GEMJI
GEMJI Rulebook
Table of Contents
Table of Contents
- Overview
- Tiles
- Game Index
- Gemji Battle
- Gemji Pixels
- Gemji Maze
- Gemji Pisa
- Gemji Vault
- Gemji Gate
- Gemji Guess
- Master Perry
- Gemji Robot Race
- Gemji Mancala
- Box of Chocolates
- Gemji Snake
- Gemji Ur
- Gemji Binary
- Gemji Feel
- Gemji Tower
- Gemji Pull
- Gemji One Hand
- Gemji Roll
- Gemji Target
- Gemji Stack
- Other Uses and Accessories
Overview
30+ start pack games. 1-30-60-90 minutes. 1-18 players. All ages.
Components: 70 special magnetic tiles. Clicking sound indicator. Wind and push resistant. Washable (good hygiene). 3D builder (constructor). Create your own games. New online game access. Design for blind people.
Game lengths: 1-15 minutes quick games; 15-60 minutes party games; 30-90 minutes strategy games.
You buy one set, but you receive tens of games. New games will be published on the web platform by the official Gemji creators, but also fans. You will be able to download the rules, watch videos and rate these new games. This way your GEMJI will become better and better over time.
Listen to the Gemji soundtrack playlist on Spotify.
Translate this rulebook with the Google Translate app (camera mode).
The modular design and the huge variety of games allow you to play according to your free time slot. If you are in a hurry - you could play a short and easy game. If you want to concentrate and share the moment intellectually with your favorite person - you could play some of the extensive games. This way you could always moderate the gaming experience according to your needs.
Tiles
All 10 "face" variations of the tiles: "Joker" (blank), "One" (1 stroke), "Two" (2 strokes), "Three" (3 strokes), "Four" (4 strokes). Each tile has side A and side B.
[Printed page 7 shows the full set of 70 tiles (chips), labelled "All combinations": one column of "1 combination x 6 times" and four columns of "4 combinations x 4 times", with side A and side B shown.]
Game Index
The printed rulebook's catalogue lists the following games, with player count, play time, age range and category. Games marked "no rules in this booklet" appear in the catalogue but have no rules text in the printed rulebook; the catalogue marks them "www" (rules published online) or "coming soon".
Start pack games with rules in this booklet
- Gemji Battle - 2 players, 40-90 mins, ages 6+. Strategy game, difficulty 8/10.
- Gemji Pixels - 6-18 players, 30 mins, ages 5+. Party game, difficulty 4/10.
- Gemji Maze - 2 players, 15-30 mins, ages 5+. Strategy game, difficulty 4/10.
- Gemji Pisa - 2-6 players, 5-20 mins, ages 6+. Dexterity game, difficulty 3/10.
- Gemji Vault - 2-4 players, 20-40 mins, ages 8+. Strategy game, difficulty 7/10.
- Gemji Gate - 2 players, 5-20 mins, ages 4+. Dexterity game, difficulty 4/10.
- Gemji Guess - 2-6 players, 5-40 mins, ages 7+. Memory game, difficulty 4/10.
- Master Perry - 2 players, 20-45 mins, ages 7+. Logic game, difficulty 5/10.
- Gemji Robot Race - 2-4 players, 30 mins, ages 7+. Programming game, difficulty 5/10.
- Gemji Mancala - 2 players, 20-30 mins, ages 8+. Logic game, difficulty 5/10.
- Box of Chocolates - 2-4 players, 10-40 mins, ages 5+. Memory game, difficulty 3/10.
- Gemji Snake - 2-4 players, 5-30 mins, ages 5+. Number game, difficulty 3/10.
- Gemji Ur - 2 players, 30 mins, ages 6+. Race game, difficulty 4/10.
- Gemji Binary - 1-2 players, 10-60 mins, ages 6+. Programming game, difficulty 6/10.
Start pack games listed in the catalogue with no rules in this booklet
- Gemji Gold - 2 players, 10-30 mins, ages 7+. Strategy game, difficulty 4/10. (www)
- Gemji Roots - 2 players, 10-30 mins, ages 7+. Strategy game, difficulty 5/10. (www)
- Gemji Morris - 2 players, 10-60 mins, ages 6+. Strategy game, difficulty 5/10. (www)
- Gemji Quick - 2 players, 5 mins, ages 4+. Dexterity game, difficulty 2/10. (www)
- Gemji Jungle - 2 players, 10-40 mins, ages 5+. Number game, difficulty 2/10. (www)
- Solo Gemji - 1 player, 5 mins, ages 5+. Puzzle game for one, difficulty 2/10. (www)
- Gemji War - 2 players, 10-40 mins, ages 4+. Number game, difficulty 2/10. (www)
- Gemji TTT - 2 players, 1 min, ages 4+. Strategy game, difficulty 2/10. Listed as "coming soon".
- Gemji Carousel - 2 players, 15 mins, ages 7+. Strategy game, difficulty 4/10. Listed as "coming soon".
- Gemji Market - 3-6 players, 30-60 mins, ages 8+. Strategy game, difficulty 5/10. Listed as "coming soon".
