NESTORGAMES continuous abstract game design contest
Néstor Romeral Andrés
Spain
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CONTEST CANCELLED!

Hi, all.

I receive around half a dozen submissions of abstract games each month. Most of them are great designs. I hope I can publish all of them, but by now I can't. Not enough time. Morevover, I'm not focused exclusively on abstracts at the moment.

So I've decided to create a continuous abstract game design contest.

How does it work? Simply add your game to this list (first you must add the game entry to the bgg database), and when it reaches enough thumbs up, I will contact the author and propose and agreement. How many thumbs up? I still don't know. I will try to fix this number soon.

Rules:

1. The game must fit on one of the NESTORGAMES formats (1 and 2 so far):

http://www.boardgamegeek.com/weblink/58717/nestorgames-forma...

http://www.boardgamegeek.com/weblink/58716/nestorgames-forma...

2. The game must be an abstract. It can be lightly themed (like Hippos & Crocodiles).

3. The game must be finished. No variants, corrections or whatever.

4. Games already published are accepted too, as long as the author can license it to other publishers.

5. You can submmit other author's games.

6. You can submmit as many entries as you wish.

7. Any entry can be rejected because of production issues.

8. Games that can be easily home made or that can be played with existing NESTORGAMES games could be rejected for obvious reasons. Sorry for this.

When and if a game is published, I will give a free copy to a randomly picked geekuser among the ones that gave this list a thumb up.

Thank you and good luck!

Néstor Romeral Andrés

EDIT:

So what is an abstract game? That's a difficult question.

Theoreticaly an abstract game is a game with no theme at all. Hence the word "abstract".

Some of the entries in this contest have a theme, and even a low dose of randomness. This is not a bad thing. But where is the line? I don't know. I'm still learning...

EDIT: By now, 2 games have reached the 40 votes barrier. 40 is a good number. I will fine-tune it over time.

Barrier is now: 40

EDIT: Added rule.

EDIT: 3 games have reached the 40 votes barrier so far! Well done!

EDIT: Added rule.

EDIT: As one of the entries has reached 50 votes and the geeklist has more than 50 thumbs, it is time to raise the barrier.

Barrier is now 50.

EDIT: 4th winner! Time to raise the barrier again.

Barrier is now 60.



EDIT: 5th winner!

Barrier is now 70.

EDIT: 6th winner!

Barrier is 70 again

Edit: 7th winner!

Barrier is now 100

Edit: 7th winner removed from the contest by the author.

Edit: 8th winner!

Edit: 9th winner!

Edit: 10th winner!

Edit: 11th winner!

Edit: Barrier raised to 200!



-----------------------------------------------

Winners list:

- Mundialito (Gold Cup). Re-implemented to Robosoccer
- Penguin Soccer
- Symbol
- Zaic
- Topology
- Linkage
- Splut! Game removed from contest by the author
- Pilus
- Isaac
- Hello, Dolly!
- BASKETmind
- Penguin Panic: The Great Icescape






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51. Board Game: Isaac [Average Rating:7.32 Unranked]
Johannes Wentu
Italy
Parma
Unspecified
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This is my first submission to Nestorgames contest.
Togheter with the description of the game, a file with the complete rules should be accepted in the next days.

Here are some cons and pros that I see for Isaac

whistle CONS:
shake The last 2 or 3 moves are sometimes "forced", meaning that they do not require much reasoning and the best move is plainly visible. This is in common with other abstract games where the number of pieces or available moves decreases toward the end of the game
shake The original 10x10 board version could have some problems in the format1 Nestorgame accepts because when pieces completely cover the board (sometimes is happens) they are not so easily removed. This problem disappears completely in the 7x10 board version, with shorter pieces. I am still testing it and it is very promising.

