Rainbow Passage

Rainbow_Passage_1

ABOUT THE GAME
Players: 2-4
Age range: 6-106

The object of the game is to win either by getting a piece across to the other side of the board or by removing all opponents' pieces from the board.

EQUIPMENT
4 long frame segments
8 short frame segments
1 cross-shaped board section (3x3 missing corner squares)
8 square board sections (2x2)
16 angled board sections (L-shaped, 2x2 missing 1 square)
14 long board sections (1x3)
22 short board sections (1x2)
5 colour dice
20 player pieces
20 start tokens

The sides of the dice are coloured red, green, blue, yellow, cyan, magenta. Each square of the board sections (not the frame) is one of those colours, in theory chosen randomly. All board sections have both sides printed.

The cross piece has a star on its central square on both sides.

SETTING UP
Assemble the board frame into a square, with each side using one long and one short frame segment. Place the cross-shaped board section at the centre of the frame and construct a board around it using other sections until a square board has been created within the frame. Ensure that the starred square remains at the centre of the board.

It is not necessary to ensure that the pattern of colours on the board is the same for each game.

Each player takes four pieces with the same number of points (4, 5, 6 or 8), and four start tokens which are the same colours as the bases of the pieces.

Pieces should be placed on the board on the 3rd, 5th, 7th and 9th squares along the edge nearest to that player. Place the start tokens on the frame behind each piece with the crossed side uppermost such that their colour matches the piece to which they are adjacent.

DECIDING WHO STARTS
Each player rolls all five dice. Whoever gets the most reds starts the game. In the event of a tie, those players roll until there is a winner.

METHOD OF PLAY
At the beginning of a player’s turn, that player rolls one colour die more than they have pieces remaining on the board (up to a maximum of 5). They may then:

1. move a piece (or pieces);
2. return a piece to the board;
3. pass their turn.

Play passes anticlockwise (i.e. to the player on that person’s left) at the end of each turn.

MOVING A PIECE (OR PIECES)
The basics
A move is made when a piece passes from one board square to an adjacent square.

The maximum number of moves a player may make in their turn is determined by the highest number of the same colour rolled on the dice. For instance, if a player rolls all different colours then only one move may be made; if three dice show the same colour then up to three moves may be made.

The squares on to which a player may move a piece in their turn are indicated by the colours shown on the dice.

A colour may only be used once per die rolled of that colour. For example, if a player rolls red-red-red-green-blue, they may make up to 3 moves but may still only make one move on to a green square; if blue-blue-yellow-yellow-red is rolled, they may make two moves the same colour or one move of two different colours.

It is not obligatory to use the same piece for each move made.

Piece movement
Pieces may move forwards or backwards to any immediately adjacent square, as shown to the right. Pieces may not move directly sideways.

Only one piece may occupy any square at any time. A player may not move a piece on to a square that is already occupied except to capture an opponent’s piece.

The star in the centre of the board
If a piece begins the turn on a row beyond the star from that player’s perspective, it may move only one square per turn. If a piece begins the turn on the same row as the star, from the current player’s perspective, that piece may move only one square forwards but may move backwards freely.

Any piece moved multiple times in the same turn may not go beyond the row containing the star in that turn (from that player’s perspective).

Start tokens
After a piece has been moved from its starting position, its start token should be turned over to show the uncrossed side. This shows that the piece has moved. The start token is not turned over if the piece moves back to its original position (unless it is returned to the board from out of play; see below).

Discarding moves
A player may choose not to use all of their available moves in that turn. However, the unused moves are forfeited and may not be ‘banked’ in any way.

CAPTURING PIECES
A player may capture another player’s piece by moving on to an already occupied square. The opposing piece is removed from the board and that player loses the use of one of the colour dice.

If a player has no pieces on the board then they are out of the game and have lost.

Pieces that have not been moved may not be captured.

RETURNING A PIECE TO THE BOARD
If one or more of a player’s pieces has been captured, that player may elect to return one piece to the board instead of making a normal move. This may be done only if the dice show two or more of the same colour.