- Gemji SA - 6-10 players, 10 mins, ages 8+. Programming game, difficulty 4/10. Listed as "coming soon".
- Gemji Prison Break - 4 players, 30-60 mins, ages 6+. Racing game, difficulty 3/10. Listed as "coming soon".
Mini games (all played with 7 tiles only)
- Gemji Feel - 2-6 players, 5-15 mins, ages 6+. Difficulty 6/10.
- Gemji Target - 2-3 players, 5-15 mins, ages 4+. Difficulty 3/10.
- Gemji Tower - 2-5 players, 1-5 mins, ages 4+. Difficulty 3/10.
- Gemji Stack - 2-6 players, 5-15 mins. The catalogue lists ages 4+ and difficulty 1/10; the rules page lists ages 5+ and difficulty 4/10 (both as printed).
- Gemji Pull - 2 players, 5 mins, ages 4+. Difficulty 2/10.
- Gemji Kiss - 5-10 players, 5 mins, ages 16+. Party game, difficulty 1/10. (no rules in this booklet)
- Gemji One Hand - 1-10 players, 5 mins. The catalogue lists ages 10+ and difficulty 3/10; the rules page lists ages 6+ and difficulty 4/10 (both as printed).
- Gemji Roll - 1-6 players, 5 mins, ages 4+. Difficulty 2/10.
The printed catalogue also says "Check out what else you can do with Gemji at the end of the booklet." The closing pages are reproduced in the "Other Uses and Accessories" section.
Your Game Here: "You design & submit the rules online. Design your own Gemji game and get featured in the rulebook or the official site." (newgames @ gemji.com)
Gemji Battle
Face-to-face epic war strategy. 2 players, 40-90 mins, ages 6+. Strategy game, difficulty 8/10.
Elements
- X4, X6, X8, X10 tiles for Player 1's army.
- X4, X6, X8, X10 tiles for Player 2's army.
- X3 bridge tiles for Player 1's bridge.
- X3 bridge tiles for Player 2's bridge.
[The printed element diagram shows these counts; the joker (blank) tiles are the bridge tiles.]
Set Up
The players arrange their tiles into two "armies" on the playing field, as shown on the scheme. The blank joker tiles are kept separately in the beginning.
Start of the Game
Both players use their blank joker tiles to build a "bridge" between the two armies. To do so, they take turns placing them connected to their armies, while still separate from the opponent. Then, after both have placed all three blank joker tiles, the two armies are pushed together so that they join at the "bridges".
The player who uses white tiles goes first. Using this bridge, the players start attacking by moving their tiles across to their opponent's field. Once placed, the bridges cannot be moved. The rest of the tiles can move across the fields if they are connected to at least one other tile. Tiles or clusters that get disconnected are discarded.
Moves
Each player has two steps on his/her turn. A step can be either rotation of a tile or a move in a direction. The direction in which tiles normally move is determined by where their strokes are pointing.
- Civilians - only move in one direction.
- Soldiers - move in two directions.
- Commanders - move in three directions.
- Diplomats - move in all directions. Cannot be rotated as a step.
Blocking
The goal is to step on your opponent's tiles, thus blocking them. Blocked tiles are inactive until freed up. Once a tile blocks another tile, it cannot be conquered itself - that is, the maximum number of stacked tiles on the field is 2 (or 3 if they are on a bridge). You cannot step on your own tiles.
Mid-turns
During the first step of your turn, your tiles can occupy positions that are otherwise prohibited. For example, you are allowed to step on already conquered tiles, as long as your second step is to move away from them. You can also disconnect a single tile from the army without discarding it, as long as it returns on the second step.
Winner
The first player to reduce their opponent to only 10 active tiles wins the game. Active tiles are those that are not currently blocked/conquered. The discarded tiles are not counted.
That's not all folks! You can find the extended game rules, a video and additional schemes that illustrate how to play at the website, Gemji.com.
It's easy to add your own version / modification of the game on the website, so that people could decide which one to play.
Gemji Pixels
Association and creativity will cheer the crowd! 6-18 players, 30 mins, ages 5+. Party game, difficulty 4/10.
Elements
All 70 tiles.
Set Up
- Split into 2 or more teams of a minimum of 3 players.
- Team "A" plays with 35 black tiles, and Team "B" plays with 35 white tiles. Team "C" uses the black ones and so on (if more teams).
- The players have to prepare a timer.
The Game
A player from team "A" thinks of an object and whispers it to a player from team "B". The latter has to draw the figure using only Gemji tiles. His/her teammates have to guess the figure. Each guess is discussed internally for one minute and then announced to the group. A correct guess is a point.
Rounds
| Round 1 | Round 2 | Round 3 | Round 4 | Round 5 | |
|---|---|---|---|---|---|
| Tiles | 35 | 30 | 25 | 20 | 15 |
| Seconds | 60 | 50 | 35 | 35 | 30 |
Pixel Painters
All players from all teams must change turns when drawing. A planned order is allowed so that the people who feel more confident could get the hardest rounds.
Drawings
Tiles could be attached to or detached from each other. Tiles could be in 2D or 3D. If 2D - tiles should be arranged in one color (black or white). Drawings could be done everywhere - on the table, on the floor or even on the fridge.