laugh PROS:
cool FAST: plays in 15 minutes or so
SIMPLE: explanation takes 3 minutes
cool DEEP: many interesting decisions in both phases:
- do I use shorter or longer pieces ? longer ones get more points but lines through shorter ones cross many pieces
- do I score less to try and double another score ?
- do I start soon to score longer pieces while it is worthier or do I try to score all my short pieces ?
RICH: different strategies to win:
- set up shorter pieces to score largely with the longest ones
- setting up pieces to use the counter often
- scoring often less points or a few times many points
BALANCED: first player in placing hasn't shown any concrete advantage
ORIGINAL:
- game divided in two very different phases
- scoring during pieces removal
- score counter is active part of the game
ninja ECONOMICAL: small number of easy manufacturable pieces in a small number of designs
EXPANDABLE: it is perfectly possible to think many variations:
- more players
- different pieces in shape and way of scoring
- more
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52. Board Game: Pixl [Average Rating:9.50 Unranked]
Damon Stea
United States
Glendale
CA
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This is currently offered on thegamecrafter.com

The game is almost like a colorful, four player version of Go with a twist - each player is hunting a specific color and being hunted just the same.

The game would benefit greatly from flat tiles rather than cubes, but it was intended to appear like modern art once each game was completed.

There are full rules on the geek page, with the board and pieces available for print and play once they've been reviewed.
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53. Board Game: 42 Hyperspace Expressway [Average Rating:6.81 Unranked]
Markus Hagenauer jr.
Germany
Surheim
Germany
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After the big succsess of Topology I decided to submit another game to this constest.

42 Hyperspace Expressway is an space themed but abstract (2 players, no luck, pure combinatorical) game played in two phases.
First it is a tile placement game, than it becomes a capturing game.

The rules are available at the game page.
I´ll add some pictures of the prototype soon.

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54. Board Game: Actual Size May Vary [Average Rating:7.00 Unranked]
Andrew Juell
United States
Red Lion
Pennsylvania
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’Actual Size May Vary’ is a 2-6 player abstract with very simple rules that have counterintuitive emergent consequences. It’s probably at its best with two, but even for a given number of players it can usually scale smoothly from a lunch-break filler to an evening-spanning epic, as desired.

(rulebook is already submitted, should be available soon)

(edit:added just-approved picture, tweaked odd line breaks)
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55. Board Game: FNAP [Average Rating:6.54 Unranked]
Andrew Juell
United States
Red Lion
Pennsylvania
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FNAP has been nigh-impossible to find stateside for years, and Pin waived its exclusivity rights long ago. Some minor component changes would be necessary, but might actually help clarity (with the benefit of 20/20 hindsight). Could probably come up with a more marketable name, too. ^_^
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56. Board Game: Alien City [Average Rating:7.14 Overall Rank:4260]

Lacombe
Louisiana
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Suddenly a shot rang out! A door slammed. The maid screamed. Suddenly a pirate ship appeared on the horizon! While millions of people were starving, the king lived in luxury. Meanwhile, on a small farm in Kansas, a boy was growing up.
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Have I / has somebody suggested this one before?

It doesn't really fit your mouse-pad model perfectly well [you could have a mouse-pad board with an 8x10 grid for the 20 2x2 tiles to get laid out on], but the pieces could literally be anything [don't have to be Icehouse pieces, in other words] you can come up with as long as the claim markers can stack on the "towers".

I think you could sell a lot of copies of this one.

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57. Board Game: Hexteroyd [Average Rating:0.00 Unranked]
Johannes Wentu
Italy
Parma
Unspecified
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Hexteroyd is an abstract strategy game for 2 players with a background theme of Asteroid Mining that will be explored more deeply in the near future.
Hexteroyd has been created to partecipate to the mathematical festival "Tutto è numero 2001" ("Everything is number") in Caldè, Italy.

