BOARD GAME
This invention relates to a board game, more particularly to a kit of parts for playing the game according to defined rules.
Abstract strategy games are well known and popular. They typically involve some kind of playing board which defines a playing area, eg. a series of discrete areas defining a playing path or an array of discrete areas defining play domains, in combination with various playing pieces and possibly other items which are movable by the players according to predefined rules, with the aim of one player winning the game by achieving its predefined object.
There are many known examples of abstract strategy board games, but the object of this invention is to provide a new such game based on a novel construction and design of board and various playing pieces and other items which in combination form a kit of parts for playing the game according to a set of defined rules.
Accordingly, in a first aspect the invention provides a kit of parts for playing a game according to defined rules, the kit comprising: a board having defined thereon an array of play areas, each play area comprising an array of play domains; a plurality of playing pieces for representing respective players of the game and for placement on and movement between selected play domains on the board according to the defined rules; and a plurality of playing tiles for selective placement or substitution by the players of the game in selected play domains according to the rules.
The kit may additionally include a printed document setting out the rules of the game and the instructions for play. Furthermore, the kit may be provided as a unitary item with its component parts suitable packed in a box or other convenient housing.
The kit may also include one or more respective containers, eg. bags such as of a fabric material, for holding respectively the various playing pieces and, especially, the playing tiles, in readiness for use or selection by the players as the game is played.
The array of play areas on the board is preferably symmetrical, such as a 3-by-3 array of nine like areas, preferably each one being square in shape, and separated from the adjacent areas by a border region. The array of play domains making up each play area is also preferably symmetrical, again for example a 3-by-3 array of nine like domains, each of which is preferably square in shape. Thus, in a particularly preferred form the board comprises 81 square domains divided by border regions defining 9 square play areas each of 9 play domains.
The board itself, which may for example be made generally of wood, cardboard, plastics material or a laminate combination of any of these, is preferably constructed such that each play domain is formed as a discrete well, especially a substantially vertical-sided recess, in the board's upper surface.
In certain embodiments each recess may be relatively shallow in depth (eg. of from about 1 to about 5 mm deep), in order to accommodate a single similarly dimensioned playing tile therein so that its upper surface lies flush with the surrounding upper surface of the board.
In alternative embodiments, however, each recess may be somewhat deeper (eg. up to about 10 mm deep), in order to accommodate a substantially thicker playing tile therein, even to the extent that such a thicker tile protrudes a short distance (eg. from about 1 to about 3 mm) above the surrounding surface of the board.
In an alternative, though perhaps less preferred, embodiment the board may simply be in the form of a flat (optionally foldable, for ease of storage) sheet of the material, with the play domains and areas defined graphically on its upper surface by printing, painting or the like.
In one preferred form of the board adjacent wells defining the play domains within each play area are separated from each other by a narrow boundary region, whilst wells on the periphery of one play area are separated from those on a neighbouring play area by a wider (eg. by a few mm) border region, thereby rendering adjacent play areas visibly distinct.
In alternative, though still preferred, form of the board the border regions separating the various play areas may be of substantially the same width as the boundary regions between the play domains within any given play area, although still rendered visibly distinct therefrom by virtue of being of a different colour or bearing other distinguishing surface decoration or of a raised surface height compared with the surrounding region of the board.
Preferably each playing tile is formed as a generally square plate of eg. glass or plastics material. In this case the lower edges of the tiles are preferably bevelled in order to assist their manual removal from a playing domain in the board as and when required.
Alternatively the playing tiles may be formed with generally parallel sides and with such a thickness that they have an upper portion that protrudes above the upper surface of the board when they are situated in the play domains therein, thereby rendering them manually graspable for placement/insertion therein.
The plurality of tiles provided in the kit for playing the game preferably comprises a first plurality of tiles of one or more "neutral" colours (ie. the colour of at least its top surface), such as white or off-white (eg. cream or grey) or some of each, and one or more additional pluralities of tiles each of a respective "active" colour, eg. red, blue yellow or green, each of which active colours is indicative of a respective player of the game. Thus, the number of pluralities (or "sets") of active coloured tiles used in the game corresponds to the number of players, which typically will be 2, 3 or 4. Of course, provision may be made in the kit for a sufficient number of each set of active
coloured tiles for defining the maximum number of players of the game, and the number of sets of active tiles actually used dependent on the number of players participating.