If two dice show the same colour, the piece may be returned to its own starting square if the square is unoccupied. The start token should be turned back over to the crossed side. If a piece’s starting square is not vacant, the piece may not be returned to the board.

If three or more dice show the same colour, the piece may be returned to any unoccupied starting square. If the square to which it is returned is not its original starting square, the two start tokens should be exchanged. The start token for the piece returned to the board should be turned back over to the crossed side.

A piece returned to the board in this manner is considered not to have moved. After it is next moved the start token should be turned over to the uncrossed side as normal.

PASSING A TURN
After rolling the colour dice, a player may consider it advantageous not to make a move and instead pass their turn. Play passes to the player on their left as usual.

There is no limit to the number of moves a player may pass.

ROLLING THE WRONG NUMBER OF DICE
If a player rolls an incorrect number of dice on their turn, whether too many or too few, and completes their move such that the turn passes to the next player, they shall be subject to a penalty.

That player shall move each of their pieces straight backwards by one square, unless that piece is already at the player’s edge of the board. If a piece would be moved on to an occupied square, it is moved backwards to the first available unoccupied square.

Should a piece be returned to its starting position by this penalty, the start token is not turned back over to the crossed side.

WINNING THE GAME
The winner is the first player to get one piece across the board to the other side, or the last player with pieces remaining on the board.

VARIATIONS
Team Play
Rainbow Passage lends itself very well to teams of 2 players each. Members of teams may play either on opposite or adjacent sides of the board.

If a team game is played, then both members of the team must get pieces across the board in order to win.

See also the ‘Different board size’ and ‘Alternative starting positions’ sections below.

Harder Winning Conditions
To make the game more difficult, it may be decided that some or all players must get more than one piece across the board. In this case, pieces removed from the board after crossing successfully may not be returned and the use of one colour die is lost as normal for each piece removed. Also, only one piece may be removed from the board per turn.

No Returns for Captured Pieces
A more challenging game may be played if captured pieces are not permitted to be returned to the board.

Extra Piece
The game may be played with each player receiving 5 pieces and start tokens. The additional piece begins on the middle square of the row nearest to the player.

There remains a maximum of five colour dice; however, a player may have one piece captured without losing the use of a colour die.

Different Board Sizes
It is possible to vary the challenge of the game to a significant degree by changing the size and shape of the board; this is, in fact, part of the very design of the game. By varying the number of short frame segments used in the construction of the frame it is possible to achieve boards ranging in size from 9x9 squares to 13x13, or rectangular boards with up to 17 squares per side.

Players are actively encouraged to experiment with different board sizes and find the combinations they enjoy playing the most.

However, all rules, including those regarding legal starting positions for pieces, still apply.

Alternate Starting Positions
It is necessary for some combinations of board size and numbers of players to alter the initial positions of the pieces: e.g. if four players are playing on a board of 9x9 squares. In such cases, the pieces should be placed according to the following rules:

1. All pieces must begin on the row nearest to the player.
2. No piece may begin the game on the outer left or right edges of the board, from that player’s perspective.
3. No two pieces belonging to different players may begin the game on adjacent rows or columns, even if pieces belong to players on the same team.

The principle behind the above rules is to ensure that all pieces have full freedom of forward movement at the beginning of the game and ensure that no player enjoys any unfair advantage.

It is legal for pieces to be bunched together in adjacent squares — in fact, this situation is inevitable if 4 players play on a 9x9 board.

It is also legal for pieces to begin the game unequally distributed along the side of the board as long as the three above conditions are still met.

Comments

Multiple pieces

Well, one reason for having so many pieces was to make things as random as possible, and also to allow for all sorts of different board sizes as well as the standard 11x11... I was trying to make it as flexible as possible.

Regarding setup time, it really doesn't take so long. Two of people can set up a board in a couple of minutes, since it's a free-for-all in principle.