What's so special about Hexteroyd ? goo

Hexteroyd is a kind of connection game but with several twists:

First and foremost, you don't need to connect distant parts of the board. You must connect points to... gain points ! cool

The pawns you use are shared between the players and have a double role: they allow the players to make actions and they are the points themselves: positive if you connect them on the board, negative if you keep them in your hand. surprise

You don't directly place the connecting pieces on the board: they come into play as a consequence of your playing a pawn, whether you place it on, or remove it from, the board. ninja

Connecting pieces (the discs) aren't fix, they have a certain degree of variability as the result of players' actions: once they are on the board, they remain on their cell, but they change owner, therefore changing the connected pawns.


Thanks to these characteristics, some parts of the board (usually the peripheral ones) are constantly subject to subtle but meaningful changes and the victory is somewhat uncertain till the end.laugh

The strategic aspect of Hexteroyd originates in the different ways in which you can use pawns: if you tend to empty your hand, you will have more territory control but less mobility; if you keep them in hand you risk to lose points in the end if you can't get rid of them. laugh
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58. Board Game: Chameleons [Average Rating:8.00 Unranked]
Gregorio Morales
Spain
Alicante
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Chameleons, by Chris Huntoon.

It's an elimination game, sort of variation of Alquerque. But with a reallly nice twist that makes it slightly themed (chameleons can change its color!).

I'd love to see it published, and you?
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59. Board Game: Morelli [Average Rating:7.38 Overall Rank:6733]
 
Richard Moxham
United Kingdom
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Hey guys.

Allow me to introduce Morelli, a perfect-knowledge abstract for two in which your challenge is to occupy the citadel in the centre and hang onto it to the bitter end.

It’s what I call a ‘whitewater game’ – pretty frantic right from the start, because you need to block your opponent’s latest four-move plan at the same time as promoting your own, and getting steadily frantic-er as unforeseen threats/opportunities materialise and multiply. Meanwhile, everything’s shrinking inwards towards a position where no-one will be able to move anything any more, and victory is all about who’s on top when the music stops.

In other words, you can play it for thrills – addictively so, in fact. But it also has the purity and the potential strategic depth of the timeless abstracts.

And it happens on a beautiful board .

Richard

PS Note refreshed image to display beauty of board even more unignorably!

PPS Check out newly-uploaded Rules file, with 24 explanatory images now embedded for your convenience.
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60. Board Game: Hello, Dolly! [Average Rating:8.03 Unranked]
pak cormier
France
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Hi!
Here is Hello, Dolly! a sheep-themed abstract game for two players. I meant it to be an abstract game, but everybody told me a theme would be better, so I added a theme...
It has been tested with different kinds of players and they all liked it. I hope you enjoy it too! laugh
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61. Board Game: Battle of LITS [Average Rating:7.08 Unranked]
Grant Fikes
United States
Abilene
Texas
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Ever since I learned that nestorgames takes submissions, and even before this game (which arose as an attempt at adapting the logic puzzle LITS as a board game) was completely developed, I knew that its use of polyominoes would make it perfect for the nestorgames format. With help from you, the BGG community, I hope to make my dream of being published a reality.

In a nutshell, two players (X and O) take turns placing tetrominoes on the board, attempting to cover each other's symbols while protecting their own. The first tetromino may go anywhere; after that, players must follow only three very simple rules:

1. Every new piece must share an edge with at least one of the pieces already on the board.
2. No two congruent pieces may share an edge.
3. No four cells in a 2x2 arrangement may all be covered by pieces.

Once no more pieces can fit, count up the symbols showing on the board, and whichever player has more symbols showing wins!

Rule 1 forces you to play the early game carefully, trying to place your pieces in advantageous spots without giving your opponent access to even bigger advantages. Rules 2 and 3, while they may seem arbitrary at first, create much of the game's depth, as they give you a variety of ways to protect your symbols. In the absolute most basic form, you cover three cells in a 2x2 area, leaving the fourth one, with your symbol, safe; however, players will quickly discover that more possibilities than that exist.

