Rules

From Polarity

Revision as of 21:05, 20 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.


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Great blog. Great.

Contents

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.

More or less nothing seems worth doing, but oh well. I just don't have anything to say now.

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

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