 4-in-a-row for **2 to 4 players**.

With the Green Box of Games you can play a full game of Cinco Linko.

You will need the following components:

* 15 Cubes in each player color (or 20 for slower play)

# Setup

Give each player all cubes of one color.

There is no board, the table is the board, so the game will expand depending on how players play

# Play

On your turn you will play a cube. The cube you place must touch at least one existing cube on either side (diagonals does not count).
If you have already played all your cubes you will need to instead remove one of your cubes from play and play it as a new one. When doing this you are not allowed to break the construction in two.

# End of Game

If a player manages to have 5 cubes in a row either vertically, horizontal or diagonally he wins the game.
Hacienda

Submission for the 2019 SAZ contest

a game for 2-4 players of age 8++, duration 30-60 minutes, medium demand

Design: Axel Hennig

The players work on a shared South American hacienda and take care of administration, irrigation, harvesting, storing and selling of cotton. The price for selling is fluctuating during the game due to the chosen activities. The players gain points for selling and different valuations for stored cotton, administrational influence and commitment to irrigation. The player with the highest score wins the game.

Rules:

English: https://drive.google.com/open?id=0B2WqIIQTPfAKLXdYVWpTbmZuemwwVUR2bzk2ZEt4TDZFMnRV

German: https://drive.google.com/open?id=0B2WqIIQTPfAKZzVKdERoZHAyd3FPMF84bjB3eGhxZVpFMkI0
Coordinates

This is a contest entry for the Green Box 2018 Summer Design Contest.

Designer: Yury Milovidov

## Introduction

Coordinates is a game about collecting tiles by matching symbols, numbers and border color on a special set of cards.

* 2-5 players
* 15 minutes
* Complexity: low

Components used: all 36 tiles and 36 cards (remove the cards with green backgrounds)

## Setup:

1. Arrange all 36 tiles yellow side up in a 6x6 grid.
2. Shuffle the cards to form a draw pile.
3. Deal 6 cards to each player.
4. Draw 2 cards and place them side by side facing up - these two cards are called **Coordinates**.

## Play:

Each player’s turn consists of the following three steps:

**Step 1**: choose a card from your hand to replace one of the Coordinates. This card must match either number, symbol or border color of that Coordinate. If you have no cards that match either of the Coordinates in any way, skip your turn. Cover the Coordinate with your chosen card facing up. Refill your hand from the draw pile (if available).

**Step 2**: now you have a new set of Coordinates. Looking at the numbers on the Coordinates, open (flip green side up) any tiles that are located in the corresponding rows and columns of the grid. If these tiles are already facing up or gone, you don’t have to do anything.

*Example: let’s say the Coordinates are 2 and 5. It means that the tiles located in the 2nd column of the 5th row AND the 5th column of the 2nd row must be flipped open.*

**Step 3**: if the two Coordinate cards have matching symbols, you can collect all open (green side up) tiles that have the same symbol on them.

## Winner:

When all players are out of cards that match either Coordinate in any way OR all tiles have been collected the game ends and the player who collected the most tiles wins.
Fitzroy

Fitzroy as he appears in game

> *"Some say he forgot everything, except the face of his love." -Leticia*
>
>

**Fitzroy** is a background character and optional boss in Iconoclasts. He is possibly the "ultimate Ivory man" Chrome references from the Scriptures. Although much of his history is unknown, much is revealed by Leticia in the fairy tale she tells Robin during her journey. He lives underground in the Glass Straight, having exiled himself.

## **Background**

Fitzroy appears to be made of pure Ivory . His hair, skin, and eyes are all pure white. General Chrome describes him as the "ultimate Ivory man spawned from the planet". He wears white clothes and a blue cape.

His history before the game is told to Robin by Leticia. Fitzroy became a symbol for the world after "a gift from the skies" renewed it. Fitzroy fell in love with a woman. But as time passed and she grew older, he did not. She eventually died, but he persisted. As he grieved, he discovered that he began to forget. Eventually, he forgot completely the grief of losing his beloved. As he grew older, memories of his past left him.

For a time, he was able to focus on serving the people. But again he met a woman and fell in love. Wanting her to never leave his side, he put her through a transcender to make her like him. Despite becoming eternal like Fitzroy, the woman was deformed to the point of looking like a corpse. Fitzroy, revolted by this new appearance, abandoned his beloved. He exiled himself so that once again forget his loved one. He was never seen again, supposedly unable to forget.