Winner
A correct guess is a point. The team with the most points in the 5 rounds wins. If there are teams with equal points - additional rounds are played until a winner is decided.
Tips
- Best played with 3 or more teams of minimum of 4 people (12 people altogether). If 18 people - divide into 6 teams of 3 players.
- For extra fun - select a specific topic: e.g. "animals".
Game Variation
For an odd number of people the game is played by two teams and a side man. For this version of the game you don't need to set a timer.
The side man says the same word to one player from each team. Simultaneously, they try to portray the word while the rest of the players compete to make assumptions for the word (shouting). The first team with a correct guess wins the game.
Design your own Gemji game and get featured in the rulebook or the official site.
Gemji Maze
Conquer with strategy. 2 players, 15-30 mins, ages 5+. Strategy game, difficulty 4/10.
Elements
- 3 tiles for Player 1; 3 tiles for Player 2 (pawns).
- 4 tiles for "walls".
- 49 tiles for the board map.
Set Up
- Create the Board Map. The board map consists of 49 random black tiles (don't use empty tiles). Place the tiles on a table and make a square. The board map is set between the two players.
- Put players' pawns on the board. Each player has 3 white tiles to play with as pawns, which he/she moves through the game. Player 1 uses 1-stroke white tiles and Player 2 uses 4-stroke white tiles. They are placed perpendicular to the playing field. The players stack their 3 pawns together and place them on the two opposing lower right corners (diagonally to each other). This is each player's starting point and the opponent's end point.
[Set-up diagram labels: Start point - Player 1 / End point - Player 2; Start point - Player 2 / End point - Player 1; Nest; Wall.]
Start of the Game
-
Setting the "walls". Each player has 4 walls (2-stroke white tiles) that he/she can put on the playing field before the game starts. They are stacked horizontally to the Board Map. The pawns cannot step on the "walls", but they can jump over them. Players alternate to set their walls on the board map. Each player puts three of his/her walls and keeps one wall to use during the game and block the opponent. This is played as a single move. While not in use, it is placed outside the board.
! It is not allowed to put walls in the "nests" (the four tiles at the entrance of each player).
-
Moving pawns. Players alternate moving one of their pawns across the playing field, trying to get all their pawns out of the other player's entrance (their upper left corner). The number of the steps in one move is determined by the number shown on the first tile of the step.
Rules for moving:
- Always make sure that the pawns are well placed on the adjacent tile.
- The pawns cannot step on the same tile twice, i.e. you are not allowed to retrace your steps in the same single move.
- Two pawns cannot be put on the same tile on the playing field, whether they are yours or your opponent's.
- Opponents cannot jump over each other.
- A "wall" can only be skipped if it is not the first or last step in the move. The same applies when there are 2 walls next to each other.
Winner
The goal of each player is to get all their pawns out of the maze through the entrance of their opponent. The one who makes it first wins.
- A pawn can exit the maze even if there are more steps left. For example, if you have 4 steps, you can exit even if you only need 2.
- If your opponent has a pawn on the tile that is at your exit, you cannot exit until that tile is empty.
That's not all folks! You can find the extended game rules, a video and additional schemes that illustrate how to play at our website, Gemji.com.
Design your own Gemji game and get featured in the rulebook or the official site.
Gemji Pisa
Build a tower to the sky! 2-6 players, 5-20 mins, ages 6+. Dexterity game, difficulty 3/10.
Elements
All 70 tiles.
Set Up
Take four random tiles and place them on a table adjacent to each other - like four walls. Split the rest of the tiles evenly between the players. Each player arranges his/her own pile of tiles stacked on top of each other.
Start of the Game
The players take turns building a tower together up from the base of four tiles. To do so, they use the topmost tile from their respective piles. Tiles can be placed on every "wall", as well as like a "ceiling" that connects the walls.
Every tile placed by the players needs to match the pattern of at least two adjacent tiles. Meaning, stroke must connect to stroke and blank side must connect to blank side. Use the upper side of your tiles to match the pattern, regardless of their color.
[Printed diagrams contrast a WRONG placement with a RIGHT placement, and label the case where "strokes don't match".]
Moves
There are two possible positions for your tiles - as a "wall" or as a "ceiling".
- There are a maximum of 4 walls per floor of the tower.
- You can place a ceiling on top as long as the highest floor consists of at least 2 tiles.
- Once you put a ceiling, you cannot place any more walls below it; you can only build up.
- If there are at least 3 walls on the current level, you can start a new floor without placing a ceiling.
- If your tile cannot fit anywhere on the tower, place it at the bottom of your pile and skip a turn.
- If someone places a tile incorrectly, he/she has to take it back, place it at the bottom of his/her pile and skip the next turn.
[Printed diagram: "New floor without ceiling" / "Ceiling on two walls".]
Winner
The player who manages to use all of his/her tiles first wins the game. Alternatively, if someone causes the tower to fall, the rest of the players automatically win the game.
Tips & Special Conditions
The printed heading "Tips & Special Conditions" is followed by no text in the rulebook.
That's not all folks! You can find the extended game rules, a video and additional schemes that illustrate how to play at our website, Gemji.com.
