pattern building

YINSH

The players each start with 5 rings on the board. Every time a ring is moved, it leaves a marker behind. Markers are white on one side and black on the other. When markers are jumped over by a ring they must be flipped, so their color is constantly changing. The players must try to form a row of 5 markers with their own color face up. If a player succeeds in doing so, he removes one of his rings as an indication that he has formed such a row. The first player to remove 3 of his rings wins the game. In other words, each row you make brings you closer to victory-but also makes you weaker, because you have one fewer ring to play with. Very tricky!

PÜNCT

PÜNCT, the fifth released game by design in project GIPF, is a connection game.
The goal is to connect two opposite sides of the board. A player's turn consists of either bringing a new piece into play or moving one already on the board.

This game is part of project GIPF.

Niya

In Niya, each player tries to arrange her tokens to gain the favor of the emperor. Alternatively, you can prevent your rival from placing a token in the Imperial garden, showing that you have more control than your opponent.

To set up the game, shuffle the 16 tiles and arrange them in a 4x4 square; each tile shows one of four types of vegetation (maple, cherry, pine or iris) and one of four types of poetic symbols (rising sun, bird, rain or tanzaku - the small pieces of paper on which people sometimes write wishes).

The starting player removes one tile on the border of the square, sets this tile aside, then places one of her tokens in this space. The opponent must then do the same thing, but can choose from only those tiles that depict the same type of vegetation or poetic symbol shown on the tile first set aside. Play continues, with each set-aside tile determining where the next player can go until:

A player forms a line with four of her tokens in any direction,
A player forms a 2x2 square with four of her tokens, or
A player chooses a tile which doesn't allow her opponent to place a token.

In any of these cases, the player has won the game. A match can be a single game, a "best of three" series, or a point-based match, with the winner of a game earning as many points as the number of tiles remaining in the grid when she wins; in this case, the player who first collects ten points wins the match.

GIPF Project Set 3

This includes three expansions for GIPF.

Contents:

6 YINSH-potentials for each player
6 PÜNCT-potentials for each player
3 extra basic pieces for each player

See the project GIPF wiki page for more details on the potentials' powers.

The YINSH-potential can slide off its piece, any number of empty spots, for sneaky deployment. The PÜNCT-potential can land atop certain other pieces (different ones than the DVONN-potential), changing their color, or possibly introducing more GIPF-pieces mid-game!

GIPF Set 3 contains 6 white and 6 black YINSH-potentials, 6 white and 6 black PÜNCT-potentials, and 3 white and 3 black extra basic pieces to play "Ultimate GIPF". For the very brave amongst players: that is GIPF with 21 basic pieces and all 5 different kinds of potentials.

This is probably the last part of Project GIPF - after all those years players can combine all games :)

First product of cooperation of Kris Burm with company SMART.

GIPF Project Set 2

This includes two expansions for GIPF and one for ZÈRTZ.

Contents:

6 DVONN-potentials for each player
6 ZÈRTZ-potentials for each player
12 ZÈRTZ rings

See the project GIPF wiki page for more details on the potentials' powers.

This expansion can integrate DVONN and ZÈRTZ with the original GIPF game. Additionally, it contains ring pieces to extend the ZÈRTZ board into new configurations.

The ZÈRTZ-potential has the power to jump other pieces. The DVONN-potential has the power to land on top of other pieces, changing their color.

This is part of project GIPF.