Each set of active coloured tiles may comprise any suitable number thereof as desired or dictated by the rules, eg. 42 (ie. 42 tiles per player).
As an alternative to the use simply of different colours to distinguish the various sets of tiles for use in the game, different graphic designs on the upper surfaces of the tiles may be provided instead (or in combination with different colours) for the same purpose.
The playing pieces of the kit preferably comprise a first plurality of like pieces eg. of one colour, and one or more distinct additional pluralities of pieces eg. of a respective different colour. Each plurality of like pieces of a unique colour can thus be selected to represent a respective player of the game.
In a corresponding manner to the playing tiles, the number of differently coloured pluralities of playing pieces used in the game corresponds to the number of players, again typically 2, 3 or 4. Of course, provision may be made in the kit for a sufficient number of each plurality of pieces for defining the maximum number of players of the game, and the number of pieces actually used dependent on the number of players participating. Each plurality of playing pieces may comprise any suitable number thereof as desired or dictated by the rules, eg. 4 (ie. 4 pieces per player).
Each playing piece, which may for example be formed of wood or plastics material, is preferably specially shaped in order to indicate the possible moves it can make between play domains on the board according to the rules of the game. Each piece is preferably dimensioned so that it is able to sit comfortably within the boundary of any given play domain, on top of a particular tile that may be occupying it.
Preferably each playing piece comprises a columnar body of generally triangular cross- section, with a ramped upper surface inclined towards the piece's front (preferably
vertical) edge. Thus, the forwardly and downwardly inclined upper surface of the piece terminates in a forward point (its so-called "leading point") and extending on either side upwardly and rearwardly therefrom are a pair of lateral edges (the piece's so-called "leading edges").
When the piece is placed on or in a particular play domain on the board, ie. upon a particular playing tile occupying that domain, in accordance with the rules of the game its leading point and leading edges thus may define a set of possible legitimate directions in which the piece is permitted to be moved to neighbouring domains. All this is of course as determined and/or permitted in accordance with the rules of the game.
In an alternative form of the board according to the invention, it may advantageously be provided with a peripheral border region surrounding the playing area of the board and forming a peripheral trough for the purpose of neatly containing and storing the playing tiles and playing pieces before, during or after play thereof.
In one practical form the peripheral trough may be dimensioned to accommodate the playing tiles horizontally, ie. one or a few tiles on top of one another. In this case the peripheral trough will therefore preferably be about the same width as the wells in the playing area of the board, so as to be able to accommodate the playing tiles neatly, and will also preferably be of sufficient depth to accommodate a plurality (eg. 2, 3 or 4) of tiles on top of one another.
In an alternative form the peripheral trough may be dimensioned to accommodate the playing tiles arranged on edge, substantially vertically, side by side. In this case the peripheral trough will therefore preferably be of sufficient width to accommodate the intended maximum number of playing tiles according to their preferred thickness.
Furthermore, the peripheral trough is preferably divided by spacer elements into discrete trough compartments, in order to provide discrete trough sections for accommodating playing tiles and/or pieces of each of the different colours used in the playing of the
game. Any desired number of spacer elements may be used to define the various trough compartments, eg. according to the typical number of players of the game and/or the number of differently coloured tiles and/or playing pieces used.
In a particularly preferred example of this alternative form of board, it is further provided with a lid corresponding in shape to that of the perimeter of the board, in order to contain and hold in place the playing tiles and pieces stored within the wells in the playing area and/or the peripheral trough compartments. The lid may be securable in place on the board for example by a simple friction fit between mutually engaging flange formations on the peripheries of the main board and the lid, or alternatively by any suitable form of clips or other securing or locking means.
The lid also preferably comprises a transparent central window, eg. of glass or plastics material, of preferably the same dimensions as the playing area of the board. This enables the playing area, perhaps with playing tiles artistically arranged therein, to be visible, thereby enabling the whole assembly to represent an abstract work of art when not being used for the playing of the game. Going even further, such an assembly may even be provided with hanging means, eg. holes formed in the base of the board for accommodating a hanging wire or cord, so that it may be hung on a wall for storage or artistic purposes.