Gemji Vault
Outsmart the others & unlock the vault first. 2-4 players, 20-40 mins, ages 8+. Strategy game, difficulty 7/10.
Elements
- X4 random "Code" tiles per player.
- X3 joker tiles per player.
- 16 tiles for board map.
Set Up
- Create the Board Map. The board map consists of four 1-stroke tiles, four 2-stroke tiles, four 3-stroke tiles, and four 4-stroke tiles. Place the sixteen tiles on a table with their white side up to match the pattern shown on the illustration.
- Choose your playing tiles. Each player claims one type of tile to play with (1-, 2-, 3-, or 4-stroke). For example, if you claim the 1-stroke tiles, you can only use them to build your "Code" later.
- Draw 4 "Code" tiles. Each player draws 4 random tiles from the pouch and keeps them hidden from the rest of the players. With the black side up, these tiles represent a secret "Code". The "Code" tiles are only a reference and are not directly used in the game.
- Take 3 Joker tiles for each player. The 3rd and 4th players use any tiles with black side up.
Start of the Game
The players take turns to move their claimed tiles in order to recreate the figures represented by their secret "Code" tiles. This can be done in any order the player sees fit.
Moves & Matching
- Players must always perform 2 actions on their turn.
- Players must always make actions that include at least one of their tiles on their turn.
- ! Players cannot immediately reverse the last single move made by the previous player.
There are 2 types of possible actions:
- Move 1 tile in a direction (horizontally, vertically, diagonally).
- Use a Joker to perform special moves.
On your turn, you can do any combination of these two actions except use 2 Jokers.
Joker Actions
- 2x2 Rotation. A group of 4 tiles rotates 90 or 180 degrees clockwise or counterclockwise.
- Split. Horizontal or vertical group of 8 tiles switches with the other half.
Lock / Block
You can lock 1 of your tiles by placing a Joker on top. The Lock is valid until your next turn (then remove the Joker). No player is allowed to move the locked tile in their turn until the Lock is released.
- ! Split is not allowed if there is a Lock.
- ! Only 1 Joker can be used in a turn.
- ! A Joker tile is used only once and then discarded.
Code Tiles
A "Code" tile represents one of 4 figures that a player must recreate on the board map. Players keep their "Code" tiles in front of them and reveal them one by one for each completed figure. The tile is then put away to the side. The black side of the tiles players draw at the start determines the figures of the Code tiles.
The figure types shown on the printed page are: Line (vertical or horizontal, or diagonal), T-shape, and Cross.
Completing a Figure
When a player's tiles are in the correct position to match a figure shown on their Code tiles, they must show the corresponding tile to the other player/s and leave it on the table with all other completed Code tiles.
Winner
The winner is the first player to recreate all 4 figures represented by his/her secret Code tiles on the board map. Figures are random for every player.
You can find the extended game rules, a video and additional schemes that illustrate how to play at our website, Gemji.com.
Gemji Gate
It's good to be smart, but sometimes you need skills, too. 2 players, 5-20 mins, ages 4+. Dexterity game, difficulty 4/10.
Elements
- 53 field tiles.
- 10 playing tiles (2 x 5).
- 5 penalty tiles.
Set Up
Create a football-like field using the graphic on the printed page. The height of the Gate (where the tiles cross the field) can vary depending on the surface you are playing on. We recommend using 9 tiles for regular wooden tables. Keep in mind that this number also affects the number of penalty tiles left. Penalty tiles should be at least 5.
(The source reads "Crate a football-like field"; the obvious typo is corrected to "Create" here.)
Winner
Slide all your tiles using your hand under the Gate, so that they stay within the opponent's field. The first player to do so wins the game.
Moves
- Your hand must be behind the starting line when shooting.
- Once a tile is in the other field it will partially block the other player and make his/her goal even harder to reach.
- Any tile that does not pass under the Gate is removed and returned to the player. Each tile that stays on the field could be bumped, moved across the gate, or attached to other magnets, and that's normal.
- Every player slides one tile at a time. After the first successful score, the player has the right to try and score with 2 attached tiles.
- If the double shot is not successful though - the player needs to withdraw a penalty tile.
Tips
Try different styles of shooting. For example - a spin shooting, where the tiles are rotating reduces the power of the magnets and thus the chance to get attached to the Gate.
Printed diagram labels: Score / Not a score; Gate tiles (11); Border tiles (15); Starting line.
Design your own Gemji game and get featured in the rulebook or the official site.
Gemji Guess
To bluff or not to bluff? 2-6 players, 5-40 mins, ages 7+. Memory game, difficulty 4/10.
Elements
- X8 random stroke tiles per player.
- X1 joker tile per player.
Set Up
- Each player draws one joker (blank tile) and 8 random stroke tiles.
- The players have to prepare a timer.
All players arrange their 9 tiles in a square. The joker tile is always placed in the center. Each pattern is secret and the other players can't see it yet.
The Game
1. Reveal the pattern. The first player reveals his/her pattern of tiles to the other players and starts a 10-second timer. During this time, they try to remember the pattern as closely as possible, keeping in mind the position, orientation, color and strokes of each tile.
