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Sisimizi

Sisimizi Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • The Game
    • 1. Preparation
    • 2. Turns
    • 3. The First Turn
    • 4. Crossings
  • End

Contents

  • 1 board
  • 4 plastic sprues, each with 60 ants
  • 4 plastic sprues, each with 7 anthills
  • 1 rulebook

Before the first game, detach all pieces from their sprues and separate them by colour. You have 60 "ants" and 7 "anthills" in each colour.

The board represents a landscape with 9 territories distinguished by their background colour.

Object of the Game

The goal is to place your 7 anthills in 7 different territories and connect them with unbroken columns of ants.

  • In a 2-player game, the territories must be the 5 in the centre plus 2 diagonally opposite ones.
  • In a 3-player game, the 5 in the centre plus 2 of your choice.
  • In a 4-player game, the 7 territories are of your choice.

The Game

1. Preparation

Each player chooses a colour and takes the corresponding ants and anthills. Draw lots to see who starts.

2. Turns

On each turn (except the first), each player may do the following two actions:

a. Place 3 pieces on the board (but no more than one anthill). b. Move at will up to three pieces already on the board (but no more than one anthill).

Ants may be placed on any free space of the board that is not marked with a black dot; anthills, on the contrary, may only be placed on spaces marked with a black dot, and never more than one of the same colour in the same territory.

3. The First Turn

To compensate for the first player's advantage, during the first turn each player may place on the board one piece more than the previous player; so, in a 2-player game, the first player places three pieces, the second 4; in a 3-player game, the third places 5; in a 4-player game, the fourth places 6.

4. Crossings

Once during a game with 2 or 3 players, or twice during a game with 4 players, you may cross - that is, pass over - an opponent's column of ants: you simply place one of your own ants on an ant of the other column. This special move counts as a complete turn; when you do it, you can neither place nor move any other piece on the board.

End

The first player to connect their 7 anthills as described above wins the game.