After 18 plays, Battle of LITS has shown me plenty of depth and a rich variety of tactics, and promises to reveal more depth in the future. I am actually eager to play this game just to develop a greater appreciation for it – and I'm not just saying that because I designed it (I've had ideas in the past that, upon play-testing, don't excite me like this one does).

Battle of LITS has proven to be a quick-moving game whose rules are easily grokked by play-testers (even when I explain the rules and then let them play against each other, suggesting that a well-illustrated page of rules would be very effective in a physical version of the game).

Like previous winner Isaac, Battle of LITS has the potential to be economical (I'd say it should be only slightly more expensive than Hippos & Crocodiles to produce, due to the polyomino-shaped pieces) and expandable (different board layouts play in very different ways, I have found, and while I don't know how economical it would be, making a board out of many individual tiles instead of a solid board would allow the greatest variety of potential layouts).

tl;dr version: Vote to publish this game. It is uniquely challenging, and you won't regret it.
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62. Board Game: Latrox [Average Rating:0.00 Unranked]
Kolja Geldmacher
Germany
Niedersachsen
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Hy.
I think Latrox may be a good candidate, as long as you can engrave non-translucent acrylic.Every gamepiece has a number written underneath so this is crucial. Its a strategic game for 2 people, a bit like Stratego but on a Hexed field and you role a dice to determin what pieces are allowed to move and which piece wins on an attack. I do not know if it has ever been published but i am not the author, i just stumbled upon it on the internet a couple of years back.
FH
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63. Board Game: Catchup [Average Rating:7.71 Overall Rank:3729]
Nick Bentley
United States
Madison
Wisconsin
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[EDIT] this is the board needed to play Ketchup face-to-face:



Which, you will note, looks like a tomato.

Visit the game's homepage for up-to-date rules, online play, printable boards, and other stuff.

I've been designing abstract games intensively for about a decade, with some success (for example, I won the international game design competition Concours International de Créateurs de Jeux de Société in 2007 for my game Mind Ninja), and as far as I can tell, Ketchup is now either my best or second-best game. It took two years and a several revisions to get it into its current form, and I'm proud of it.

It's a simple, drawless game for 2 players with an unusual dynamic. The goal is to end up with the largest group of stones on the board, but the closer you get to winning, the more powerful your opponent gets.

Whereas most stone-placement games are about position, Ketchup is about timing, position, and the interplay between them.

It needs a scoring track, which is why one can't just cannibalize a preexisting Nestor Game to play it.

The well known game designer Christian Freeling implemented it for turn-based play on his site, and here's what he said about it:

Quote:
This is very much a strategy game, as opposed to a tactical one...It has an excellent balance between strategy and tactics, feels altogether organic, has a natural simplicity and a nice pace.


Quote:
Nick's game leaves little doubt about his intuitive notion: he definitely sensed a beautiful new game, a natural organism - only thing was how to capture it, and this has been a reluctant cookie to say the least. Now that it's all cleaned up and polished, we have a new definition of territory and new mechanics to match, and a beautiful game awaiting deep investigation.


Ketchup is also available for real-time online play at igGameCenter.
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64. Board Game: BASKETmind [Average Rating:7.72 Unranked]
Miguel
France
Caen
(from Valencia, Spain)
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OK, here I go! BASKETmind is my first design and my first submission to this list. Well, since I was a kid I have "designed" a lot of games, but this is the only one I consider "finished", and the only one I have played a lot with many people! I am by the way surprised that 30 years later there is no "good" basketball game, only league (buying/selling players) games, so if you want to play one give it a chance!


I think the present prototype fits very well NESTORGAMES format: only one half basketball court, one score/turn panel, a few dice and markers, and the players. The ones I use are made of idented checkers' pieces, they allow the ball to be carried easily and hold a variant player label below.

I have submitted the rulebook (EDIT: already available!), but if you are curious you can already check the pictures and design notes I uploaded to the game page!