2. Change one tile. After 10 seconds have passed, the first player has to alter one of the tiles in his/her pattern without letting the other players see which it was.
Possible ways to alter a tile are the following:
- (A) switch its position with an adjacent tile;
- (B) change its orientation by rotating it;
- (C) flip it to change its color and number of strokes;
- (D) make no change at all (bluff).
! When a player reveals his/her pattern, it must be shown in the exact same orientation as the first time.
When a player correctly guesses the change in the pattern he/she wins 1 point. Similarly, a player who guesses wrong loses 1 point.
3. Guess the new pattern. After a tile has been altered, the pattern is shown again to the rest of the players. They have 15 seconds to try and guess the difference between the new and the old pattern. The player who raises his hand first has the right to make his assumption first.
! The joker tile cannot be moved and always remains in the center (but it could be flipped).
4. Take turns. After the players have made their guesses about the first player's pattern, it is the second player's turn as the others try to guess his/hers pattern. Then it is the third player's turn and so on. After everyone has shown his/hers pattern once, the players continue playing in the same order using the same pattern of tiles they had at first.
Winner
Each player starts the game with 3 points. Points are earned or lost during the game:
- One point is earned for a correct guess.
- One point is taken for a false assumption.
The player who first scores 7 points wins the game.
Master Perry
Maths could be fun! 2 players, 20-45 mins, ages 7+. Logic game, difficulty 5/10.
Elements
- X3 tiles for "Hidden combination map" for Player 1 (Chooser).
- X3 tiles for first guess & board map of Player 2 (Guesser).
- X3 marking set tiles for Player 2 (Guesser).
- X3 tiles for "Guess map" for Player 2 (Guesser).
(The printed element labels are grouped in four rows of X3; the grouping above follows the printed labels.)
Set Up
- Player 1 (The Chooser) plays with 12 white tiles: 3 x 1-, 2-, 3- and 4-stroke tiles. He/she arranges the tiles randomly in a grid of three rows by four columns, and keeps it hidden from the Guesser. This is the "Hidden combination map" of the game.
- Player 2 (The Guesser) plays with another 12 white tiles. He/she uses them to mark the tile positions of the "Hidden combination map". This is called the "Guess map". He/she positions his tiles from the Guess map on the board map.
- The Guesser makes his/her first guess using the black tiles in the same 3 by 4 grid, and thus constructs a board map which is visible for both players. It is then used to mark down the correct guesses of the "Hidden combination map".
[Printed diagrams number the positions 1 to 12 on the board map, and show a sample hidden combination code.]
Start of the Game
The Guesser arranges the black tiles in a grid of three rows by four columns and shows it to the Chooser. The Chooser then, without revealing his/her "Hidden combination map", points out which of the Guesser's tiles correspond to it in terms of position and orientation. He uses the definitions "Master" and "Perry" to do so:
- "MASTER" - a tile is marked as "Master" if both its position and orientation correspond to a tile in the "Hidden combination map".
- "PERRY" - a tile is marked as "Perry" if just its position is correct.
For example, in the illustration shown below, tiles at positions 6, 8, and 9 are "Master" (M) tiles and those in positions 4 and 10 are "Perry" (P).
[Printed illustration: Hidden combination / Guess map with M and P marks.]
The black tiles that were shown as a first guess remain as a "board map". For the rest of the game, the Guesser uses his "Guess map" to show his guesses to the Chooser, and his "Marking Set" to move the correct guesses to the black board map. Each established "Master" tile out of his "Guess map" is placed on the black board map, in a corresponding position and orientation. The established "Perry" tiles are also taken out of the "Guess map", but they are placed on the board map on their side - to mark down the correct position, but not orientation.
Winner
The goal of the game is to correctly place all tiles from the "Guess map" on the "Board map".
Gemji Robot Race
Calculate your best move faster! 2-4 players, 30 mins, ages 7+. Programming game, difficulty 5/10.
Elements
All 70 tiles.
Set Up
- Prepare the draw pile.
- Take out five 1-, 2-, 3- and 4-stroke black tiles.
- Mix and arrange them in two piles.
- Prepare the board map.
- Mix the remaining tiles and make a 7 x 7 white grid without the 9 middle tiles (see the scheme). Arrange the tiles randomly.
- Place 4 black joker tiles as shown in the scheme. Those are the safe zones. Remove the other two jokers, they will not be used.
- Each player chooses a random black tile (or "Robot") from the draw pile to play with. He/she puts them in their starting points (the corners of the board map).
[Printed scheme labels: Robot Player 1 start/end point; Robot Player 2 start/end point; Safe zone; Cluster of four tiles.]
Start of the Game
Each turn, the players draw 4 "instruction" tiles from the pile. Depending on the tiles' stroke numbers on their black side, the players take turns instructing their robots how to move around the board map.
The players make a move sequence from their tiles. They then arrange it as it will be played, from the bottom up, and show it to everyone.
- Players can make as many moves as they want (for a max. of 4). The instruction tiles that have been fulfilled are discarded, and new tiles are drawn from the pile for next turn.
- If you give your robot an instruction that cannot be fulfilled (e.g. to move in a closed path), you lose your turn.