Both of those things said, a point I'd like to make is that part of the strategy in the game can stem from the way the colours are laid out. But I guess it's easier to say than to prove, so I don't expect you to believe me. :-P

Anyway... I could make a couple of print-out-able boards quite easily... replacing the colours with numbers. And that's the annoying thing... now it becomes something anyone can make at home and what's the point? :-(((

The point:

How many games do you own, and how many do you have printed out and glued to pieces of cardboard?

(In case my question was not rhetorical enough: people buy games because they want good games, and if a good game is made, people will buy it. Most games are fairly easy to recreate, but people still buy them.)

:)

Answer: Lots, and none at all

Answer: Lots, and none at all :-)

I just feel that the building-up of the board is an integral part of the game. I've played games that take an awful lot of setting-up, and, granted that they can last a while... but putting a few pieces of cardboard together to form a frame and filling it with other pieces really shouldn't take that long. I also understand the point about cost.

And I still think that RP is a damned good game. :-) If I put a couple of boards up, would that do? Pieces and dice I'm sure you have aplenty :-P

Giving it a whirl:

I wouldn't have any problem throwing together a board to test this with, but I might have trouble finding people to do so with. I will see what I can do though. I'm sure lots of people would love to give it a try, too!

:)

It sounds like you have

It sounds like you have something interesting here, but I don't have a clear idea from your rules of how to play the game. Images of the board and pieces and some sample moves would be helpful. I can't really comment on the game, except to say probably too complicated for a simple game.

Image pleaseeeee !

Wooowww! that's a lot of rules for a 10 minutes game! I know I'm not the smartest man on earth, but I have spent 15 minutes looking at your rules and I can't still figure out the board layout. I desperately need that image to know what I'm talking about, but so far I can imagine this: If I have to spend 20 minutes to setup the game and teach my friends all the game rules, for a 10 minutes game, they would kill me for sure. Do you really need 47!!! board game pieces? Is this as complex as it seems?

Seems interesting!

How far has this been play tested? What sort of reactions did it get?

I think if you are passing things to the left, you are going clockwise.

There are some things I don't understand:

How long is the board on a side? (I could have just added up all the squares, technically, but that seems like a lot of work;)

What does "Four pieces with the same number of points" mean? I imagine if I was looking at the components it might be clear, but I'm not.

I'm confused by "Pieces may move forwards or backwards to any immediately adjacent square, as shown to the right. Pieces may not move directly sideways." Perhaps the image that should be to the right if this were a real rulebook would explain it, but in its absence would you be kind enough to clarify what this means? 'Immediately adjacent' and 'directly sideways' seem synonymous to me when it comes to squares.

All of those questions probably fall under the blanket of a picture being worth a thousand words. I do wonder about the rule that penalizes people for rolling too few dice. Haven't they already crippled their turn by doing so? Don't the rules allow players to pass on any move they want, which would mean that one can't be forced into making a less than optimal move, which means there would never be any advantage to deliberately rolling too-few dice? It just seems like slightly pointless overkill.

The rules also don't say what should happen if an incorrect number of dice are rolled and it's noticed during the turn. Is it supposed to be allowed that if I have one piece left, I can roll five dice, hoping for a good set of rolls that will let me capture a couple enemy peices, then simply get set back one space?

Maybe both of these issues (they would be issues for me, at least) could be solved with a rule like 'once the first move of a turn has been made, if it is noticed that a player rolled less dice than they were entitled to roll, it's too late. Play continues as normal.' This would make it so if a player rolls four dice, then sees they should roll five (and with the +1 dice rule, that seems like it might happen often enough with new players), it's clear that they can roll the other die. But once they start their turn, that's the number of dice they rolled. They already set themselves at a disadvantage, so will surely learn to roll the correct number in the future.

You'd still have to have a way to penalize players for rolling too many dice. Perhaps something along the lines of 'if before a players first movement it is noticed that she rolled too many dice, she must reroll the correct number.' This would make it clear that a player can notice their mistake and correct it if they haven't moved yet. Maybe something like "if it's noticed that a player rolled the incorrect number of dice during her turn, or before the next player begins, that player resets the board as it were at the beginning of her turn, and forfeits this turn (worded a bit more elegantly than this, I'd hope, but I think you'll get the point.)

