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TURMOIL™
Stock #3714
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 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
  A) Move a pin from one disc to another following a line marked on the board.
  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.
   
  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
  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.
   
  NOTE: your opponent's starting fields are always available for you to capture.
   
Winning
  The Winner is the first player to earn a disc of each color.
   
  Enjoy your game!