- If another robot lands on your robot, your moves are blocked for the next turn.
- If you enter a safe zone, your opponents cannot land on you, and your turn automatically ends.
Moves
The strokes of the white tiles on the board determine the direction in which it's possible to move your robot when it is next to them. The robots move counterclockwise, and are allowed to go forward or sideways on the board. Moving backwards is only allowed in order to avoid getting stuck. If a player's last move is on one of the clusters of four tiles in the four corners, the "forward" direction changes according to the new lane.
Stroke combination (instruction tile, by stroke count):
- 1-stroke black tile - move forward once.
- 2-stroke black tile - move diagonally once.
- 3-stroke black tile - move sideways once (the middle stroke points in the sideways direction).
- 4-stroke black tile - straight jump (jump over a tile).
(Printed move diagram: "Move 1" to "Move 4".)
Tips
If you want to make the game harder, instead of losing your next move when an opponent lands on your robot, return to the starting point and start the round again.
Winner
The first player to complete 3 rounds of the board wins. A round is complete when your robot crosses the start point tile.
Gemji Mancala
Ancient fun from the future. 2 players, 20-30 mins, ages 8+. Logic game, difficulty 5/10.
Elements
- 48 random tiles.
- 4 tiles per tower (tower = 4 tiles).
- Marking tiles.
Set Up
Each player builds 6 towers made out of 4 tiles per tower. The towers are placed parallel to each other, so that they form two long lines. Use random tiles to create the towers. Then, each player takes 6 random tiles and places them in a connected line as well (see scheme). This line is the "marker" which helps distinguish the 6 tower slots later on, and is used only as a signifier (you do not place tiles on it). Player 1 uses the black side of the tiles, and Player 2 uses the white side.
Start of the Game
Either one of the players can start first. Choosing only from the 6 towers in front of him/her, the first player picks a tower and collects all the pieces from it. He/she distributes each piece counterclockwise, placing them on top of the other tile towers.
When the player's last tile is placed on a tower of only 1 or 2 tiles, he collects all tiles from the tower and earns them as points. The same player also collects the tiles from the previous tower if they are formed by 1, 2, or 3 tiles in total.
If one of the players runs out of tile towers in front of him/her, the other player is obliged to make a move which results in placing at least one tile on the opposite player's side. If such a move is impossible, then the player without any tiles automatically loses the game.
Winner
The winner is the player who collects 24 tiles out of the game.
Tips
This game is all about logic and calculating which tower is the best to start out from on every turn in order to distribute the containing tiles in a way that permits you to earn the maximum points.
Design your own Gemji game and get featured in the rulebook or the official site.
Box of Chocolates
Find your candies first. If you can! 2-4 players, 10-40 mins, ages 5+. Memory game, difficulty 3/10.
Elements
All 70 tiles.
Set Up
- All 70 tiles are arranged in rectangular form with either their white or black side up.
- Each player chooses a number from 1 to 4.
(Printed diagram: "Player 1 collects 1-stroke tiles"; "Player 2 collects 4-stroke tiles".)
The Game
The first player flips 1 random tile. If it matches his/her number, he/she takes it. If not, he/she flips it back down. The next player does the same and so on. You are not allowed to take a matching tile that was exposed in the previous turn by the previous player. You can take it on your next turn.
Once any player has collected 8 tiles, the player with the least amount of tiles collected can choose to shuffle the board.
Island Tile
If any of the tiles is left torn from the rest of the tiles (like an island), the player who took its last connection to the rest of the tiles has the right to attach it back wherever he/she wants.
Winner
The winner is the first player to collect all his 16 matching tiles.
Tips
- Start flipping from the sides of the rectangle inward - it makes it easier to pick the tiles.
- To make the game more difficult, remove the 0-stroke tiles, as they help you remember the places of your tiles easier. Arrange the "box" with only 1-, 2-, 3-, and 4-stroke tiles.
Design your own Gemji game and get featured in the rulebook or the official site.
Gemji Snake
Ride the snake & win? 2-4 players, 5-30 mins, ages 5+. Number game, difficulty 3/10.
Elements
- All 70 tiles.
- All tiles are inside the pouch. Players randomly draw tiles out of the pouch during the game.
Set Up
Each player draws 7 random tiles and places them so that the other players can't see their value. Half of the players use the white side of the tiles, and the others use the black side. The remaining tiles are left in the pouch.
Start of the Game
A person playing with the white tiles goes first. He/she places one tile face up in the middle of the table. Then the player to the left adds one tile to one of the free sides, and so on, going clockwise around the table with each player adding a tile.
If there are four players instead of two, they take turns so that the white and black tiles alternate. After the second tile is placed, the direction of the snake is determined and cannot be switched back (i.e. you cannot place a tile on the opposing side of the first tile).
Moves
When adding tiles, players can only use the previous or next number of strokes in the sequence (0-1-2-3-4-0), aligning the tiles, so that the lines and the spaces match. The "0" is a "joker" tile, so it does NOT need to "match" with the lines.
For example: If the "snake" ends with a 2-stroke white tile, the next player in turn can only place either a 1- or 3-stroke black tile next to it.
