Games included in the Shibumi Rulebook
Spline:
2 players. On an empty board players place a ball of their color on any point. The first player to create a straight line of their color spanning from edge to edge relative to its level wins.
Spline+:
2 players. On an empty board players place either a ball of their color on any point, or they can move a ball of their color to another point that is not above any ball that dropped due to removing said ball. The first to create a straight line of their color spanning from edge to edge relative to its level wins, in case of two opposing lines being formed, the longer line or the mover wins.
Splice:
2 players. On an empty board players either place a ball of their color on a hole or on top of four adjacent balls that has at least one red ball or a red ball on any hole or any four adjacent balls. The first player to create a straight line of their color with at least one red ball spanning from side to side relative to its level wins, if a red ball creates two opposing lines the mover wins.
Spree:
2 players. On an empty board, players hand a ball for their opponent to play on any point. Players cannot hand the same color ball twice. A player who first makes a straight line of either white and red or black and red balls spanning from edge to edge relative to its level wins, pure white or black lines also counting.
Spava:
2 players. On an empty board, players either place a ball of their color or a red ball on any point. Creating a straight line of one's color spanning from edge to edge relative to its level wins, but creating a line at least two balls long shorter than a winning line loses.
Splade:
3 players. On an empty board, players place a ball of their color on any point. The game ends if a straight line made of two colors spanning from edge to edge relative to its level is made. The owner of the color on the line that moves later wins.
Sparro:
2 players. On a board with four neutral balls on the center four holes and another on top of them, players place a ball of their color on any point. If the first ball is placed on a corner, the next ball must not be placed on another corner and vice-versa. The game ends after players have each placed 12 balls of their color. Whoever has the most straight lines of three balls either lying flat or climbing upward wins, if tied, the last player to create a line of three wins, otherwise the latter player.
Sploof:
2 players. On a board with 12 red balls on the edge holes, players start with a stock of two balls of their color. Players either place a ball from the stock on a point or remove a red ball and adding two more balls to their stock. The first player to create a straight line of four connected balls when viewed from above wins.
Spaniel:
2 players. On an empty board, players place two balls on any two points in this order:
Player 1: Black-White
Player 2: Red-Black
Player 3: White-Red
The first player to create a visible straight line of three adjacent balls wins.
Span:
2 players. On an empty board, players place a ball of their color on any point. White wins if he makes a visible connection from above from left to right, while Black wins if he makes a visible connection from above from top to bottom.
Sponnect:
2 players. On a board with four red balls on the center four squares and another red ball above them, players place a ball of their color on any point. White wins if he makes a visible connection from above from left to right, while Black wins if he makes a visible connection from above from top to bottom.
Spight:
2 players. On a board with white and black balls placed in a checkerboard setup, players move a ball of their color with at most one other ball above it in a knight move on the same level or upwards a level, i.e. onto the nearest four-ball platform. The first player to connect all his balls into one group wins.
Spice:
2 players. On a board with four red balls on the center four squares and another red ball above them, players place one of two of their balls. If a move creates a larger group of balls than before, the mover's opponent can remove any movable ball on their next turn. The game ends when the pyramid is complete, after removing the top ball the owner of the largest group seen from above wins.
Pylos:
2 players. On an empty board, players each have a stock of 15 balls of their color and may place them on any hole. When four balls form into a square, a player can either place a ball from their stock onto it or move one of their balls not underneath any ball onto the point. If a player makes a square out of their own color, they can take back any two balls of their color back to their stock. The player who completes the pyramid wins.
The Pyramid of the Flying Marbles:
3 players. On a board randomly filled with 10 white, black and red balls, players capture marbles based on turn order, starting with whoever owns the topmost ball. White captures red which then captures black. Captures can only be between balls that touch and can be done on balls that support at most one ball, this is done by removing the target and moving the capturing marble on its place. Balls can drop down after capture. If a player can't capture, they can pass. Game ends after all players pass, the winner being the one who has the most balls remaining.
Pylos:
2 players. On an empty board, players each have a stock of 15 balls of their color and may place them on any hole. When four balls form into a square, a player can either place a ball from their stock onto it or move one of their balls not underneath any ball onto the point. If a player makes a square out of their own color, they can take back any two balls of their color back to their stock. The player who completes the pyramid wins.
The Pyramid of the Flying Marbles:
3 players. On a board randomly filled with 10 white, black and red balls, players capture marbles based on turn order, starting with whoever owns the topmost ball. White captures red which then captures black. Captures can only be between balls that touch and can be done on balls that support at most one ball, this is done by removing the target and moving the capturing marble on its place. Balls can drop down after capture. If a player can't capture, they can pass. Game ends after all players pass, the winner being the one who has the most balls remaining.
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