In accordance with additional aspects of the present invention, there are also provided, individually, a board, a playing piece and a playing tile, each as defined above generally or by way of preferred embodiments for use in forming the kit for playing the game according to the first main aspect of the invention.
Preferred embodiments of the game and the kit of parts for playing it, in accordance with the invention, will now be described in detail, by way of example only, with reference to the accompanying drawings and Annex (which forms part of this description), in which:
Figures 1 (a) and (b) are, respectively, a plan view and a cross-sectional view of the preferred playing board;
Figures 2(a), (b) and (c) are, respectively, a front perspective view, a side view and a top plan view of one of the preferred playing pieces;
Figures 3(a) and (b) are, respectively, a perspective view and a cross-sectional view of one of the preferred playing tiles;
Figure 4 is a plan view of an alternative form of the playing board (without its lid); Figure 5 is an exploded cross-sectional view, on line V-V of Figure 4, of the board of Figure 4, together with its lid;
Figure 6 is an exploded cross-sectional view, corresponding to that of Figure 5, but of an alternative construction of the board and lid combination; and
Annex 1 is a description of the object and rules for playing the game according to any of the exemplary embodiments.
Referring firstly to Figures 1 (a) and (b), the board 2 which forms the basis of the game takes the form of a flat sheet or body, eg. of wooden or plastics material, having formed in its upper surface a symmetrical array of eighty one square play domains 8. These play domains 8 are distributed to form a symmetrical (3 x 3) array of nine square play areas 4. The play domains 8 within each play area 4 are separated by narrow boundary formations 18 (eg. of a couple, eg. 1, 2 or 3, of millimetres' width), whilst the play areas 4 are separated from each other by slightly wider border formations 14 (eg. of a few, eg. from 5 to 10, millimetres' width).
In an alternative construction, however, (not shown), the border formations 14 may be substantially the same width as the boundary formations 1 8, but differentiated therefrom by virtue of having a different colour or other surface decoration therefrom.
Each play domain 8 is formed as a shallow, vertical-sided recess in the upper surface of the board 2, of a sufficient depth to accommodate one of the playing tiles, as described further below.
The apparatus for playing the game further includes a collection of playing pieces 30, as shown in Figure 2. Each playing piece 30, which can for example be made of wood or plastics material, is formed as a generally triangular-sectioned cylinder with a flat base 1 and a ramped upper surface 34. The ramped upper surface 34 is inclined downwards towards a leading point 32 of the piece, with a pair of lateral edges 36 extending upwardly (36a) and then rearwardly (36b) and to either side of the leading point 32 defining leading edges of the piece. The leading point and the leading edges of the piece define, when the piece is in play and positioned appropriately on the board, the permissible directions of move of the piece in accordance with the rules. This indicative function may if desired be enhanced visually by means of the leading edges 36 being formed or cut at a bevel so as to reveal a different surface colour from the rest of the piece's surface and thereby to create a visually enhanced arrow-shaped indicator of the possible moves of the piece.
There will normally be provided at least two sets of playing pieces 30 for play of the game, the pieces of each set being of a different colour (or other design) to represent individual players, and the number of sets being defined by the number of intended players, eg. 2, 3 or 4.
The apparatus for playing the game further includes a collection of playing tiles 20 for placement in the play domains 8 on the board according to the rules of the game. As shown in Figure 3, each tile is formed as a generally flat plate, eg. of glass or plastics material, and optionally with rounded corners, with bevelled lower edges 24 and an upper surface 22 coloured (or the whole tile may be so coloured) to indicate the tile's ownership amongst the players of the game. The bevelled lower edges 24 of the tile 20 assist its removal as and when required from a well recess 8 in the board 2, by simple manual pressure on the upper periphery of the tile, which causes it to flip up.
As an alternative, each tile may be formed with a non-bevelled shape, ie. as a cuboid body dimensioned to protrude upwardly from the upper surface of the board in order to assist its insertion into and its removal from its respective well in the playing board.
There will normally be provided at least three sets of playing tiles 20 for play of the game: one set of "neutral" tiles (eg. coloured white or some white and others off-white, eg. half of one and half of the other neutral colour, so that when the board is set up with the neutral tiles occupying all the play domains, they can be arranged alternately, in order to visually emphasize the diagonal directions on the board), and for each intended player of the game another respective set of "active" tiles of a respective different colour. Each set of tiles may comprise any desired number, as desired or as the rules dictate, eg. 42 in the case of the active tile sets and at least 81 for the neutral set.
