Multiplay - Andy Merritt's Rules These rules are based on the 'Multiplay Strategy' rules, but have been tweaked in various ways to be more to my taste. Set up 1. Randomly shuffle the 121 cubes and place on the Multiplay board with the neutral white faces showing. 2. Choose a player to be score keeper. 3. All players role the d12. The player rolling highest starts. Players choose which colour they wish to be and take the times table sheet of that colour. On my copy I have marked on this sheet the number of times each number occurs within the table. In addition it is worth noting that there are two cubes showing each number except 12, for which there are 5 cubes. 4. The start player starts by rolling the d12. The number rolled indicates which row (on the times table) a number may be chosen from. The start player chooses one of these numbers and selects a cube showing that number, with a white side face up and turns it over to show that number on a background of their colour. Note that the number which is be chosen must be a multiple of the number rolled and cannot be a multiple higher than 12. Thus if 2 was rolled even numbers between and including 2 - 24 may be chosen, but no others. 5. Play now moves in a clockwise direction to the player on the first player's left. 6. Each player in turn follows step 4 and then play passes on. Scoring Rows As a guide, the first part of the game involves setting up areas of the board which can score for you, the middle part of the game involves making use of these areas to score, while avoiding getting trapped, and the final part of the game involves trapping opponents and avoiding making plays which give players the chance to trap you. Players score points by building horizontal, diagonal or vertical rows of 3, 5, 7, 9 or 11 cubes in their playing colour. When such a row is formed the score for that row is its length. Note that a row of 3 may be further developed into a row of 5 and then score again and so on. Trapping Rows A player may trap opponents and score points. This happens whenever a row of 2,4,6,8, or 10 cubes all of one colour in a horizontal, vertical or diagonal row have opponents' pieces placed at both ends. The player whose pieces have been trapped loses n points, where n is the length of the row, and the owner of each of the cubes at the end of the row (the trapping cubes) gains n/2 points. Thus if a row of 6 green cubes had a red cube at one end and a yellow cube has just been placed at the other end then green loses 6 points and red and yellow both gain 3 points. It is perfectly possible for a single player to gain the points from both ends of a trapped line. Notes: * A 'trapped' row of an odd length does not count as a trapped row at all, and no penalty occurs. * A row which extends to the edge of the board cannot be trapped as it cannot have an opposing cube placed at both ends. * It is possible to cause your own row to become trapped by turning over a cube which then forms an even length row with opposing cubes at both ends. Doing this still causes the trapping scoring to occur and so is something you rarely want to do. * It is possible that a cube scores in multiple ways, eg. Trapping in one direction, scoring a line of 3 in another and scoring a line of 5 in yet another direction. All of these will get scored. * Players may only ever turn over white cubes. Once a cube has been turned to a player colour it is then fixed like that for the rest of the game. End of the Game To win you must have scored the most points when the game ends. The game finishes at the end of a player's turn when there are 25 or less white cubes face up, and the current player observes this and chooses to end the game.