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HOW TO PLAY -
ZÈRTZ
GAME
- GAME
RULES
CONTENTS:
AIM:
You must try to capture:
The winner is the first player to achieve
one of these goals.
PREPARATION:
In total you have 49 rings.
To play the basic game you need only 37 of them. (So, you don't
need the 12 remaining rings yet. After having mastered the basic
strategies, you can use them to play ZÈRTZ
on a larger board. See below: H. Expanded board.)
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Take 37 rings and assemble a hexagonal
game board with them.
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The 6 white, 8 grey, and 10 black
marbles are the "pool". Put the pool next to the board, so
that both players can easily reach the marbles.
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Draw lots to determine who will go
first.
MAKING A MOVE:
When it is your turn, there are
two possible moves:
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You place a marble on the board and
then remove a board piece.
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You capture one or more marbles.
Placing a marble and removing a board
piece.
-
When it is your turn, you first select
a marble from the pool. Next you must place it on the board.
You may select any color you wish and you may place the marble on
any vacant board piece.
Important: the marbles, in the pool as well as on the board,
belong to both players (i.e. neither you, nor your opponent have
your "own" marbles to play with).
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After you have placed a marble on the
board, you must remove a "free" board piece. "Free" means: the
piece must be vacant and it must be positioned at the edge of the
board. In other words, there may not be a marble on it and you
must be able to remove it from the sides with-out disturbing the
position of the remaining board pieces.
-
Placing a marble and removing a ring
is one turn. You must do both. However, it may occur
that you cannot remove any of the vacant rings without disturbing
the position of the other rings. In this case you must not
remove a ring (i.e. your move ends after having placed a marble).
Note: don't stack the rings that you remove on top of each
other. It is better to use them to put your captured marbles
on. (See Capturing marbles below.)
CAPTURING MARBLES:
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Capturing is compulsory, you must do
it if you can.
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To capture a marble, you must jump
over it with another marble (i.e. as in checkers). You may
only jump over a marble on an adjacent board piece. You many
jump in any direction if there is a vacant board piece behind the
marble that you intend to capture.
-
The color of the marbles is of no
importance when capturing: you may jump with any marble over any
other marble, no matter the color, no matter whether you or your
opponent placed it on the board.
For Example: you put a white marble on the board. A few
moves later your opponent places a grey marble next to it.
There is a vacant board piece behind both marbles. You may
select the option you think is the most advantageous: jumping with
the white marble over the grey one or the other way around.
-
If you jump over a marble and you have
the possibility to jump over a second one, then you must do so, no
matter in which direction you make the second (or third) jump.
-
If you can capture different numbers
of marbles (e.g. in one direction 1 marble and in another direction
2 marbles), you may freely chose which possibility you'll go for.
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Capturing one or more marbles counts
as a complete move. In other words: that turn you may not
place a marble, nor may your remove a board piece.
ISOLATING MARBLES:
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If you succeed in isolating one or
more board pieces from the main part of the board, you may claim the
isolated pieces, including the marbles on them. Most of the
times it will concern one board piece, thus one marble, but it is
not limited to one. This "claiming" should be seen of a
secondary way of capturing marbles, but it is not compulsory.
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You can only capture marbles this way
if there are no vacant board pieces in the isolated group. So,
you may claim one or more board pieces when you either put a marble
on the last vacant board piece of an already isolated group, or
remove the board piece through which a group of occupied board
pieces gets isolated.
Note: you may capture marbles this way as a result
of a move; it is not itself a move.
END OF THE GAME:
As mentioned at the beginning of these rules: the first player to
obtain either 3 marbles of each color, or 4 white marbles, or 5 grey
marbles, or 6 black marbles wins the game.
SPECIAL CASES:
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It may occur that there are no more
marbles in the pool before the game has ended. In this case
you must continue with you captured marbles. As selecting a
marble from the pool, you may choose any color of your captured
marbles to play with - and this goes on until one of the two
players gets a winning set of marbles.