A first alternative form of the playing board 2 is shown in Figures 4 and 5. In this embodiment the playing area of the board, the playing tiles and the playing pieces are the same as before, but here the board 2 includes as an extension of its construction a trough or channel 40 around its periphery and surrounding the play area. The peripheral trough 40 is divided by spacer elements 42 into a plurality of trough compartments 40', each for accommodating any desired number of playing tiles or playing pieces either before or after play thereof, eg. those of a given colour in a given compartment, as dictated by the number of players of the game and their distribution around the board.
The trough compartments 40' are of substantially the same width as the wells 8 in the play area, so that they neatly accommodate the playing tiles placed within them, which often will be a few one on top of another in each compartment 40'.
Figure 4 shows this alternative form of board without a lid, for clarity. However, Figure 5 shows (in exploded view) the board of Figure 4 with its corresponding lid 50. The lid 50 corresponds in shape to the perimeter of the board, in order to contain the playing tiles and pieces stored within the wells 8 in the playing area and/or the peripheral trough compartments 40'. The lid 50 is securable in place on the board by a simple friction fit between its mutually shaped and engageable perimeter flange formations 58, 59. Alternatively any suitable form of clip or locking arrangement may be used instead.
The peripheral section of the lid may preferably be formed of the same material as the main board, but the lid also comprises a transparent central window section 54, eg. of glass or transparent plastics material, of substantially the same dimensions as the playing area of the board. This enables the playing area, with the playing tiles artistically arranged therein, to be visible through the lid, thereby enabling the whole assembly to represent an abstract work of art when not being used for the playing of the game.
The base of the board may even be provided with hanging means, eg. holes for accommodating a hanging wire or cord, so that it may be hung on a wall for storage or artistic purposes.
A second alternative form of playing board 2 with its corresponding lid 50 is shown in Figure 6. Here the playing board 2 comprises corresponding play domains 8 for placement therein of playing tiles according to the rules of the game, and also peripheral lower and upper trough regions 40a, 40b defined between the board 2 and lid 50 (and located by virtue of mutually engaging rim portions 58, 59) for allowing the playing tiles to be contained before, during or after play, but in this embodiment substantially vertically on their sides. A corresponding transparent window 54 is provided in the lid 50 to enable the playing tiles and/or pieces within to be viewed when the whole assembly is set up as an artistic work.
Turning now to Annex 1 , this sets out, by way of non-limiting example, the rules of the game using the exemplary components described above, in terms of how the game is begun and how the various playing pieces and tiles are used by the various players, in conjunction with the board and its various play areas and play domains, in the attainment of the game's object.
It is to be understood that the above description of preferred embodiments of the invention, in particular the component parts of the kit and the rules governing the playing of the game, has been by way of non-limiting examples only, and various
modifications may be made from what has been specifically described and illustrated whilst remaining within the scope of the invention as claimed.
ANNEX 1
Words in blue indicate words of particular significance in the rules. You should find an explanation of the word on the same page. Diagrams generally follow shortly after explanations.
Introduction And Equipment
Maccru™ is a game of strategy that can be played by 2,3 or 4 players. The fundamental equipment is the board, the pieces, and the coloured squares. A cover may be provided for the board, and coloured bags for the squares and pieces.
The board houses a grid of 9 areas. An area is visibly distinct: its border has a different appearance to the normal border between two squares. Each area is a grid of 3 squares by 3 squares, so the board as a whole is a grid of 9 squares by 9 squares.
Each player in the game is allocated a colour, and they are given 4 pieces and 42 squares of the colour. Players take it in turns to move or re-orient their pieces. A special feature of Maccru™ is that the players can replace the squares on the board with squares of their own colour. The rules that follow immediately are for the 2 player game. The rules for 3 and 4 players only differ very slightly, and these differences are explained towards the end of this guide.
Two Player Game
Winning the game
The player who has the most squares of their colour on the board at the end of the game, and has still got at least one piece left on the board, is the winner. It is also possible to win through the resignation of the other player or players.
