Looking for game rules

In my net explorations, I encountered games that might fit into a WAG section. However, I was unable to find complete rules. All following quotes and text are gathered from the related links (some texts are in German, I would appreciate a proper translation). Any help is appreciated. To send photocopies of rules my address is:

    Prof. João Pedro Neto
    Dept. Informática,
    Faculdade de Ciências, Universidade de Lisboa
    1749-016 Lisboa  - PORTUGAL


Author ? ?. Two players try to form outline shapes of mining implements in order to earn points.  ABS


Author ? 1940s.


Murmel Spielwerkstatt und Verlag, 2000. Atrio is checkers-type game played on an octagon with marbles. Pieces are removed through offensive play and the goal is to force a resignation or be the last man standing. Boardgeek


Walter Wolf Windisch , Fagus, 1982  Babylon is a game in which two players use limited resources to build lines of towers, aiming to achieve a certain pattern in which the towers are built. There are 12 White discs (4 large, 4 medium, 4 small) and 12 Black discs (4 large, 4 medium, 4 small).

Players take turns to place one of their discs to start 3-disc-high towers, which must be built with the biggest disc at the bottom and the smallest at the top. Players may place their discs onto their opponent's. Alternatively, players can take their turns to move a tower or the top part of it to another position if the tower's topmost piece is theirs.

The goal of the game is to build and move the towers such that a line (vertical, horizontal, or diagonal) of three towers exists, in which a player has his or her disc in the middle section of the center tower, one top disc at one end of the line, and one bottom disc at the other end. When a player has achieved such a configuration, he or she wins the game.


Bagicha Games, 1984   Two players square off on a grid board with armies of 16 men, represented by either clear, red or yellow beads. The men are summarily murdered (or rendered permanently captive depending on your outlook) by being jumped not unlike checkers. The object of the game is to eliminate all 16 members of the opposing army. These mercenary beads can move in all directions and multiple captures are highly desirable. As each army is whittled down, the moves begin to resemble those on a battlefield, with strategic movement required to protect the survivors. The endgame then tends to seesaw between strong defense and a clever offense, with the victor usually being the more aggressive player. Newsok  ABS Boardgeek


Michel Remacle, Mosan Products The game plays very similar to checkers but with some twists. Object of game - capture all opponent's soldiers and Bayards. The board is 10 rows of 5 circles with lines connecting them. The players set up their 20 soldiers (glass beads) on opposite sides of the playing mat. Like checkers, each soldier can only move forward one space. Unlike checkers, each soldier can capture a piece by jumping forward or backward. If a soldier reaches the opposite side, it becomes a Bayard, and a different colored bead is used to represent it. The Bayard moves and jumps like a King in checkers. However, unlke checkers a Bayard piece can move several spaces at a time. Also, can capture pieces by jumping even if there are several spaces between the opponent's pieces.  ABS  Boardgeek


Paulo R. Peralta , Brinquedos Saxonia Ltda, 1992 . An abstract jumping and movement game. Game features 21 round discs (7 in each of 3 colors - red, white and yellow) and a hexagonal shaped board featuring 61 circles in those same three colors. ABS Boardgeek


Author Andreas Lenz. The aim of the game is to move as many pawns as possible to the opposite corner. The player who has all his still in the game remaining pawns in the opposite corner wins. Even if one player has left only one pawn on the board, he wins the game by having the one pawn in the opposite corner. SpielArchiv.Boardgeek


? ?? ABS


? ??  Maneuver your master piece into one of your opponent's corners. ABS


Sandra Y. Marrek 2008 CoDi is a game about majorities in a dodecahedron for 2-4 players. The board depicts the 20 corners of the dodecahedron and each corner is connected to exactly 3 other corners. On his turn the player puts a stone of his color on one of the 20 corners. Stones from other colors on neighbouring corners are removed if the played stone if there already was a stone of the other player's color adjacent to them before. The game ends when all 20 corners have stones on them with the player with the most stones on the board being the winner. Boardgeek Spielphase

[English auto translation from German] The vertex set of a dodecahedron is the Field with 20 nodes and 30 connections between the nodes = Edges. Two nodes are connected by edges as adjacent. Each node has three neighboring nodes. For couples, each 13 stones, alternating sets of each an own stone on an empty node. Gets a stone by a Fremdnachbarn second or third, he is taken off the board. It must not twice in exactly the same type situation on the field. If all 20 Node occupied, the player with the majority of stones on the board or it wins, who first, all 13 stones on the board. For 3 and 4 players is a stone when he removed the second or third neighbors of the same Color gets every player has 10 stones, it also wins who first all its 10 stones on the board has. In the team version, the team with the In sum, most stones on the board or when a player of the team all of his 10 stones could bring onto the board. Ludorium



Michael Antonow, Norbert Dinter. 1997 This game is made out of wood. 36 holes have to be filled with stones. But they have to put in in a certain oder and combination of the colours.    ABS  Boardgeek


Jaques publisher (among others) c.1859. GARD


Author Andrea Mainini. JeuxSoc.


