| 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 to
adult. |
| Equipment |
| |
9 Drilled discs (3 of each color)
6 Scoring Tokens (2 sets of 3)
2 Barrier markers (printed with a bar - dark or light)
24 Pins - 20 Playing pins (10 Silver, 10 Black) plus 4
Corner pins (2 of each)
1 Game board |
| |
|
| Object of the Game |
| |
To earn a full set of 3 tokens, one of each color. |
| |
You earn a token of a new color as soon as 3 of your
pins first occupy a corresponding drilled disc, even if
only temporarily. However, the discs from which your pins
start out do not earn you a token unless you re-occupy
one after having completely abandoned it. |
 |
Diagram showing
the light pins meeting the goal.
Any 3 of your pins is sufficient to score a disc.
The other player's pins do not matter.
The pins need not remain on the discs.
The 3 disc colors may be attained in any sequence. |
|
| To Start |
| |
Place the barrier markers and a set of colored tokens
in each trough. The three indentations are used to display
tokens as they are earned in play. |
 |
| |
One player inserts all 9 drilled discs into the board,
in any order, making sure to align their holes with those
underneath, and also with the printed lines. |
| |
Next, the other player selects either the silver or
black pins and chooses a pair of diagonally opposite discs
at the corners of the board, filling each with 5 playing
pins, long-end uppermost so that the disc is initially
free to rotate. The last two pins are placed in the corner
holes adjacent to these discs. These pins should also
stick up, signaling that the playing pins have not yet
abandoned the starting discs. |
| |
The first player now fills the remaining corners in
the same way, and then proceeds to make the first move. |
| |
|
| The Play |
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A) Move a pin from one disc to another following a line
marked on the board. |
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B) Move a pin to an adjacent hole within a disc. (It
takes 2 moves to reach a diagonally opposite hole.) |
| |
C) Rotate a disc a quarter turn. (90 degrees) |
| |
HOWEVER, you may only rotate this disc if by doing so
it moves at least one of your own pieces to a new position.
You may not turn a disc that you do not occupy. |
| |
Note: There are no capture moves. Pins can only move
to open holes. |
 |
| |
After completing one of the above choices, one or both
of the following blocking actions may be taken, and/or
your own previous blocking actions released. If you do
not opt to take the blocking actions, you should indicate
that your turn has ended. |
| |
|
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Rotation Block |
| |
A disc where your pin is in an outer hole may be locked
to prevent rotation by reversing the pin so that the long
end enters the hole. Any other rotational lock you have
in place must now be released. The lock prevents both
players from rotating the disc. However the pin itself
may still be moved like any other pin, and still counts
towards occupying the disc. |
 |
| |
Disc to Disc Movement Block |
| |
A marked line of movement on the board may be blocked
by placing your barrier marker across it. Neither player
may cross the marker until it is removed. |
 |
In this example, the dark player's
barrier disc is preventing the light peg from moving
along the line diagonally to the other light disc. |
|
| |
Note that any block will affect both players until it
is released, and each player is only allowed one of each
type of block at any given time. |
| |
|
| Keeping track of the corners |
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When all of your pins have vacated a corner disc, reverse
the corner pin to show that this disc is now available
for you to capture. |

Example: The dark pin in the corner is turned over
when the last dark pin moves off the starting disc. |
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|
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NOTE: your opponent's starting fields are always available
for you to capture. |
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|
| Winning |
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The Winner is the first player to earn a disc of each
color. |
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|
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Enjoy your game! |