End of the game
There are three ways that the game can end. These are:
❖ One player makes a move in which they place their 42nd square on the board
❖ There is only one player left who still has at least one piece on the board
❖ The last remaining neutral square is replaced with a coloured square
Start of the game
At the start of the game players choose the colours they wish to play by any agreed method (for instance put a piece of each colour into a bag and each player in turn to pull one out). The players may agree the order the colours play in (the usual order is red, blue, yellow and green). The starting position is shown over page. The two different shades of white used for neutral squares are not significant for the rules: they only make it easier to visualise the diagonals.
Each player starts the game with four pieces. The piece is shaped to indicate the three possible legitimate directions in which it can (generally) move. At the front of the piece is the leading point and the two adjacent edges to the leading point on the piece are the leading edges.
A piece sits on its current square with the leading point facing clearly in one direction. The leading point can face either one of the 4 corners or one of the 4 sides as shown below. If the piece is facing a corner it should be placed tightly against the corner, if it is facing a side, the leading edge should be touching the side of the square, and the back of the piece should be parallel to the side of the square.
Movement out of a square is either to a square on the same diagonal or to a square the is directly up or down, or sideways left or right.
Movement out of a square must always be forward in the direction of the leading point, or of one of the two leading edges.
Only one piece can sit on one square. A square without a piece on is unoccupied.
From the point of view of a particular piece, the colour of a square on the board can either be > The same as the piece's colour: base colour. This is then a base square. White or off-white: neutral colour. This is then a neutral square.
> The colour of another piece: opposition colour. This is then an opposition square.
From the point of view of a particular piece, other pieces are either base pieces (same colour) or opposition pieces (any other colour).
Base sc Opposition (from Red's point of view) sc Neutral
Turns Each player takes a turn in sequence. The options on a turn, explained in this guide, are to move one piece, re-orient one piece or resign.
Moving A Piece
The piece itself is shaped to indicate the three possible legitimate directions: > The direction its leading point faces
> The directions that the two leading edges face.
Movement from square to square is always in a straight line and in one of the three forward directions. > If a piece is facing a corner, then there is one diagonal move and two orthogonal moves forward.
> If a piece is facing the side of a square, then there is one orthogonal move and two diagonal moves forward.
Direction Of Movement And The Basic Move
The pink border is the edge of the board. White symbols are the 3 possible moves. If no moves are shown then the piece cannot move.
The square a piece ends up on at the end of a move is referred to as the destination square. > When a piece is moved to the destination square then it must be placed so it faces in the direction in which it has just travelled.
There are destination square restrictions for all moves with the exception of pincer moves. These restrictions are that a piece can only move if the destination square is either of neutral or base colours, and that a piece can only move if the destination square is unoccupied.
If a piece moves from a current square in one area (known as its current area) to a destination square in another, then the area moved into is the destination area. There are no special restrictions on moving from one area to another.
If a piece can make a move between two non-adjacent squares then the squares passed over during the move (excluding the current square and the destination square) are referred to as intervening squares.
The Different Types Of Move
There are four different types of move: the basic move, the long move (which includes a particular type called the connection move) and the pincer move.
The basic move is one square at a time: from the current square to an adjacent square.
This is known as a power of movement of one.
A long move is any move further than one adjacent square at a time. Sometimes a piece may have a power of movement of more than one. The power of movement is determined by counting the number of squares of base colour within the current area. If there are only one or no such squares then the power of movement is one, otherwise it is equal to the number of squares of base colour within the area. If the power of movement is greater than one then the piece can move up to that number of squares in any legitimate direction.
Long Move
Piece has 2 squares of base colour within the area. Basic moves are also possible for the piece: these are not shown.
Possible Moves From One Square
Piece has the power of movement of two, but is restricted by Occupied Squares on Destination or Intervening Squares, and by Destination Squares being of Opposition Colour. With a power of movement of two a piece is allowed to move up to two squares: so both movements of one square and movements of two squares are shown below.
A connection move occurs when a long move is made and the current square and the destination square are both of base colour.
If a piece is making a long move it does not matter whether an intervening square is of opposition colour, but it can only jump over an opposition (or base) piece on an intervening square as part of a connection move.
Connection Move
The pink border is the edge of the board. White symbols show the possible connection moves only (the piece has the power of movement of four, and so can move 1, 2, 3 or 4 squares).
