направи pattern шевица board game
Introduction
Create beautiful symmetrical patterns and complete all of the objectives to win the game. Unleash your creativity with a variety of shapes inspired by Kanatitsa – an ancient symbol which has spread to different parts of the globe during the past millennia. It is notably used in Bulgarian embroidery, Peruvian carpets and African adornments.
Goal of the game
Draw tiles from the market and arrange them on your playing field. Plan your symmetrical arrangement while keeping the necessary shapes in your storage. Complete more objectives than the other players and win the most points.
Components
4 playing boards
• Double-sided – easy (side A) and difficult (side B)
• Playing field – the place where you lay your shape tiles
• Storage – you can keep up to 4 tiles before using them
• List of common objectives
4 starting tiles
4 shared objectives cards
8
See the most up to date version of the rules at slyfoxes.games
Side А
Side В
Playing field
Storage
2
List of common objectives
Playing field
Storage
List of common objectives
A list of tiles
Game setup
1 Give each player a board.
2 Choose the level of difficulty (easy side A or difficult side B) and turn all boards to face the same side.
3 Draw a shared objective card and put it in a place that’s visible to everyone.
4 Each player draws a starting tile and positions it in the centre of the playing filed.
5 Each player draws 2 cards from each personal objective card types, chooses 1 from each type and returns the other 2 cards. Personal objectives remain hidden from the other players until the end of the game.
6 Mix all other tiles in the bag.
Tip: Draw a handful of tiles placing them face down to form stacks for easy drawing.
Objective cards
Have exactly 4 empty (beige) tiles on your playing field.
Have at least as many tiles with a certain colour as shown on the objective card.
Arrange the shown pattern on your field using any colours of your choosing.
Arrange a sequence of tiles with the colour from the card. It can be arranged in any direction. For each complete sequence you win the points written in the upper left corner of the card. Each tile can belong to only 1 sequence.
Example:
In this example you will get a point for each of the 2 sequences in yellow.
7 Reveal the market – reveal tiles from the drawing stacks or the bag. The number of tiles in the market is equal to the number of players +2 (e.g. 4 tiles for 2 players, 6 tiles for 4 players).
Action tiles
Swap a tile from your playing field with a tile from your storage or the market.
Swap a tile from your storage with a tile from the market.
Swap a tile from your storage with a tile from another player’s storage.
Discard one or more tiles from your storage.
Draw an additional tile from the market.
Choose a tile from the discard pile and take it for yourself.
Discard all the tiles from the current market and draw new tiles to replace them.
Move a tile or switch the places of 2 tiles from your playing field. You may rotate the tiles while performing this action.
Patches (wild card tiles)
You can use this tile instead of any other tile with shapes. At the end of the game, you choose what tile you want it to be and count the points accordingly.
Player turn
The first player is the person wearing the most colourful clothes.
On your turn you may perform the following actions in any order – draw a tile, place tiles with shapes, and activate action tiles. All three actions are optional and you may skip your turn without doing anything.
Draw a tile from the market
You can put the chosen tile either in your storage, immediately place shape tiles on your playing field, or immediately activate it if it is an action tile. Fill in the market after each draw.
You may choose to skip this action. If no other players draw from the market, then discard the tiles from the current market and replace them with new ones.
In case you run out of tiles for the market, you can put the ones from the discard pile into the bag, mix them well and use them to fill in the market. You can reuse the tiles from the discard pile only once per game.
Activate action tiles
You can activate an unlimited number of action tiles, either from your storage or a tile you just drew. Action tiles are put in the discard pile after they’ve been played.
Example:
Theo draws an action tile for swapping a tile from his storage with another player’s storage.
He activates it and exchanges a
from Ellie’s storage.
with
After that he immediately activates the new tile and chooses a tile from the discard pile.
You have a set shape but at the end of the game you can choose its colours and count the points accordingly.
Placing shape tiles
You can place an unlimited number of shape tiles from your storage and/or a tile you just got from the market on your playing field. It’s not mandatory for tiles to be placed next to each other. When placed next to other tiles, the colours of at least half of the edges must be the same as at least one of the tiles it‘s touching. In this case beige also count as a colour.
IMPORTANT!
Once you place a tile it can only be moved using an action tile.
Examples:
Valid move
Tile 2 doesn’t touch any other tile. Tile 3 touches tile 1 and matches its colour on the edge.
Invalid move
Tile 4 touches tile 3 , but the colours on their edges don’t match.
Valid move
Tile 5 touches tile 2 and 1 and at least half of its edge is in the same colour as the edge of at least one tile it touches.
Valid move
Tile 4 touches tile 3 and 5 and at least half of its edge is in the same colour as the edge of at least one tile it touches.
Tip: Look up the list of tiles to figure out how many tiles are available of each type.
x4
Game end
The last round begins when a player fills in their playing field. Then, each other player will take one final turn.
The game also ends if no one gets to fill in their playing field after the second time you run out of tiles for the market.
Final scoring
You get 2 points for achieving any of these:
At least 3 tiles from at least 3 colours on the playing field. Beige doesn’t count as a colour.
Fill in your playing field
Fulfilled shared objective
Fulfilled personal objective for single completion
Personal objective for multiple completion
For each complete sequence you win the points written in the upper left corner of the card. See the example from “Objective cards”.
You get penalty points if you have more than 4 empty spaces on your playing field at the end of the game. See the table on the right for reference.
10+
The player with the most points is the winner of the game. In case of a tie, the player who has filled in their playing field first is the winner. 3+
Symmetry
There are two types of symmetry – horizontal and vertical.
• 0 points for no symmetry
• 2 points for partial symmetry due to missing tiles or tiles with the same shape but different colour
• 4 points for complete symmetry
Examples:
Empty spaces Points
5-6 -1
7-8 -2
9-10 -3
Above 10 -4
Based on this we can start counting:
No horizontal symmetry because tile 1 is in the central row and its upper part is not symmetrical to its bottom part.
There is no vertical symmetry either, because tile 1 is not symmetrical to tile 2 .
Partial horizontal symmetrytile 3 is missing its mirrored version.
Complete vertical symmetry –empty spaces are mirrored and tile 3 has two symmetrical halves.
15 red, 9 yellow, 4 blue и 2 green - 2 points for at least 3 tiles from at least 3 colours
The playing field is not filled up - 0 points
Fulfilled personal objective for creating a pattern - 2 points
Fulfilled shared objective for at least 3 tiles with blue and 4 tiles with red - 2 points
Complete horizontal symmetry - 4 points, because all tiles and empty spaces are symmetrical
Partial vertical symmetry - 2 points, because there are tiles with the same shape, but different colour, and empty spaces that are not symmetrical
The pattern from the Objective card is completed 4 times and you get 1 point per completion (see dashed line) - 4 points
2 empty spaces – no penalty points
16 points in total