Rules

From Polarity

Revision as of 23:44, 7 March 2012 by 192.162.19.21 (Talk)

Feel free to propose changes to these rules on the Talk page wherever you see room for improvement. If the rest of the community agrees to your changes, they will be updated on this page. The original copy of this document is here:

Temple Games Quick Start Guide - Protected, not editable. Note that this is the original and currently official ruleset. If you are after the official rules of Polarity, please head there.


iZM2Es I really enjoy the blog. Much obliged.

Contents

Game Play:

Starting with White and alternating, each player places one disc from their stack onto the Polarity play mat. However, unlike the way that the players placed Foundation Discs while setting up, a player may not merely lay a disc down on the play mat. Instead, players need to use the forces of magnetism to make the discs that they play float in the air, resting on a magnetic cushion provided by a Foundation Disc. When they do this, they are called Standing Discs (see the section below for more information).

A player may take as much time as they need to place a disc – it may take a couple of tries to get a disc to rest on the magnetic field of the Foundation Disc. If the disc that you are placing falls to the ground, you can try again. However, if while trying to place a disc you cause other discs to react in some way, such as two discs snapping together or another disc falling, that player’s turn immediately ends (see the Faults section if this happens).


Standing Discs (also known as “Floating” Discs)

Standing Discs use the magnetic fields of the existing Foundation Discs (and later in the game, Towers) to “float” in the air. To place a Standing Disc, hold a single disc in your hand, your color facing upward. Holding the disc at about a 45-degree angle, slowly move the disc toward one of your Foundation Discs. FEEL your way toward the magnetic force that your disc in hand and the Foundation Disc will naturally create as the discs get close to each other. There is an area between the discs that acts like a magnetic cushion, upon which Standing Discs will hover. Once the Standing Disc has been placed, it will have just a small part of one edge touching the play mat; the rest will be hovering in the air, making the disc look like it is floating.

Once there are Towers of two or more discs on top of each other in play, you can play Standing Discs off of them just as you’d play them off a single-disc Foundation Disc.


Faults (also known as Creating a Reaction):

If you’re trying to place a disc and you cause other discs to react, then you’ve created a Fault, and your turn ends. These reactions include:

- Causing two or more discs that weren’t touching to touch each other - Making an already-placed Standing Disc fall and lay flat on the play mat - Having a disc on the play mat snap up onto the one in your hand - Making a disc in play move entirely outside the line (out-of-bounds)

Note that if you merely cause a disc to wobble or move slightly your turn continues; likewise, you continue playing if you cause a disc to roll but not fall. Also, if the disc you are trying to place falls and lays flat on the mat, your turn continues (unless this caused another reaction or fault to happen elsewhere).

When a player creates a Fault, that player’s turn immediately ends.

After a Fault Has Been Created:

Once a player creates a Fault, that player’s turn immediately ends. Then, one (or both) of a few things can happen.

  1. If the Fault caused Standing Discs to fall to the play mat, and those discs are not touching other discs, those discs are left where they landed.
  2. If the Fault caused discs to snap together onto the disc that was still in the faulting player’s hand, then that player adds those all discs to his stack.
  3. If the fault caused discs to snap together on the play mat, those discs form a Tower. The opponent then gets to Capture these discs, picking them up and placing them, his color showing, anywhere on the play mat (note that this does not count as his turn – he may still place a Standing Disc after placing a captured Tower). Note: This must be done without causing another Fault. If another Fault is created, that player’s turn ends and the normal Fault rules apply.

Visit Polarity on the Web:

Want play tips, a downloadable strategy guide, an active player community and more? Visit
http://www.polaritygame.com

Credits:

Game Design by Douglas Seaton
Rulebook by J.T. Kauffman
Graphic Design by Bob O’Sullivan

Polarity is published by Temple Games, Inc.
© 2005 Temple Games, Inc.

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Temple games original guide (to use as a reference in editing this page)

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