Author Jean-Luc Hipeau. JeuxSoc.


Author Jean-Pierre Cassoli. Le but du jeu est double : soit ramener l'Ex*Pion dans son camp en le poussant de case en case, soit éliminer les pièces adverses. L'élimination se fait en entourant une pièce avec deux pièces de même couleur ou alliées. Une subtilité intéressante vient du fait que l'Ex*Pion peut être utilisé comme pièce neutre, et ainsi participer à des captures pour l'un ou l'autre camp. [In this abstract strategy game you win by either bringing a special neutral unit called the Ex*Pion in your base by pushing it step by step with your own units, or by capturing all of your opponents' unit. You capture your opponents' units by enclosing them with your own units. The Ex*Pion being a neutral unit, it can be used to capture units, but cannot be captured.] JeuxSoc.


Marcel Turtle, Norbert Dinter. ABS


Amerco Game Products, 1955. ABS


John Jaques Publisher 18??. Probably a Halma variant.


Luke Weismann, Pair-of-Dice Games 2001. 'Hex Nut is a simple geometric game in which two players take turns laying down hex nuts with strict placement rules, or moving whole chains which are linked together. There are two colors of pieces, one for each player. The object of the game is to make an eight piece chain out of the same colored piece. Boardgeek pair-of-dices +


Philippe Battesti, 1999. JeuxSoc.


Author Claude Leroy Editor Fidude, 1989. Link


? ??. ABS

Le Labyrinthe

Author Claude Fagret, 1986. JeuxSoc

Lots'o Spots

? ?? . ABS


Mattel, 1978  This offering by Mattel was recommended by Games Magazine way back in 1978. Two to four players each choose a set of colored marbles which are placed on the board and then shaken up with an opaque lid on top. The board is configured unevenly so that it forms a diagonal grid where the marbles can nestle. There's a great deal of luck involved since marbles may land favorably for some players and not others.

The object is simply to move your marbles one spot at a time in any diagonal direction to arrange your twelve marbles into lines of three or more, while blocking your opponents in the process.
  ABS  Boardgeek


Ulf Siebert , HiKu Spiele .Ein Spiel, bei dem mehr die Strategie als das Würfeln entscheidet. Man befindet sich als Mosaikbauer im Mittelalter, der Blütezeit des Mosaikbaus und ist als solcher natürlich bestrebt, dass im letztlich fertiggestellten Mosaik die eigene Farbe den "Ton" angibt. Wenn alles so einfach wäre..  ABS SpielArchiv

Quick Tic Tac Toe

Amerigames International    ABS


Paul Schobesberger, Felsberger, 2000  Reigel is an abstract game played on wooden board with 10 rows of sliders. Each row has depressions to hold marbles. Each player is trying to get their set of marbles from one side of the board to the other, but can only move onto certain depressions and thus the sliders must be positioned properly for movement. Boardgeek (a german site mentions that it's invalid to move into the red spots)

Schwimmende Inseln

Martin Kastenholz, 1982. SpielArchiv Boadgamegeek German Hall9000 review

Sisti Challenge, The

Circular Checkers, Inc., 1963  "The Sisti Challenge" is a Checkers variant. The publisher provided a round board consisting of 37 circles arranged in four concentric rings and split among two colours, and two sets of checkers (12 in each colour). As in traditional Checkers, the players' goal is to capture the opponents' checkers or to force the opponent into a position in which any legal move will allow the moving piece to be captured. The rules approximate traditional checkers, with only six circles in the outermost ring serving as "Kinging Circles." (These are the three rings for each colour that are farthest removed on the board from the opponent's home territory.) The construction of the playing area into a series of rings comprised of circles creates the necessity of several unique rules, specifically redefining "forward movement" (the motion of a checker toward its opponent's central kinging circle, the "Rules of the Nearest Circle" in movement and jumping that define which circles a checker may move to from its current position, and a "Single Combination Jump" which allows one checker jumping another within its ring to change directions and end in a separate ring. ABS  Boardgeek


Prodex Ltd , Brief Encounter Games, 1975. One player is red/orange/yellow and the other is green/blue/violet. The winner of the game who places down more of his or her tokens onto the playing board than the opposing player. Each color which is placed on the playing board must always touch an adjoining color in the correct sequence of the spectrum (red may only touch orange, green may only touch yellow and blue, and so on). The game starts with each player playing their six extreme tiles (red and violet) anywhere on the board, not touching each other. It is from this start the remaining tiles are played. Boardgeek