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In the extreme event (not to exclude
the possibility) that all the board pieces would be occupied before
either of the players achieves one of the set goals, it is the one
who makes the last move who wins. In fact, he may claim all of
the remaining board pieces, including the marbles, for this
situation is to be seen as an isolated group of occupied board
pieces.
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If it would happen that two players
start repeating the same sequence of moves, the game ends in a tie.
EXPANDED BOARD:
ZÈRTZ was initially released
with only 37 rings. That is all you need to explore the game and
to find out how challenging it is. However, once you have become
an expert player you may want to play with more rings.
The extra rings you need to play ZÈRTZ
on a larger board were available from the beginning, but only as a part
of GIPF Set 2. This new version of ZÈRTZ
contains 12 more rings than the initial version. But be careful!
Playing on an enlarged board only makes sense if you have first mastered
the basic strategies. ZÈRTZ is
a fast and explosive game. If you add extra rings too soon, you
risk to turn it into a long, possibly even boring game - and that is not
the purpose!
On the other hand, once you are familiar with the principles of
making sacrifices and long sequences of forced moves, then you will find
an extra challenge in making the board larger. For example, you
can add a row 3 tings at one side of the board. 3 extra rings
don't add that much complexity, but they change the board into an
irregular hexagon and that implies that you now have more different
opening moves. You can go one step further and play with 6 or 7
extra rings. If you want to play the tournament version, you must
add 11 rings. The more rings, the harder it is to control the
game!
Note 1: you don't need extra marbles' the number of marbles and the
conditions to win remain unchanged.
Note 2: the 49th ring is a spare piece. And you may need it if
you have GIPF Set 2 and want to play ZÈRTZ
with 24 extra rings.
TOURNAMENT RULES:
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Tournaments are played on a board that
consists of at least 48 rings. (If you want to play on a board
that is even larger than 48 rings, you'll need GIPF set 2, which
contains 12 more rings. ZÈRTZ
with 24 added rings, thus on a board with 61 rings, may well become
the ultimate tournament version some day.)
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Handling the marbles and the rings:
(a) once you ahve taken a marble from the pool, you must play it
(i.e. you may not put it back and chose a marble of another color),
(b) as soon as you touch a ring with the marble you play with, you
must put it on that ring, and (c) as soon as you touch a vacant ring
at the edge of the board, you must remove that ring.
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Capturing is compulsory, meaning that
you may force the opponent to take back his last move if he didn't
do so. (Taking back a move includes putting back the removed
board piece.)
For example: you put a marble on the board and create an
opportunity for a capture; he takes a marble, places it on the board
and next removes a board piece. You may have a look at the new
situation and either do the capturing yourself, or force your
opponent to take back his move and oblige him capture. (If you
don't ask your opponent to take back his move and you don't capture
either, then it is your opponent, when it is his turn again, who may
force you to take back you last move.)
BLITZ VARIANT:
This variant concerns the original
"Basic Game". It is a short, very aggressive and unforgiving
version to play ZÈRTZ. It is
played on a board with 37 rings, and with one marble less per color.
So, you only need 5 white marbles, 7 grey marbles and 9 black marbles.
Now you must either capture only 2 marbles of each color, or 3 whites,
or 4 greys, or 5 blacks to win the game.
Enjoy the Game!
ZÈRTZ
POTENTIAL
A present: you will
find 3 white and 3 black ZÈRTZ-potentials enclosed.
PROJECT GIPF:
Project GIPF consists of a series of 6 games. GIPF is
the first and central game of this series; TAMSK is the second
game, ZÈRTZ is the third. Through Project GIPF, we will
provide you with a system that enables you to combine games - not only
game from the project itself, but literally every possible existing game
or challenge. This system is based upon the use of "potentials".
Each game in Project GIPF will introduce it own new potential.
THE GIPF-POTENTIALS:
Potentials are additional GIPF-pieces with the "potential" of a
particular move. You can use them to change GIPF into many
different versions and, on top of that, to connect other games to GIPF.
