Jinns of the lake
(2, 3 or 4 players, from 8 yo)
After a thousand and one nights, the elected traveller would see the oasis of the Lake of the Dreams, ; some mason-jinns hire him as an architect, to build some dreams-towers.
* on the board, the Lake of the Dreams.
* 4 X 8 colored pawns ; on one face you can see a single, double, triple or quadruple dome.
* 4 jinns-pawns, 1 in each color.
PURPOSE OF THE GAME
To win most points, by controlling dreams towers.
RULE FOR 2 PLAYERS (A and B)
A gets the yellow and the red jinns, B gets the blue and the green ones.
A puts 4 yellow pawns on 4 consecutive squares, then B 4 bleu pawns, then A 4 red pawns, then B 4 green pawns, then A 4 red ones again , ans so on, always in a consecutive way.
* A and B, in turn, moves one of their pawns, clockwise or anti-clockwise, to come on the top of another pawn.
A simple pawn must move on the top of a next pawn, a double on the second it meets, a triple on a third, a quadruple on a fourth ; the only pawns, or piles of pawns, matter in this count ; empty squares do not matter.
When it moves again, a pawn can bring one or several pawns below.
NB : as the squares get emptied, you jump on pawns further and further away.
Within one move, you cannot go twice to a same square.
You cannot play a move that would give a tower twice the same color ; so you can never get more than 4 pawns in a tower.
As soon as a player has completed a tower of 4 pawns, he must immediately take it in font of himself, out of the board.
VARIANT FOR 3 PLAYERS
A gets the yellow, B the blue, C the red.
A puts 4 yellow pawns an then 2 green on 6 consecutive squares, then B 4 blue then 2 green, then C, 4 red and 2 green, then A again 4 yellow and 2 green, and so on.
Each player may play in turn either a pawn of his color or any green pawn ; if you complete a tower with a green pawn , you take it out of the board for your own benefit.
VARIANT FOR 4 PLAYERS
* A gets the yellow, B the blue, C the red, D the green ; each player , in 2 times, puts 4 of his pawns on 4 consecutive squares.
* In this variant, Yellow and Red on one hand, and Blue and Green on the other hand, are partners.
* You cannot put a pawn on a pawn or a pile of your partner ; but you can put a pawn upon a pile where a pawn of your partner is enclosed.
* In this variant, you may take off a tower of only 3 pawns ; in this case, you must share your gain, and give your partner the base-pawn .
In the same spirit, if you take out a tower of 4, you keep either the higher half, or the lower half, and give your partner the other half.
Each one puts those gains (piles or pawns) in front of himself, out of the board ; they will be counted at the end of the game.
END OF THE GAME AND COUNT OF THE POINTS
* When you can move no pawn, you miss your turn, as long it is so.
* The game ends when nobody can move.
* Everybody counts his points by multiplying the number of stages of each pile under his control - as well the ones taken out as the ones still present on the board - by the number on their tops.
So a pile of 4 with a triple on its top will value 12 points, a pile of 3 with a double on the top 6 points , a pile of 2 with a simple on the top 2 points ; an isolated quadruple pawn will value 4 points.
NB : Partners do not share the piles they control on the board.
The player with most points wins the game.