| Updated 1/27/05 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| For 2 Players. 8 and up |
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This masquerade is the stage for a drama. Opposing powers
each intend to reveal a secret that will destroy the other.
But first a spy disguised as a dancer must carry it to
safety across the dance floor; because, if caught in the
dance, this same secret will become their own undoing. |
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| Playing Equipment |
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- 1 board (Masquerade Hall)
- 1 Screen for secrecy during setup
- 2 Secret Tokens, 1 each (+spares provided)
- 20 pieces: Each player has 2 tall pieces ("Masters
of the Masquerade") and 8 shorter pieces ("Dancers
in Disguise")
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(One of each player's Dancers will carry the Secret
Token, and is then known as the "Spy".) |
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| Object of the game |
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Use one of your Dancers (your "Spy")
to carry a concealed token across the board without getting
caught. |
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|
| Piece Movement and Capture. |
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Before your first game, place a few pieces
on the board to learn their movements: |
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There are two kinds of pieces: "Dancers
in Disguise" (these include the Spy), and the "Masters
of the Masquerade". They have different movements: |
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Dancers in Disguise |
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The Dancers "sashay" any distance
in an unobstructed straight line, either along the board
or across it. They cannot move diagonally, and they cannot
land on or jump over another piece. |
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Examples:
A Dancer "sashays" any distance
along
a straight open row
or column. |
 |
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The Spy moves like any other Dancer, but
its goal is to reach last rank of the board. |
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Masters of the Masquerade |
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The Masters have three types of movement: |
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1) Masters "waltz" any distance
along any diagonal, always staying on the same color.
As they waltz, they may zigzag as much as they like.
However, they can never pass across a space occupied
by another piece. |
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2) Masters may "glide" to an
adjacent space of the opposite color. That is, one space
either to the front, the back or the side. |
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3) Masters "pirouette" as they
trade places with a Dancer on any adjacent space, either
diagonally, to the side, in front or in back. Masters
cannot, however, pirouette to trade places with other
Masters. The Dancer partner may belong to either player,
thus it is not allowed to turn the Dancer around or to
inspect it by touch.
|
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You may only use one kind of movement on
a single turn. |
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Examples:
A Master can "Waltz"
along
any open
diagonals. |
A Master can "Pirouette" to
trade places with a Dancer. |
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 |
|
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A Master can
"Glide" one
space. |
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| Capturing |
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Capture is by surrounding. When there is
no open space to which a piece may move, it is captured
and removed. The piece itself and the surrounding pieces
may belong to either player. -- So, be careful not to
accidentally trap or capture your own pieces! |
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More than one piece can be captured by
the same move. All captured pieces are removed simultaneously
immediately after the move that surrounded them. |
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The Master's ability to pirouette does
not exempt it from capture; to survive, it too must have
an adjacent open space. However, a Master can capture
a Dancer by pirouetting the Dancer into a position that
was safe for the Master, but not for the Dancer. |
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In the center of the board it takes four
pieces to capture a Dancer, or eight to capture a Master.
At the edges and corners it takes less. |
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| Capture Examples: |
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Black to Move:
1. If the black Dancer "sashays" as shown, he will surround
and capture a white Master and the white Dancer next to the Master.
Such a capture is not likely to occur in a normal game.
2. If the black Master "pirouettes" to trade places with
any of the neighboring Dancers, that Dancer will be surrounded and
thus captured. -- And if the Dancer chosen happens to be the Spy,
then Black wins the game. |
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White to Move: |
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1. If the white Dancer "sashays" as
shown, he will capture the black Master at the side of
the board. However he will lose two of his own Dancers,
as well. -- And, because his Spy is one of the Dancers
that he would lose, this move is suicide. |
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2. If the nearly surrounded white Master "pirouettes" to
trade places with any of the neighboring Dancers, that
Dancer will be surrounded and thus captured. |
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| Setup and Play |
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Decide who will move first. Each player selects a set
of pieces, and one Secret token. The spare tokens are
kept in view at the side of the board. |
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Insert the masquerade screen into the board. Position
the board between you so that the screen blocks your opponent's
view of your end of the board, allowing you to set up
your side of the board in secret. |
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Insert the secret token into one of your Dancer pieces
to create a Spy. |
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Place your pieces in the 3 rows closest to your end.
Each piece must have an open space to which to move, and
you should avoid placing pieces where they can be surrounded
and captured by a single move. Also you should avoid leaving
any columns open, because your opponent might win suddenly
on the first move. |
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Make a final check that your opponent will not be able
to see which Dancer has the Secret token. When you and
your opponent are both ready, remove the screen, and place
it to the side of the board. |
Examples to show
a variety of the
opening positions
that are possible. |
 |
|
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Consider each other's positions. Then, if you are the
one to go first, start by moving one of your pieces, using
one of the piece movements already described. Take care
not to accidentally reveal your Spy. |
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When you have finished, your opponent moves. You and
your opponent continue playing in alternation, until the
game ends in a win or a draw. |
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| Strategy |
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It is advisable to capture as many your
opponent's pieces as possible. The fewer pieces he has,
the harder it is for him to block every column, to defend
his own pieces, or to attack yours. Thus, the easier it
will be for your own spy to reach the last rank of the
board and win. |
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Avoid leaving your columns open unnecessarily
- especially during set up and early in the game, when
you cannot yet guess which of your opponent's pieces is
the spy. This prevents your opponent's spy from suddenly
taking advantage of an open column to win. |
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| Winning |
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There are two ways to win: Either (1) move your Spy
to the last rank of the board across from you; or (2)
capture your opponent's Spy before it reaches its last
rank on your side. |
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Resolving Repetitions of Play |
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A repetition of play occurs when a player, brings the
board back to the same position as it was in at the end
of one of his own earlier turns. |
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Whenever a player creates a repetition, he may, if he
wishes, request a draw. The other player must either accept
the draw, or else decline by moving in a way that is not
a repetition of play. If, the first player did not offer
a draw, then the second player has the option of continuing
the repetition and requesting a draw himself. |
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A repetition will normally occur within a few moves
of the original position, so there is no need to keep
a special record of the game. |
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Enjoy your game! |