The aim of the project is to offer you a large variety of combinations,
so that you can decide for yourself which version of GIPF you want to
play at any given moment.
It is very important to understand that these potentials are
optional. GIPF, TAMSK and ZÈRTZ are, above all, three separate
games and they should always be treated as such. That aside, if
you'd like to add an extra twist to GIPF or if you fee like playing a
combination of games, you may do so through using potentials.
Using potentials in GIPF is not obvious, it is something you'll have to
get used to. And you'll only get used to it through being
surprised by your opponent's potentials. This is a hard way to
learn, indeed, but also the most effective one. Hold on for a few
games, and suddenly you'll notice how each of the potentials will open
up GIPF in a completely different way.
THE ZÈRTZ-POTENTIAL:
TAMSK
introduced the TAMSK-potential, a piece through which you can obtain an
extra move; now ZÈRTZ introduces the ZÈRTZ-potential, a piece that will
enable you to "jump". The free pieces you'll find in the ZÈRTZ-box
serve as examples. Add them to GIPF and you'll find out why they
are called "potentials": you bring them into play, but you don't know
whether you will use them or not. They can be captured or
neutralized, sometimes you must remove the from the board yourself - and
sometimes you'll take advantage of their special power... Just
keep one thing in mind: as long as they are on the board, they remain a
threat for your opponent. The more potentials you add to GIPF, the
more "potential" danger you create on the board. You'll be amazed
how much they'll influence your (and your opponent's) strategy...
THE USE OF THE
ZÈRTZ POTENTIAL
ZÈRTZ
has the potential of a "jump"!
To avoid
misunderstandings, the different pieces are defined as follows:
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A basic
piece is a single piece.
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A GIPF-piece
is 2 basic pieces stack upon each other.
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A
potential is an extra piece that represents the
ZÈRTZ-potential.
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A loaded
piece is a basic piece with a ZÈRTZ-potential on top of it.
Note: the side with the furrow is the top side of a basic
piece! A potential must be stack upon that side!
GENERAL USE:
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Before you
start a game of GIPF, you and your opponent must agree on how many
potentials you are going to use. You should play with a
minimum of 3 ZÈRTZ-potentials each. (If you want information
about how to obtain more ZÈRTZ-potentials: see the frame at the end
of these rules.)
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You must stack
a potential on a basic piece before bringing it into play. A
basic piece with a potential on top of it is called a "loaded piece"
and is to be introduced with a regular move: put it on a black dot
and push it onto a spot. You must not introduce
ZÈRTZ-potential as a separate piece.
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All your loaded
pieces must be in play before you start playing with single basic
pieces. For example: if you play with 3 potentials, they must
be stacked upon the first three basic pieces you play. (When
you play the tournament version: first introduce your GIPF-pieces,
next play the loaded pieces and continue with basic pieces.
When adding ZÈRTZ-potentials and TAMSK-potentials to GIPF, you must
first introduce the ZÈRTZ-potentials.)
Note: potentials that are not brought into play before your first
basic piece, are lost; they go out of the game.
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A loaded piece
may be pushed by other pieces and can be captured just like any
other piece on the board.
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You do not have
to take a loaded piece from the board when it is part of a row that
must be captured. So, just like a GIPF-piece, you may leave it
on its spot. (Exception: see point 6 below.) If you
decide to remove one of your own loaded pieces, you return the basic
piece to your reserve but you lose the potential; it goes out of the
game without being used. A potential can never return to
the reserve!
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A row of 4 GIPF-pieces
may remain on the board (cf. GIPF rules). This is not the case
when 4 loaded pieces form a row of 4 in combination with solely GIPF-pieces.
Any such row must be "broken": you must remove at least one GIPF-piece
or loaded piece.
Very Important: GIPF-pieces remain the most important pieces
in play. A piece loaded with a potential is not to be
considered as a GIPF-piece. You may lose all your potentials,
but never all your GIPF-pieces.
