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CREEPER™
Stock #2702
Suggested Retail
Price $19.99


Product Overview
Awards and Reviews
Educational
Official Rules
Rules Variations
Tournament Play
Frequently Asked Questions
Detailed Information
OFFICIAL RULES
Updated 7/8/04
Note: The rules on this page reflect the most current version available, and may differ slightly from previously printed rules.
For 2 Players. Ages 10+
Aim of the Game
  To form an unbroken path of discs which connect your two home bases. (Dark to dark and light to light.) Note: diagonal connections do not count.
How the Playing Pieces are used.
  1. Discs
  The discs form your path from corner to corner. They have light and dark sides and are placed within the octagonal shapes on the board, with your own shaded side uppermost.
  The discs, once placed, never move position. However, they may be turned over within their octagons.
  There are no discs on the board at the start of the game.

Set-up Diagram
  2. Pins
  The pins are placed in the holes as shown in the set-up diagram.
  They may only move to other holes.
  They are used:
  a. To place a disc in an octagon.
b. To capture an opponent's pin.
c. To flip over a disc already placed within an octagon.
  (For ease of play, use the pins with the long stem uppermost. For storage, reverse them.)
  The player trying to connect the light bases uses the light pins and the light side of the discs. And vice versa.
   
The Play
  The player using the light components starts.
  Players in turn move one of their pins. It is only the pins that move position.
   
  There are 3 possible pin moves:
1. Jumping diagonally over an octagon to an empty hole.
  If the octagon was empty, the player making the move places a disc there.
  A pin may also jump diagonally over an octagon that already contains a disc. If it is a disc of your own shade uppermost, it does not change. But if it is a disc with your opponent's shade uppermost, the disc is flipped over to your shade.
  Only one octagon may be jumped over by a pin per turn.
  Only one disc may be placed, jumped over, or flipped over per turn.
  Pins may also jump over any of the four home bases, but no discs may be placed on these.
2. A pin may move to an adjacent empty hole, along any horizontal or vertical line.
  No discs are placed or turned when this action is carried out.
3. A pin may capture a single opponent's pin along a horizontal or vertical line, by jumping over it, so long as the hole beyond is empty.
  The captured pin is removed from the board and takes no further part in the game.
  Multiple captures are not permitted.
  Players may not jump over their own pins.
To Win
  A player must have an unbroken chain of discs, with their own shade uppermost, linking their two home bases. The discs must link adjacent octagons. Diagonal links are incomplete.

This is a win for Light
Draws
  Players must move if possible. If no further effective movement can be made, the game is declared a draw.
  You do not win by capturing ALL of your opponent's pins - this results in a draw!
  A draw may be agreed should there be a series of repetitive moves.
   
  Enjoy your game!