(Printed diagram: Turn 1, Turn 2, Or.)
If a player doesn't have a suitable tile and is unable to make a play in his/her turn, he/she must draw one tile from the pouch and skip the turn.
Winner
The player who has no more tiles to place is declared the winner.
Tips
When all six 0-stroke tiles are played out, the players can substitute them with more 1-stroke tiles.
Gemji Ur
Fight for the royal throne. 2 players, 30 mins, ages 6+. Race game, difficulty 4/10.
Elements
- X7 tiles for Player 1.
- X7 tiles for Player 2.
- X15 tiles for board map.
- X4 and X1 tiles for the board map, as shown on the printed element diagram.
- X1 tile for "Coin" (1-stroke tile + joker tile, see step 2 below).
(The printed element diagram shows these counts without further labels for the board-map items; the figures are transcribed as printed.)
Set Up
- Create the Board Map. Set up the board map according to the printed scheme. Either one of the players takes seven 1-stroke black tiles to use as "pawns", and the other takes seven 4-stroke black tiles.
- Make a coin. To form a Gemji "coin", stick the two tiles together so that both black sides are visible (1-stroke tile + joker tile).
(Printed labels: Player 1 start; Player 2 start.)
Start of the Game
Throw the Gemji coin to decide who plays first - the higher score goes first, if it's a draw - throw again. Player 1 tosses the Gemji coin 4 times and calculates the sum of all tosses. He/she then moves one of his/her 7 pawns on the board accordingly. Only one piece may be moved per throw of the coin. The players take turns after each pawn move.
Moves
Every new toss allows a player to add a new pawn on the board or move existing ones forward. The same player can position up to his/her own pawns on top of each other. (The source reads "up to his/hers own pawns" with no number given; transcribed as printed.)
War Zone and Safe Zone
- The only safe zone in the war zone is the "Gemji" tile placed in the middle of the board. The pawns placed in the safe zone can't be attacked by the other player, who needs to find a way to move his/her pawns around it.
- If a pawn lands upon a square occupied by the opposing player in the war zone, the latter is sent off the board and must start from the beginning.
- If you land on a black tile you can toss the coin and move again on the same turn.
Winner
The Royal Gemji Game is a racing game. The winner is the first player who gets all of his/her 7 pawns out of the board through the FINISH line. A pawn has exited the board when it steps out of the last tile. So if your move ended on the Finish tile, you have to wait another round to step out of it.
Gemji Binary
Learn the binary system! 1-2 players, 10-60 mins, ages 6+. Programming game, difficulty 6/10.
(The printed cover tagline reads "Learn the binary sistem!"; the spelling is corrected here.)
Elements
All 70 tiles.
Printed key: Black tiles = 0. White tiles = 1. The printed page also shows a binary system key with Addition and Subtraction examples, each with "carry one" marks.
Set Up
If there's only 1 player, he/she plays with all 70 tiles. With two players, they have 35 tiles each.
Each player gets the same binary equation of 8 randomly arranged tiles, as shown below:
- Avoid having zeroes for the last tiles of both rows simultaneously, as it limits the number of possible equations.
- To "carry a one", you can use a random vertical tile as a signifier to help you remember.
- If you've "carried a one" from the last column of the equation, you just place it on the left.
(Printed diagram: sample additive equation.)
Start of the Game
The players decide how to both solve the equation - by either adding the two rows or subtracting them. The direction in which it must be solved is right to left, column by column.
Each player starts solving their equation by placing the sum of each column directly below it, forming a new row. He/she continues doing so, solving every last two rows, until he/she runs out of tiles.
Winner
The goal is to be the first to solve all the equations correctly.
Tips
- To increase the difficulty, you can calculate each previous row, instead of only the last two ones.
- Single player tip: Make the game longer by reusing the topmost row of tiles to continue solving equations until you want to stop.
You can find out the extended game rules, a video and additional schemes that illustrate how to play at our website, Gemji.com.
Gemji Feel
Mini game, 7 tiles only. 2-6 players, 5-15 mins, ages 6+. Difficulty 6/10.
Set Up
Players agree on a sequence based on the existing tiles (and write it down). E.g. W1, W0, W2, B2, B4, B0, W4 (or simpler for beginners - 1-0-2-2-4-0-4).
Start of the Game
They close their eyes (put something on it) and try to arrange the sequence with two hands without looking. After it is arranged - they open their eyes to see if it is correct.
Winner
Whoever reaches the first 3 correct sequences (1 minute for a try) wins.
Gemji Tower
Mini game, 7 tiles only. 2-5 players, 1-5 mins, ages 4+. Difficulty 3/10.
Set Up
The players take all 7 tiles and decide on the order they will play.
Start of the Game
Taking turns, each player has 30 seconds to build the highest tower of tiles possible. After 30 seconds, the tower must stand upright without being supported.
Winner
The player who makes the highest tower wins the game. The towers are measured with a ruler.
Tips
Everyone can play simultaneously if using the full Gemji set.
Gemji Pull
Mini game, 7 tiles only. 2 players, 5 mins, ages 4+. Difficulty 2/10.