EDIT: BTW, when I designed the game I used to play Mastermind with my brothers, that's where the name comes from...
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65. Board Game: The Travelers [Average Rating:8.25 Unranked]
Gianni Cottogni
Italy
Torino
Piedmont
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This game seems interesting.
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66. Board Game: Home [Average Rating:0.00 Unranked]
Alain Fresno Duval
Spain
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HOME.

English

http://cdb.creatuforo.com/home-tema81.html

Author: Alain F. Duval
Players: 2 Players.
Duration: 20-30 Min
Components: 1 Board - 6 Cards

Review: The aim is to manage to mark 6 points in the central cabin "HOME". For this the players displace his cards towards the center of the board across cabins and mark these themselves which is the following card in playing.

The science of the game resides in that player possesses these cards since before the item, one distributes random 6 available cards in the game.

español

http://cdb.creatuforo.com/home-tema81.html

Autor: Alain F. Duval
Jugadores: 2 jugadores.
Duración: 20-30 Min
Componentes: 1 tablero - 6 fichas

Reseña: el objetivo es lograr marcar 6 puntos en la casilla central "HOME": Para esto los jugadores desplazan sus fichas hacia el centro del tablero a través de casillas y estas mismas marcan cual es la siguiente ficha en jugar.

La ciencia del juego reside en que jugador posee esas fichas ya que previo a la partida, se reparte aleatoriamente las 6 fichas disponibles en el juego.

Instructions PDF - manual PDF

http://www.mediafire.com/?7zxs40pkbk5h0kk HOME Español.pdf

http://www.mediafire.com/?lblut56pjf5cpwu HOME English.pdf

Web Author

http://cdb.creatuforo.com/catalogo-cdb-foro1.html

Place BGG

http://www.boardgamegeek.com/boardgame/109970/home

Thank you for the opportunity to be able to present my offer.
A greeting - Gracias por la oportunidad de poder presentar mi propuesta.

Un saludo
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67. Board Game: Snake Bite [Average Rating:0.00 Unranked]
Micah Fuller
Canada
Hamilton
Ontario
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Players play as snakes competing to collect eggs scattered across the board. Every time you eat an egg, your snake grows longer. Watch out, though; snakes can eat each other's tails, so a long snake is a tempting target!

Points are awarded for eating eggs and other snake's tails. A balance of both is usually needed to win.
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68. Board Game: Klin Zha [Average Rating:6.75 Unranked]
Kolja Geldmacher
Germany
Niedersachsen
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A nice two player chess like game with a Klingon background and a not so often used boardshape...
Come on guys there is nothing to discuss about it...
Q'apla
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69. Board Game: Toads & Dragonflies [Average Rating:0.00 Unranked]
Kolja Geldmacher
Germany
Niedersachsen
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Ok, another one from me, but this time something i "invented" myself. Toads&Dragonflies is a sister product to Hippos & Crocodiles as it is has the same rules. Just the tile shapes and the board changes. In order to fit all 3 board sizes into one design, i had to add some neutral pieces, called boulders, that are placed before players choose their tile shape/animal. They are needed, because the "Stream" called part of the board is 16 hexes larger than the board size of Buffalos... I think a hexed version of H&C would be fun and would fit Format 1 perfectly.
And nearly every abstract deserves a hexed version!

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70. Board Game: Yin Yang Koi [Average Rating:7.00 Unranked]
leo shaw
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Yin Yang Koi is an abstract board game.
"Yin" and "Yang",two families of Koi were struggle for control of the pond.You can move your Koi, place your fry or flip fry from opposing side to your side.
This is the first game i designed.
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71. Board Game: Carnac [Average Rating:7.09 Overall Rank:3993]
Johannes Wentu
Italy
Parma
Unspecified
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I am pretty sure Nestor can not, at the moment, produce these simple pieces but you never know what the future has in store...

So far i received many enthusiastic comments about it, so why not to try?

