Invisible City Productions Invisible City Productions is a collective of game designers, writers, and artists who provide this as a space for the creators of secret media to come together and touch antennae.

Invisible City Productions Invisible City Productions is a collective of game designers, writers, and artists who provide this as a space for the creators of secret media to come together and touch antennae.

Contact Us

Recent Posts
Paper Money Podcast
Doctor Necreaux and Pressure Matrix AEG forums are live!
Whakka Mole
The Stick Figure Abuse Game: Game of the Month for June 2009
The Stick Figure Abuse Game

Recent Comments
Jonathan Leistiko (The Isle of Doctor Necreaux)
Tao - Starlit Citadel (The Isle of Doctor Necreaux)
Jonathan Leistiko (The Isle of Doctor Necreaux)
Grudunza (The Isle of Doctor Necreaux)
T Gordon (Cthul-B-Que)

Copyright 1999 - 2009 Invisible City Productions

Published with Textpattern

browse

search

RSS / Atom

Invisible City Productions

|

Celtic Knot · 16 July 04

A race game with a twist for two to four players.

Celtic Knot

by Jonathan A. Leistiko

Celtic Knot PDF

Object

To get your pieces from the corners of the board to the exit at the center.

You Need

  • A Celtic Knot board, found in the Celtic Knot PDF.
  • 6 nickels, dimes, quarters, and pennies.

Setting Up

Choose a coin that no other player has chosen (nickel, dime, quarter, or penny). Place one of your coins on each X and O.

Select a player to go first.

Play

On your turn, select a square with one or more of your coins in it. Flip all of those coins, counting heads as one point and tails as two points. Take the sum of your flips and move your coins in the chosen square that many spaces away from it. You must use your full movement on each coin.

Moving:

  • Although unmarked, the board is divided into regular squares that follow the lines of the board. The board is 9×9. The squares on the paths are the only valid spaces for pieces to occupy.
  • The paths go over and under each other. The spaces under other spaces still count as spaces and can be occupied by coins. If you end a turn in a space that is under another space, like a bridge or a tunnel, put your piece in the off-path square directly to the northeast of it to indicate that you’re in that square.
  • Triangles are tunnels. Coins that start their turn on a tunnel can move to the space directly below the tunnel with their first point of movement. Coins may not climb up a tunnel.

If your coins land on a square occupied by an opponent’s coin, take another turn to move those same coins.

If your coins land on a vacant square, your turn ends.

If your coins land on the center diamond, remove them from the board. This ends your turn.

Play passes clockwise.

Winning

The first player with no pieces left on the board wins.

Origin and Credits

Sharon has a little necklace with a celtic knot medallion that she made out of ShrinkyDinks. Looking at the celtic knot, I figured that it’d make a neat board for a racing game of some sort. This is what came out of it.

Name
E-mail
http://
Message
  Textile Help

Celtic Knot · 16 July 04

A race game with a twist for two to four players.

Celtic Knot

by Jonathan A. Leistiko

Celtic Knot PDF

Object

To get your pieces from the corners of the board to the exit at the center.

You Need

  • A Celtic Knot board, found in the Celtic Knot PDF.
  • 6 nickels, dimes, quarters, and pennies.

Setting Up

Choose a coin that no other player has chosen (nickel, dime, quarter, or penny). Place one of your coins on each X and O.

Select a player to go first.

Play

On your turn, select a square with one or more of your coins in it. Flip all of those coins, counting heads as one point and tails as two points. Take the sum of your flips and move your coins in the chosen square that many spaces away from it. You must use your full movement on each coin.

Moving:

  • Although unmarked, the board is divided into regular squares that follow the lines of the board. The board is 9×9. The squares on the paths are the only valid spaces for pieces to occupy.
  • The paths go over and under each other. The spaces under other spaces still count as spaces and can be occupied by coins. If you end a turn in a space that is under another space, like a bridge or a tunnel, put your piece in the off-path square directly to the northeast of it to indicate that you’re in that square.
  • Triangles are tunnels. Coins that start their turn on a tunnel can move to the space directly below the tunnel with their first point of movement. Coins may not climb up a tunnel.

If your coins land on a square occupied by an opponent’s coin, take another turn to move those same coins.

If your coins land on a vacant square, your turn ends.

If your coins land on the center diamond, remove them from the board. This ends your turn.

Play passes clockwise.

Winning

The first player with no pieces left on the board wins.

Origin and Credits

Sharon has a little necklace with a celtic knot medallion that she made out of ShrinkyDinks. Looking at the celtic knot, I figured that it’d make a neat board for a racing game of some sort. This is what came out of it.

Name
E-mail
http://
Message
  Textile Help
Copyright 1999 - 2009 Invisible City Productions