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PUBLISHER WANTED

2-4 players / age 6-adult / ± 20-30 min

Game objective

A mathematical learning game with increasing difficulties per age group.
Count smart by combining the patterns and numbers on your playing cards and reach the finish before your opponent(s).

Basic setup

The setup is slightly different per learning level/age group (see manual):
Age group 6+
For this target group, the game is played with just dice A, tiles type A, color cards and block patterns with *-marks.
Age group 7+
For this target group, the game is played with both dice, tiles type B, all color- and block pattern cards

At random 9 tiles are taken from the pile of tiles and placed randomly on the 9 middle squares on the board. Each player chooses a pion (yellow, red, blue or green) and gets 4 cards: 2 with a block pattern and 2 marked with numbers. All players put their pion on the start position. The cards are placed upside down on 2 separate piles next to the gameboard. The youngest player starts.

Gameplay

Age group 6+
At the start of a turn, one player throws the dice.
The score of the dice determines the action:
--> 1 to 4
a tile with the corresponding number (from the pile) is placed on the gameboard, replacing another tile
--> ‘on’-icon
the player puts a tile of his choice on the board (on an empty space or on top of an existing tile). If multiple tiles are placed on top of each other, the value of the pile is the sum of both
--> ‘off’-icon
the player removes a tile of his choice from the board and puts it back on the pile

Goal is to combine 2 types of cards in possession and score to move on the board. If the total sum of the numbered tiles of the pattern is equal to the number on the colored card, one gets at least one point. Now some situations might make you win less or more points in one turn or might even make your opponent loose one.

Score rules:
- 1 score if the sum of the pattern is equal to the number on one of the colored cards in possession. If this is not the case, no additional points can be won
- 1 extra score if the color of your own pion corresponds with the color of the colored card
- 1 extra score if the color of the spot you’re standing on corresponds with the color of the colored card
- every opponent loses a score if he/she stands at a spot which corresponds with the color of the colored card.

At the end of the turn, the scores are counted and the pion is moved ahead. One spot for each score made. It is thus possible that a player at the end of his turn moves 3 spots ahead and forces one or more opponents to set one step back.
The scoring cards are put at the bottom of the corresponding piles and for each card put away, a new one is taken.
It’s up to the next player to start a turn.

Remark:
- one can not score when an opponent is playing. If at the start of one’s turn a scoring pattern is still on the table, this player still has to throw the dice, but is allowed to use the pattern already on the gameboard to score additional points. One can use as many cards in possession in one turn as possible.
- The pattern cards can be used in any direction

The game ends when the first player reaches the finish line.

Example:

It’s Blue’s turn to play. The blue pion is situated on a yellow spot, Yellow and Red on a non-coloured one and Green on a yellow spot. Blue has 4 cards in possession (2 pattern cards + 9 blue + 12 yellow). Blue throws ‘3’ with the dice.
Blue can now make a score by replacing tile ‘1’ with tile ‘3’. Thus making a combination of the ‘square’ pattern card and the ’12 yellow’ card. (4+4+1+3=12) No further scores can be made.
As a result Blue moves 2 spots (1 for the score + 1 because the card ’12 yellow’ corresponds with the yellow spot Blue was standing on). Furthermore Green loses 1 spot because it was standing on a yellow spot. Blue returns the scoring cards and takes 2 new ones. The turn is now ended and it’s up to the next player to play.


Age group 7+
The gameplay is more or less the same.
Apart from the changed game contents, the main difference is that now both dices are thrown. The second dice determines wether the player needs to reach the number on the playing card by using a sum, a multiplication or a is free to use sum and/or multiplication.

© 2005 Joushi (Tom Wuytack)
Benelux-Bureau voor tekeningen of modellen: n° 3271
special tx to Luc Blomme