As a game, Carnac is very very simple but with an original "shared move": one player places a Menhir standing, the other one tips it over. cool
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72. Board Game: Syzygy [Average Rating:5.50 Unranked]
Olaf Pieters
Netherlands
Amsterdam
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Rules:

The setup is always in a "diamond" shape (like the one on the picture) and the planets are placed so that no planets of the same colour are connected.

Victory means: three planets in one straight line (one of the six main hex directions). All three planets must be connected to each other and no other coloured planets may be in between.

Planets move along the outer sides of the other planets and are not hopping on top of or hovering over the other planets

One or more "gaps" between two planets mark the end of a step.

The amount of steps a planet can move depends on the point value of the planets it is connected with (1, 2, 3 or 4).

You always have to choose one of these point values and you have to complete all chosen steps either clockwise or counter clockwise.

No planets may be left alone and the planet field may never be devided, not even briefly.

The colour that has just been moved, may not be moved by the next player in the next turn (a small asteroid is placed against the last moved planet to mark the last moved colour).

The game has similar movement mechanics as my game Cookie Disco, but this game has even less rules and the goal is completely different.

Try Cookie Disco on Boardspace.net to get a better understanding of the game's movement mechanics:
http://boardspace.net/english/about_cookie-disco.html

Olaf Pieters
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73. Board Game: Penguin Panic: The Great Icescape [Average Rating:7.50 Unranked]
Scott Nelson
United States
Idaho Falls
Idaho
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Penguin Panic is pretty much abstract placement game with a dose of theme to make things feels logical. It has been rethemed a few times, trying to make it "feel" right.

So, penguin panic is all about helping penguins escape from the clutches of the polar bears, who have them captive in a prison of sorts. Just go with me here, I know they don't even live together, let alone have prison yards in Antarctica.

Each player pays out bribes to the polar bear guards to have them look the other way when you want them to, in order for a penguin to escape. There are 5 different colored penguins, and a set of colors of escapees is better, with VPs awarded at end game for collections as follows: 1=1, 2=3, 3=6, 4=10, 5=15, per set. Thus, duplicating colors is not as beneficial unless you can fit them into a set later; some special abilities do allow for switching 1 for another during the game.

Each round 12 penguins are brought to the yard. Placement into the yard is up to the players (and some luck), earning fish (used for bribes) for each like colored penguin in a chain "linked" to it. If an area is filled completely, it is now time for a penguin to escape. If you are the player controlling the area, you get claim of the escapee (even if you did not place the penguin). The escapee taken is of the majority color in that area; 1 is taken, the rest of the same color are placed back into the bag. The Venn diagram makes sure you might help a neighbor fill their area as well.

After all 12 have been placed, a new round begins with 12 more penguins being placed, new turn order, new control areas determined. This continues until all 12 penguins cannot be added to a new round.
PP is for 2-5 players, plays in 45 mins. Due to less than 5 players, dead areas, when filled have penguins added to solitary confinement or eaten, your choice -- imitating the gain of another player in the game.

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74. Board Game: Time Bastards [Average Rating:7.50 Unranked]
Kevin B. Smith
United States
Walnut Creek
California
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This mostly-abstract game has a thin theme of time travel, which seems cool. A4 board, 18 tokens (of 3 colors), 1 die. Rules are currently included on the board, although I'm not sure that's a great idea.

I have to confess that I have not played it, so I'm relying on the testimonials of the author and another BGGer to believe that it might be fun. I have no connection to the game other than having posted a rules rewrite, which I did so I could understand how the game would really work.

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75. Board Game: Rosette [Average Rating:0.00 Unranked]
Martin Windischer
Austria
Innsbruck
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Rosette is a tile laying game where you try to have the lines of your colour as far apart as possible. Just don't do it too obviously as your opponent can destroy your plans if he knows your colour too early in the game.

The full rules can be found at: http://www.popcorn.cc/~zandor/english/rosette.htm
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