|A connection game of position where you score points for groups on a board I made|
|Trios per color:||5|
|Number of colors:||3|
|- - - - - - Other equipment - - - - - -|
|Setup time:||5 minutes|
|Playing time:|| 15 minutes|
0.25 Hr- 30 minutes
|Game mechanics:||Connection, Positional play|
|Theme:||Circuit board? Mainly Abstract|
|Status: complete? (v1.0), Year released: 2987|
Circuit connection is a game where you are trying to score points by claiming groups of dots. The bigger the group the more points you receive. You can only score when at least two of Your color pyramids are connected.
Circuit is a played on a board with the corresponding colors on in the center of each square. N=yellow, G=Green, B=Blue. The 3 and 2 pip sized pieces are used in the center of each box to start the game. Neutral spaces are shared and can be moved by either player; while you can’t move your opponent’s pieces. (unless Reset: explained later) After each turn a 1 pip pyramid is taken from game track to be used later.
On you turn you will receive two actions.
- Actions include:
- Moving a pyramid Left, Right, Up, or Down. (claiming 4 dots worth 3 points..see board below)
- If it’s in one of the above positions you can move it to the corner. For example: if it’s slid over into the right section of dots around its home box, you could move it up&right or down&right. (5 total points claimed waiting to be scored)
- Resetting a piece. This is done by turning in a pip 1 pyramid of corresponding color. You can reset an opponent’s piece. Example: Yellow one is ‘spent’ your choice of Neutral piece reset back to the center. [if up, down, left, right, or in a corner position= up&right.]
- 1 pip pyramids can be turned in for an extra action with a piece of same color. Ie. moving up,down etc or if there then to one of two corners. Resetting still counts as an action because it’s powerful.
- Last action you can do is score. This takes up whole turn and no 1 pip pyramid is taken from game track. All pyramids except one are reset after scoring and all Neutral pieces must be.
Each turn (that wasn’t a scoring turn) a 1 pip pyramid is taken from the game track to be used later. Game is played for 18 rounds.
Claiming Dots and more about scoring. Why would you move a pyramid? It lets you temporally claim dots that are on that side. If you move a pyramid to the right you will be covering the right side section of dots which is worth 3 points when counting up scoring. If moved to a corner the dots controlled are 5. If moved to a corner you receive credit for being on both sides. Up&right you would be controlling and upper and right sides which connect to the boxes around them.
Scoring = # of pyramids grouped together x dots controlled.
Groups can be traced using thin lines between dots that belong to each box. The two dots that are on each side of the boxes count for 1 point, they are joined by solid line. (See gameboard) [3 points for edge 5 points for corner] You may not score your opponents pieces even if connected to your group. Scoring a neutral piece that is part of your opponents group is encouraged.
Highest score wins.
Set up: Setting up the game turn track is on the spaces that are found around the edges of the board. If you have 5 treehouse sets and use 3 of the colors you will have 19 pieces that aren’t used on the main board. (This may be played with 3 stashes without turn track) 15 of those are the 1 pip ones so make them into stacks of two. G/Y, Y/G, B/Y, Y/B, G/B, B/G . Make 3 more paired groups and discard the left over piece. This will help you keep track of the 18 rounds. The player that didn’t take the last piece gets a free turn with scoring at the end. This adds some brinksmanship and players will take turn scoring groups in order not to take the last piece. Player that can’t score anymore groups will take then take it after a normal turn.
- Info on printing out board on two sheets:
Go into Page setup in paint. Hit 0 on all margins, fit to page 1 of 1, and Uncheck the box that says centering horizontal. This will get board affects right up next to the edge so they will fit without much extra space in between.
Right side of board  Left Side of Board  [This is a early version of the board without lines drawn] Top right example if it were blue's turn he could score 11x3=33 pts, then reset all but of his blues and not take a 1 pip turn marker because he used his turn for scoring. If it were Green's turn and blue had not taking the action above then he could score 9x3=27 pts, then take same after scoring process.
Bottom left example This could not be score because it's one blue pyramid and two neutral yellow ones. Each example shows how groups of dots are controlled when a pyramid is moved to the corner or one of the 4 sides.