USE OF THE SPECIAL
ABILITY:
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The
ZÈRTZ-potential has the ability to jump over other pieces.
Making a jump counts as a turn, meaning that you make a move with a
potential instead of playing with a piece out of your reserve.
Note: the use of the TAMSK-potential is connected to a
condition: you must push a pieces loaded with a TAMSK-potential onto
the central spot, in order to be allowed to use it. This is
not the case with the ZERTZ-potential. You may make use of
your ZÈRTZ-potentials in play at any moment during the game - this
is, of course, when it is your turn.
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The use is
simple: take the potential from the basic piece and jump. By
doing so, you must take notice of the following:
- You must jump over at least one piece on an adjacent spot.
If you jump over more than one piece, the must be lined up along one
and the same line.
- A jump always ends on the first vacant spot in the jumped
direction (i.e. you may not jump over empty spots).
- You may jump over both your own and your opponent's pieces
of any kind (i.e. over basic pieces, loaded pieces and GIPF-pieces).
- The potential must remain in play; you may not jump onto a
black dot.
Note: a jump is a particular move, not a second way of
capturing. Pieces that are jumped over remain on the board.
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The
consequences of a jump with a potential are exactly the same as when
playing with a piece out of the reserve. E.g. capturing pieces
can be the result of a jump.
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The particular
ability of a potential can be used only once. As a single
piece (i.e. after you made a jump with it) it has no more special
power. This means that you may not leave it on the board when
it is part of a row that must be captured; it must be removed.
The potential goes out of the game, no matter whether it is you or
your opponent who takes it from the board.
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It may happen,
towards the end of a game, that you have no more basic pieces in
reserve, but still have one or more loaded pieces on the board.
You may continue the game by making use of your potentials - at
least if they are in a position that they can be used. I.e.
use of a potential counts as a move in its own right.
The ZÈRTZ-potential
can be used with or without connecting ZÈRTZ to GIPF. If you play
without ZÈRTZ, you may use the special ability of the potential as
described above, without further notice. First try it out at least
a few times like that before you started combining games.
COMBINATION WITH
OTHER GAMES:
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If you want to
connect the game ZÈRTZ to GIPF, you and your opponent must first
come to an agreement. GIPF is the game you play, ZÈRTZ is the
game that will affect the strategy. The agreement you make
regards how many times you may try to "neutralize" the use of each
other's potentials and under which conditions. For example:
you both play with 3 potentials; you agree that you may try to
neutralize one of each other's potentials (not necessarily the first
one that you like would to use to make a jump, unless that, too, is
part of the agreement).
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Neutralizing a
ZÈRTZ-potential:
The use
of the ZÈRTZ-potential is originally linked to the game ZÈRTZ.
If you want to make a jump with one of your potentials, your
opponent may try to prevent you from jumping through challenging you
to play ZÈRTZ: interrupt the running game of GIPF, put the board
aside and play a game of ZÈRTZ. If you win you may execute
your jump; if your opponent wins, you lose the potential you
intended to use (it goes out of the game) and the game of GIPF
continues.
Note: when you want to make a move with a potential, but your
opponent succeeds in neutralizing it, then you haven't really made a
move yet, meaning that your turn isn't over. You must make
another move - you may even try a second time to use a potential.
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Playing ZÈRTZ
to enforce or neutralize the use of a ZÈRTZ-potential is just our
suggestion. You can connect any existing game or challenge to
a potential, as long as it is agreed before you start playing GIPF.
You can flip a coin or roll a die; you may also propose a game of
chess or even another game of GIPF (if you have a second board); you
may play pool or darts, race around the park, organize any contest
you want, as long as it is clear at the end whether you may or may
not use the potential. All depends on what you feel like doing
and how much time you have. If you prefer to end the game of
GIPF teh same day or evening, then choose short challenges; if you
are prepared to spread it over several days, weeks, or even
months... well, then the world may be too small.
Note: whatever the game, the challenger must win to
neutralize the use of a potential; a tie is not sufficient.
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