Tile Rush: Rulebook
Elements
- Grid - 8 by 8 grid which players move on. Players start on opposite corners.
- Chips - Used to claim squares on the grid. Players start with 500 chips.
- Squares - Starts with a value of 0. The square is owned by Player Negative or Player Positive based on the sign of the value of the square. If the square is 0 nobody owns it.
- Player Positive and Player Negative: Players in the game.
Turns
For every turn, both players decide where to move in advance. They can move to adjacent squares, or diagonally adjacent squares. Then, if the square they plan to move to is not owned by them, they must decide how many chips to place there. Multiply the amount of chips they place by the sign of the player, positive or negative. Add that to the current square amount. If the square has successfully flipped to their possession, they move to that square. If not, they don’t. The square’s current value is hidden, and only the possession of the square is public. Players may do nothing for a turn if they choose to do so.
Action Enforcement
Before every turn, squares’ values will go 1 chip towards the neutral value, 0. However, in this process, chips will be refunded in respect to how much value your total square collection was lost. If Player Positive owned 5 squares, and all of their values went down by 1, they would get 5 chips in return.
Win Condition
The winner is determined by:
- If 64 turns have passed, the player with more squares in their possession wins. Otherwise, there is a tie.
- If a player has 0 chips and doesn’t own any of the squares adjacent or diagonally adjacent to them, the player who has 0 chips is the loser, the other player is the winner. If both players are in this condition, it is a tie.
- If the amount of squares owned by both sides stays the same for 10 consecutive turns, the player with more squares in their possession wins. Otherwise, there is a tie.