A pincer move only occurs when the destination square is occupied by an opposition piece. For any other move (basic or long, including connection moves) there are restrictions as regards the destination square: it cannot be opposition colour, and it cannot be occupied. For a pincer move these restrictions do not apply. A pincer move is possible when two pieces of the same side are both in a position where either could legitimately move (by basic or long move) onto the same destination square and the square is occupied by an opposition piece.
The piece on the destination square when a pincer move is made is captured by the player making the move, and is removed from the board. The destination square is changed to the base colour.
The pincer move is one of the two ways that your opponents' pieces may be removed from the board (the other being by a blocked turn).
Pincer Move
Changes
The main activity that occurs within Maccru™ is the transformation of neutral and, as the game progresses, opposition, squares into base colour. If a player can achieve the target number of squares on the board in their turn then they win the game. There are four methods of changing the colour of squares to base colour, including the pincer move.
An arrival move occurs when a piece moves into a destination area from their current area. This can occur as part of a basic move, long move or pincer move. An arrival move generally leads to a simple arrival change. The player must change either the
destination square, or any one unoccupied (by any player) square within the destination area, to the base colour. The square to be changed must currently be of neutral colour. If a simple arrival change cannot be made then a player is still permitted to make the arrival move, in the later stages of the game they may also be able to make an arrival opposition change.
Simple Arrival Change
An arrival opposition change only becomes possible in the later stages of the game. If an arrival move is made and there are no neutral squares at all in the destination area, (occupied or unoccupied) then the player can change any unoccupied opposition square in the area. If there are neutral squares, but all the neutral squares are occupied, whether by base or opposition pieces, then it is simply the case that no arrival change can be made.
Arrival Opposition Change
The simple arrival change and the arrival opposition change are both called arrival changes.
After some squares have been made into base colour the opportunity may arise for a Connection Change. This occurs when a piece makes a connection move, and any intervening and unoccupied square of whatever colour is changed to the base colour.
Sometimes a piece making a connection move is also making an arrival move, but a player does not get the benefits of a connection change and an arrival change for this move. Instead the rules are:
❖ If a connection change is possible, it must be made, and no arrival change is then made.
❖ If a connection change is not possible (for instance all intervening squares are occupied, or are already of the base colour), then if an arrival change is possible, it must be made.
Connection Move involving Connection Change
Rather than moving from a current square to a destination square, a piece can be reoriented on the current square (that is to say the leading point is moved from facing one corner or side to facing elsewhere within the current square). Re-orientation is either: ❖ Minor re-orientation (45%): only to an adjacent direction (e.g. if a piece were facing one corner, then it would be turned to face one of the adjacent sides to that corner).
❖ Major re-orientation (90%): equivalent to two minor re-orientations (e.g. if a piece is facing one corner then the re-orientation can change it to face the nearest corners).
There is a cost to re-orientation. For a minor re-orientation the player must surrender one unoccupied base square, which is changed to neutral colour. For a major reorientation the player must surrender three unoccupied base squares which are changed to neutral colour.
❖ The squares surrendered are at the player's choice, and can be anywhere on the board.
❖ If the cost cannot be paid, then the re-orientation cannot occur.
Minor Re-orientation
Blocked turn
If a player cannot move any of their pieces on their turn, then this is referred to as a blocked turn, and all their pieces are removed from the board and they are out of the game. It is of course a legitimate action on a turn just to re-orient a piece, but if the player does not have the option on that turn to make a legitimate move, then this means they have lost. All their base squares remain on the board.
The Rules For Three Or Four Players
The Starting Position
It is probably easiest to follow the diagram below. An alternative is to use a variant on the system used for chess square identification: with the board in front of you naming the columns a to i and the rows 1 to 9, starting at the bottom left hand corner. On this referencing system then the placing of pieces is as follows:
❖ For 4 players. Player 1 (normally Red) has (al ), (al), (i7), (e9); Player 2
(normally Blue) has (el ) (a3) (i3) (i9); Player 3 (normally yellow) has (cl ) (il )
(a5) (c9); Player 4 (normally green) has (gl ) (i5) (a9), (g9).
❖ For 3 players or 2 players, simply use the positions as above, but just for the first three, or the first two, players respectively.