Schmidt Spiele   ABS


Author Jean Georges, 2003. Dans ce jeu, le but est de capturer le premier toutes les billes de son adversaire en maîtrisant une aire de jeu rétrécissant à chaque déplacement. A son tour, un joueur déplace l'une de ses billes dans la direction donnée par la couleur du palais qui la supporte, puis enlève le palet de la partie et resserre la colonne ou la ligne afin d'obtenir un espace de jeu cohérent. Au fur et à mesure de la partie, l'étau se resserre : le plateau de jeu se réduit, rapprochant inévitablement les billes adverses… Link1 JeuxSoc

Tee'd Off

Author ?? 1966.  The board is composed of 4 triangles with 15 holes each in them. Each triangle holds 15 of one color wooden golf tees. The players race to remove the tees by a jumping move until only 1 tee remains on the board. Boardgeek

Tic Tactics

Innovention, 1986  TicTactics is for 2 to 4 players. The goal is to place three pieces of the same color in a diagonal, horizontal, or vertical row. The pieces may be in a single 3x3 square or bridge two of the 3x3 squares. The board consists of nine 3x3 squares with 1x1 squares that connect all nine 3x3 squares. All four colors are used when playing. With two players each player plays two colors. Each player plays one disc each turn and alternates between their two colors. [there are 76 stones = 19 stones times 4 colors]  ABS Boardgeek


Jörg Bauer, 1998.  Steine in das Spielgerät schieben und einen Ring drehen. Ganz einfach ? Als Erster im Zentrum eine Reihe aus drei Steinen der eigenen Farbe bilden. Gleichzeitig den Gegner davon abhalten, dies zu erreichen. Hier heißt es Nerven behalten. Denn sonst verliert man schnell die Übersicht.  SpielArchiv

"Drei-in-einer-Reihe" ist das Ziel, und dahin führen die Schritte "schieben" und "drehen". Das Material sind 17 Plastik-Spielscheiben pro Person und eine quadratische Plastik-Form mit drei eingelassenen Ringen, die sich um denselben Mittelpunkt drehen lassen. Jede Ecke des Spielfelds hat eine spielsteinbreite Vertiefung, die sich als Bahn über die Ringe fortsetzt und in der gegenüber liegenden Ecke landet. Was so abstrakt klingt, ist mit einem Blick schnell erfaßt. Aha, auf diesen Bahnen werden die Spielsteine von außen nach innen geschoben, soso, durch das Drehen der Ringe wird ihre Position verändert. Na klar, im roten Mittelkreis müssen die drei Steine einer Farbe liegen, um das Spielziel zu erfüllen. Fertig. Erklärt ist "Tres" also schnell, gespielt wird eine Partie in etwa 20 Minuten. Schieben, drehen und schauen, wo die eigenen Steine gelandet sind, das ist ein Zug. Eine zusätzliche Regel gibt’s noch für den Fall, daß eine Bahn schon komplett belegt ist. Wenn dann an einer Ecke ein Stein reingeschoben wird, rutscht auf der anderen Seite einer raus. Der geht in den Vorrat des Besitzers zurück. Hat sich das Brett einigermaßen gefüllt, gibt es manches zu bedenken: Bringt die Drehung nur mir einen Vorteil, weil ich dadurch eigene Steine in eine gute Ausgangsposition für den nächsten Zug rücke, oder nützt sie zugleich möglicherweise dem Gegner? Erstaunlich, wie sich die Spielsituation durch eine Drehung ändert, und wie oft man dadurch überrumpelt wird. Das verhindern zu wollen hieße, lange nachzudenken und dann möglicherweise doch vom Gegner überrascht zu werden, denn welche der drei Scheiben er dreht, ist ja unvorhersehbar. "Tres" läßt sich taktisch spielen, nicht strategisch. Deshalb bleibt am Ende ein Schulterzucken: schnell gelernt, schnell gespielt und wahrscheinlich auch schnell wieder vergessen. SpielBox


Author Daniel Jacquemin, 1992. JeuxSoc


José Díaz, 1987   ABS


Robert W. Janke, Publisher Robert W. Janke, 1975  ABS


Robert Cohen 1979. Le jeu est doté d'un très beau matériel. Les pions sont rangés dans une boîte en bois conçue de telle sorte qu'il faut au moins cinq minutes pour parvenir à tous les ranger et à refermer le couvercle. L'idée du jeu est originale. Le but est d'attaquer les pions adverses en venant en contact avec, derrière soi, plus de pions que n'en a l'adversaire. Le contact n'est autorisé avec l'adversaire que pour attaquer. Un pion qui ne peut fuir nulle part est retiré du jeu, mais ce n'est pas là le but. Un joueur en infériorité numérique peut gagner si son adversaire ne peut plus jouer sans contrevenir aux règles de contact.  JeuxSoc.

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