Set Up
Instead of pulling a rope, 2 players pull a magnetic tile. Each one starts with a "rope" of 3 and the 7th tile is in the middle.
Start of the Game
The players compete for the middle tile. On the count of three they pull the "rope" in different directions. The player who loses the middle tile has to give up one of his/her own tiles to compete for in the next pull.
Winner
The player who first steals 6 tiles is the winner.
Gemji One Hand
Mini game, 7 tiles only. 1-10 players, 5 mins, ages 6+. Difficulty 4/10.
Set Up
Player 1 takes the 7 tiles stacked atop of each other in one hand and holds them.
Start of the Game
Another player sets a stopwatch and records the time it takes Player 1 to rearrange the stack into a string without dropping a tile. Afterwards the players switch roles and it's Player 2's turn to make the stack of tiles into a string, and so on.
Winner
Whoever manages to successfully arrange a full string quicker wins the game.
Design your own Gemji game and get featured in the rulebook or the official site.
Gemji Roll
Mini game, 7 tiles only. 1-6 players, 5 mins, ages 4+. Difficulty 2/10.
Set Up
Create a Gemji dice (view page 5 of the printed rulebook) with 6 of the tiles and place the target tile on a bed or another soft surface, one arm away.
Start of the Game
Try throwing and rolling the Gemji dice so that it sticks to the tile. Players take turns after each try.
Winner
The first player to successfully stick the target tile to the dice 3 times wins the game.
Gemji Target
Mini game, 7 tiles only. 2-3 players, 5-15 mins, ages 4+. Difficulty 3/10.
Set Up
Each player takes one random tile in hand. The other tiles are randomly arranged on the table, separated from each other. There must be one black tile on the table, and the rest must be white.
Start of the Game
The players alternate and toss their tile on the tiles that are on the table, aiming to hit them. If a player hits one, he/she collects it. If a player hits the black tile, he/she repeats his/her turn and tosses again.
It is allowed to join your collected tiles and toss with all of them.
Winner
The player who collects the most tiles out of the players wins.
Gemji Stack
Mini game, 7 tiles only. 2-6 players, 5-15 mins, ages 5+. Difficulty 4/10.
Set Up
One of the players is chosen to hold the 7 tiles. He/she shows everybody all the tile side combinations and then hides them.
Start of the Game
The next player says a tile number from 1 to 7 and a stroke number from 1 to 4. Player 1 reveals the relevant tile in the sequence and checks if the stroke number matches. The correct order to look up the tiles is from bottom to top and the face of the tile. If it matches - the guesser takes it. Players continue taking turns and shuffling the tiles after each guess.
Winner
The player who has the most tiles at the end of the stack wins.
Tips: Suitable to play in a car.
Other Uses and Accessories
Check out what else you can do with Gemji. (Printed closing pages 41 to 46.)
Gemji Multipurpose
- Learn & play system (abstract tabletop game system). You can play any of the 30+ games or invent your own.
- Game accessories. The tiles can stand in for:
- Poker chips (could use 2 sets together).
- A chess board (8x8 square).
- A map for other board games (e.g. Dungeons & Dragons).
- Coin flipping / heads and tails.
- Dice (6 tiles: 1 to 4 + 2 jokers, black and white).
Prototyping System
- For architects: with Gemji tiles you can build different interior compositions and arrange furniture. You can also build different 3D compositions of buildings and plan exterior solutions.
- For web & UI/UX specialists: you can quickly prototype different wireframes for website and app design.
(Printed diagrams show example room and web-page layouts built from tiles, labelled table, TV, fridge, kitchen furniture, sofa, logo, menu, slider, gallery, text content and footer.)
Home Decoration
The printed page lists the following uses: magnet, notes, decoration, bookmark, food bag clip, and coasters.
Fidget
The Gemji tiles can be used as a simple fidget. Playing with any fidget toy has become a popular way to relieve stress among many people. It has been claimed that fidget toys help people with autism or ADHD perform better in learning tests. Tiles also have therapeutic effects.
(The printed page cites "Wikipedia" as the source of the fidget claims; the claims are reproduced as printed and are not verified here.)
Game Board
This is the Gemji game board - an accessory that helps you build your own games, or assists you with visualizing the setup of the existing games. The board is divided into several sections and can hold a maximum of 70 Gemji tiles in a 7 by 10 grid.
It is intended to aid players in brainstorming their own games by letting them focus on the game mechanics, instead of the spatial positioning of the tiles. It is also a useful tool for children and adults of all ages who have difficulty in figuring out certain games without any visual markers.
The board is not mandatory for playing, but it prevents the tiles from scratching. The play-grid helps to understand some games faster, too. All you need during your trips is the set of tiles and the travel case.
Gemji Pouch
- Travel case. The Gemji pouch can be used to transport all the tiles in your pocket. Just make 2 equal piles, put them in the pouch, and double fold it. The printed steps show the folding sequence, ending "ready to be put in your pocket or backpack".
- Game accessory. The pouch can be used to draw out tiles when playing different games.
Box Arrangement
The printed page shows the box contents: Gemji tiles, game board, pouch (travel case), rulebook, building instructions book, and the box.