Knock On

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Players
2-2
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N/A

⚙️ Game Mechanics

How this game works - core systems and player actions

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Goal: Most counters showing when the board is full (i.e. tops of stacks and live pieces.) Board: diagonal square, edge length 6 Definitions: Spaces are considered adjacent when they share at least one corner. (i.e. in 8 directions) Single counters are alive (they can slide); Stacked counters are frozen (immobile), except that the upper-level counters can be 'knocked-on'. To 'knock-on' a counter means to move it down from the upper level to an adjacent empty space, then if desired, to continue to slide it in the same direction. Play starts on an empty board, turns alternate. On a turn, the mover may either: A) Place a counter on to an empty site, thus completing the turn. or B) First slide a single counter along an unbstructed straight line of adjacent empty spaces. Then, if possible, continue the turn by choosing an adjacent upper-level friendly counter and knocking it on. Otherwise, end the turn by freeze-capturing every living enemy counter that is adjacent to the sliding counter's destination, by placing a friendly counter on top. -- Except, that is, for the counter most recently uncovered during the turn. Restrictions: A sliding turn must knock on and/or freeze capture at least once. Knocking-on a counter always has priority over freeze-capturing by covering. Note that a knocked-on counter slides and knocks-on or freezes counters just like the regular sliding move, but can also end the turn on spaces where knocking-on and freeze-capture is not possible. —description from the designer