Missing a whole turn seems like a fair punishment for someone who may be cheating, but is probably just in need of an incentive not to keep making mistakes. Resetting the turn makes it so there's no advantage to just doing it anyway, moving one piece several spaces, and not really caring if it gets set back. it also will help with the scenario where player C rolls incorrectly, which improves an attack on player B, and player A is the only one who realizes it. Why point it out? (As written the rule seems kind of like an inverse 'not having to pay rent if the person doesn't notice in two turns' rule in Monopoly. It makes enough sense on the surface, but leads to game situations that sometimes prompt people to actually want the rules of the game to be ignored (unless this is supposed to be like Munchkin, in which case I won't bother the thread again;)) It also removes some of the tension of a player taking a good turn, wondering why everyone is snickering as their pieces die, only to have everyone laugh at them after it's over and point out a wrong die roll. This way, you don't have to wait to point it out, which might make it a little bit more relaxing, socially.

As written the rule seems to overly punish the already punished, not actually cover every situation, and imply several tactics which don't seem to be in the flavor of the game.

Also, does this actually work with three players? It seems like one of them would get caught in a crossfire of sorts.

Those are my initial reactions to this game, as presented here!

:D

Thank you for your replies

I'm very grateful to you all for commenting. :-)

I've uploaded an image of a board put together. I'm afraid it's not terribly good and was taken with the only thing I had to hand, something of a tired old webcam. Hopefully you can get an idea of what the board would look like. Sadly when I took this picture I didn't have the frame completed: there should be a border around the playing area to keep the pieces in place. Coins for pieces. But the colour dice are off to one side.

Regarding piece movement... in the rules I've got there is a picture, but it didn't cut and paste. So I've made an image of it and attached it to the original post. Hopefully now it will be a little clearer. Sorry about that... so much for late-night posts :-D

I've also taken out the playing time. To be honest I wasn't happy with it. A normal game between 2 players lasts around 20-30 minutes. But it all depends on the rolls of the dice, of course. I've had 2-player games last up to an hour, and one that lasted 10 minutes. More players tend to slow things down, of course.

Regarding the 3rd player being at a disadvantage... yes and no. True, they have people on both sides, but they have a clear run across the board and the other players have to adapt their strategy in order to stop them. In playtesting it did seem to balance fairly well: since there are only 4 pieces per player it doesn't turn into too much of a mess in the middle.

(The bit about going anticlockwise was put in as a test to see who was awake. *looks shifty, and changes it quickly*)

Regarding penalising people for rolling the wrong number of dice... that mechanic was one that was suggested during playtesting after it happened a few times. Not deliberately, but people were automatically scooping up all the dice instead of just the number they were supposed to have. Some of the feedback included a suggestion for a penalty, and that's what I came up with. In all honesty I was never happy with the idea of having a penalty clause in there, and I think I've had my misgivings confirmed.

To answer the question about playtesting, it's been playtested quite extensively and has received a lot of very positive feedback. (And no, not just by friends: I co-opted a bunch of fellow students from various courses with the promise of free coffee.)

Anyway, I hope this helps clarify a few things. :-) Thank you all again for commenting :-)

Echoing another's response:

It really looks like you definitely don't need that many board pieces.

Robo-rally has four two-sided boards, which along with a randomizing factor that probably has less impact than rolling five dice, provide a very variable experience. If you even need a modular board to keep things fresh (and I haven't played the game, obviously, so I'm not sure if you do or not) you might want to look at something like that as a model.

This is partly due to the the fiddliness/ set-up time for the players, but it's also an important manufacturing concern. Printing, cutting, sorting and packaging one to nine large pieces of card stock or chip board costs a lot less than doing the same with dozens of little ones, I would imagine.

Maybe it would be easier to get some playtesters from sites like this one or BGG if you had a version with just one board, also. That would make the components pretty easy to mock up!

:)

Syndicate content