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Swarm

This game I've had as a prototype for a while now, and over the past year I've playtested it a few times with friends and fellow gamers. Below is the original rules I wrote when I initially made the prototype. However I've received great feedback and suggestions for rule changes or additions or subtractions. All very valid ideas that I try to include whenever I get a chance to playtest.

"Swarm" Rules:

Movement & Actions:
A turn consists two actions performed with only one* hex. A single action can be movement or a special ability that the hex has. It doesn't matter what combination of actions a player uses or what order they are in. Examples: Move–Move; Move–Ability; Ability–Move; Ability–Ability.
Every hex can move to one spot adjacent to the hex's current position; either on the same level, one level higher, or one level lower. A spot that is two levels higher or lower or more than the current position is "too-high" or "too-low" and thus the hex cannot move to there.
A hex must have at least two sides open and must never have another hex on top of it in order to be able to move. A hex also may not move if it is the only hex connecting two groups of hexes together.
Active/Inactive
Every hex* has an Active and Inactive face. The Inactive face is completely covered in one colour, while the Active face features the symbol depicting what type of hex it is in the same colour. While the Inactive side is facing up, the identity of the hex remains hidden, and cannot perform any actions. When turned over to the Active side, the hex's identity is revealed and the player of that colour can use it to perform its actions.

Hexes

Assembler:
Assemblers are the starting hex of each player. The Assembler's special action is to turn Inactive hexes of the same colour to their Active states.
Drone:
A Drone's only action is movement, but its special ability is that it can use one move action and then any another Drone can use the remaining action to move as well.
Lifter:
Lifters' special action is 'Lifting', in which it can move any hex from one side of the Lifter to any other side of it.
Disassembler:
The Disassembler is the opposite of the Assembler, as its special action turns Active opposing hexes from their Active state to Inactive.
Dust:
Dust hexes are completely inanimate and don't belong to any player. They provide obstacles in which players must work around. The only way to move Dust out of the way is to use the Lifter's Lifting ability.

Goals:
The players' goals are simple. One player must trap the other's Assembler for one whole turn or be turned Inactive by any means in order to win the game.

Setup:
1. The table begins empty with all of the hexes in a pile at the side, all with their Inactive sides facing up.
2. Players remove their Assemblers respectively and only one Dust hex from the pile.
3. The single Dust hex is placed in the middle of the table.
4. Players then take turns placing hexes from the pile next to or on top of the Dust and any hexes that are added hereafter.
5. Players can place any colour of hex anywhere within the guidelines:
• All hexes remain Inactive-side up.
• Stacks can be no more than two levels higher than the tallest adjacent stack.
• And during setup, no stack is allowed to be higher than three levels.
6. When all of the hexes have been placed in the play area, each player then places their Assemblers, Active-side up, in their desired starting positions.

Additional Rules:
• Hexes are permitted to move or be lifted to a position three levels or greater below its current position. However, the hex must be turned to the Inactive state if not already.

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gamejournal | by Dr. Radut