Diagram of starting position
7
End of the game
If there are only two players left playing, then the game can end in the same way as the standard two player game:
❖ One player places their 42nd square on the board.
However if there are three players left playing, then the game ends when
❖ One player places their 30th square on the board.
If there are four players left playing, then the game ends when
❖ One player places their 24th square on the board.
It is conventional for each player to put out in front of them the appropriate number of squares for the version of the game they are playing: 42 if two, 30 if three, 24 if four
(and to leave the rest of the squares out of sight). This enables all players to easily see whether a player is approaching victory.
Resignation
Resignation only takes effect on your turn (this is significant because the number of squares needed to achieve victory changes according to the number of players currently playing: you cannot prevent victory for a player in a 4 player game whose turn has arrived and is about to put down the 24th square by suddenly announcing your resignation and turning it into a 3 player game).
APPENDIX 1 : Game Play In Maccru™: Advice For Beginners
Maccru™ is designed to be enjoyable for both the beginner and the experienced player. It has a certain degree of complexity and some beginners may find it useful to read through the following suggestions:
Before you move a piece onto one of the outermost squares of the board, and before you move a piece so that its next move would be onto one of the outermost squares, think about how you would be able to move the piece away from edge of the board. Bear in mind that another player may move into the same area and place an opposition square in such a way as to restrict the movements open to your piece.
Looking for opportunities to use the pincer move, and being aware of the danger from pincer moves are key parts of game play in Maccru™.
It is fine if you find it easier to concentrate on mainly moving just one of your pieces, but try to avoid the other pieces being gradually blocked in so that you cannot move them at all. If all your pieces cannot move (re-orientation is not an option unless one piece could move) then you will have lost the game.
It is possible to win the game by putting down your last square with one piece still on the board, whereas an opponent may still have four pieces. Losing a piece is not losing the game, and concentrating on trying to pincer opposing pieces but letting your opponent build up an advantage in terms of squares in their colour on the board may be a mistake.
A minor re-orientation may seem expensive, but if it enables you to have a piece mobile, and that piece can then make moves that will get you more squares, then it can be well worthwhile.
Knowing which square to make your own colour is not obvious: but squares on the border between areas and near the central area are a good place to start.
A basic strategic approach to the game is to have three or four of your pieces moving in a circle just outside the central area together. The advantage of this approach is that since your pieces are moving into areas together they will then have a high power of movement to move around into the next area.
APPENDIX 2: Technical Rules For Resolving Disputes
Some people have a very laid back attitude to what you can and cannot do in a game. These rules are for when you find that the players do not all share exactly the same attitude: hopefully beginners will be able to dispense with them.
❖ Once a move has been made then if an arrival or connection change or pincer move has been made, the player changes the colour of squares. Changing the colour of the squares is not optional. ❖ Once a player has either let go of a piece after moving or re-orienting it, or started to pick up a square (whichever occurs first) then (if it is a legitimate move, re- orientation, or picking up of a square) that move/re-orientation stands: the player
cannot withdraw it. This rule thus allows players to make minor adjustments to their piece's position if its orientation is not entirely clear, without being committed to move the piece. ❖ Illegitimate action:
> If a player makes a move that is not within the rules of the game, or fails to reorient appropriately, or re-orients without the token etc, then it is described as an illegitimate action.
❖ Illegitimate turn: > If a player has performed an illegitimate action and they do not notice it, then they must re-take their turn when another player points it out. This rule applies until the player who performed the illegitimate action has completed their next turn: when the illegitimate action has been noticed then the position must revert back to that preceding the illegitimate action (i.e. any succeeding turn by another player has to be undone also).
> The player whose turn is illegitimate has to retake their turn but they are not allowed to make a move that would change the colour of any squares during the turn.
> If the player whose turn involved an illegitimate action, then completes a succeeding turn (or turns), the following rules apply (in order):
■ If all the players agree to attempt to go back to immediately prior to the first illegitimate action, and can agree on what moves/re-orientations have been made since then, then those turns are ail undone and play resumes with the player whose turn was illegitimate, and again they are not allowed to make a move which would change the colour of any square during the turn
■ If the players do not agree, then on the next turn (or the current turn if not completed) of the player whose turn involved an illegitimate action, that player is not allowed to make a move which would change the colour of any square during the turn.