|
This kit adds extra potentials for the game. Gipf is a deceptively simple abstract game that will challenge you and your friends. Add pieces to the board by moving them from the edge. Create rows of four to capture your opponent's pieces and win the game.
|
|
|
Gipf Kit #2
This expansion integrates DVONN and ZERTZ with the original GIPF game. Additionally, it contains ring pieces to extend the ZERTZ board into new configurations.
|
|
|
Gipf kit #1
Author: Kris Burm, Players: 2 aged 12 and up Length: 30 minutes, Stock number: 136, Suggested Retail: $11.95
|
|
|
A deceptively simple abstract game that will challenge you and your friends. The rules are easy to learn, but as in many games, you will find the strategies challenging. Players take turns adding pieces to the board by moving them from the edge. Create rows of four to capture your opponent's pieces and and return your pieces to your supply. The game ends when one player has no pieces left to play. His opponent wins!
|
|
|
GIPF Project: Expansion Set 3
12 YINSH-potentials. 12 PÜNCT-potentials. 6 extra pieces for GIPF. rules.
|
|
|
Gipf
GIPF is a strategic game for two players based on a classic concept: in turns, players introduce one piece into play until achieving four-in-a-row. Players then remove their row and capture any of their opponent's pieces which extend that row. This principle of capturing pieces creates each time again completely changes situations on the board. The purpose is to form successive rows of at least 4 pieces, until the opponent has no piece left to bring into play or (in the standard and tournament version) when he has no more GIPF-pieces on the board. GIPF is a pure and challenging game that combines classic systems with completely new elements. Full of surprises and offering unlimited possibilities, it will appeal to occasional players as well as to fanatic gamers.
|
|
|
DVONN - GIPF Project Game 4
DVONN is a stacking game. It is played on an elongated hexagonal board, with 23 white, 23 black and 3 red DVONN-pieces. The players must try to control as many pieces as possible by building stacks, preferably by jumping on top of there opponent's pieces.While doing so, pieces and stacks must remain linked to the red DVONN pieces. If not, they are out of the game! When no more moves can be made, each player puts his stcks on top of each other. The player with the highest stack wins the game!Just like GIPF, DVONN picks up the tradition again of just a board with pieces on it. No fuzz; the game in itself is tricky enough. The higher a stack, the more valuable it is, but the less mobile it is, too. With that in mind: watch out for the red DVONN-pieces: they may be moved! The outcome of a game of DVONN can completely change right up to the very last move.DVONN is the fourth game in the GIPF Project (GIPF is the first, TAMSK is the second, ZERTZ is the third, YINSH is the fifth and there are more to come). The Pro
|
|
|
First and foremost, the potentials are all expansions to GIPF. Agree whether to use them, like you would any expansion to any game. A common misconception is that using the potentials means you must interrupt your game of GIPF to play a game of TAMSK in order to see if you can use the TAMSK-potential (for instance). That is merely one option for how to use the potentials - and the most advanced and slow-to-play option, at that. The most practical application of the potentials is merely to use them...
|
|
|
RIO193 Gipf Project Set #2, Rio Grande Games Retail Price: $11.95 GIPF is a strategic game for two players based on a classic concept: in turns, players introduce one piece into play until achieving four-in-a-row. Players then remove their row and capture any of their opponent's pieces which extend that row. This principle of capturing pieces creates each time again completely changed situations on the board. The purpose is to form successive rows of at least 4 pieces, until the opponent has no
|
|
|
GIPF Project: Expansion Set 2
You can use the ZERTZ rings to play ZERTZ on a larger board - that's clear. But to make use of the potentials, you need GIPF in the first place. Potentials are additional pieces that you can add to GIPF (i.e. to add extra twists to the game) - and ZERTZ and DVONN are not needed at that stage yet. You only need them if you want to go one step further: you can use the potentials as a means to link ZERTZ and/or DVONN with GIPF.
|
|
|
GIPF is a strategic game for two players based on a classic concept: in turns, players introduce one piece into play until achieving four-in-a-row. Players then remove their row and capture any of their opponent's pieces which extend that row. This principle of capturing pieces creates each time again completely changed situations on the board. The purpose is to form successive rows of at least four pieces, until the opponent has no piece left to bring into play.
|
|
|
GIPF Project, PÜNCT Board Game
PUNCT is a connection game: the goal is to link two opposite sites. On your turn, you either bring a new piece into play, or you move a piece that is already on the board. The more pieces you bring into play, the more possibilities to have to complete a connection. But... each time you put a new piece on the board, you reveal a bit of what your plan is. The trick is to place your pieces in such a way that your opponent...
|
|
|
Gipf - Expansion Kit # 1
Expansion to the popular game Gipf game.
|
|
|
As you maybe know, enclosed in the TAMSK box are 3 white and 3 black TAMSK-potentials. These are samples. You need a minimum of 3 potentials of each color to get a feeling of how they change a game of GIPF. The GIPF Project Expansion Set #1contains 12 TAMSK-potentials; 6 potentials per color is the standardnumber to play with. The kit is meant to give players who like playingwith the potentials the possibility to get more potentials without needingto buy a second game of TAMSK. That aside, it is...
|
|
|
Description: A deceptively simple abstract game that will challenge you and your friends. The rules are easy to learn, but as in many games, you will find the strategies challenging. Players take turns adding pieces to the board by moving them from the edge. Create rows of four to capture your opponent's pieces and and return your pieces to your supply. The game ends when one player has no pieces left to play. His opponent wins!
|
|
|
Gipf is a deceptively simple abstract game that will challenge you and your friends. Add pieces to the board by moving them from the edge. Create rows of four to capture your opponents pieces and win the game!
|
|
|
|
|
|
Gipf Kit #3 (2007)
* 12 Yinsh potentials. * 12 Punct potentials. * 6 extra pieces for Gipf.
|
|
|
|
|
|
|
|
|
GIPF Set 3 contains 6 white and 6 black YINSH-potentials, 6 white and 6 black PÜNCT-potentials, and 3 white and 3 black extra GIPF-pieces to play "Ultimate GIPF". For the very brave amongst players: that is GIPF with 21 basic pieces and all 5 different kinds of potentials.
|
|
|
TAMSK is the second game of Project GIPF. It is played under permanent time pressure. Both players start the game with 3 hour-glasses and 32 rings. The hour-glasses are the playing pieces; the aim is to get rid of as many rings as possible. Each turn you must move one of your hour-glasses and turn it over; next you may play a ring in the newly covered space. The more spaces you visit, the more rings you will be able to play. But the...
|
|
|
|
|
|
Picture shown is a stock picture of a Gipf Project Kit 3 . The actual condition is: mint sealed board game.Condition: mint sealed board game GIPF Set 3 contains 6 white and 6 black YINSH potentials, 6 white and 6 black PüNCT potentials, and 3 white and 3 black extra GIPF pieces to play "Ultimate GIPF". For the very brave amongst players: that is GIPF with 21 basic pieces and all 5 different kinds of potentials. This is probably the last part of Project GIPF after all those years players can co
|
|
|
PÜNCT is the last game of Project GIPF. From the beginning it was anounced that the project was going to become a series of 6 abstract games for 2 players. GIPF, the first and central game, was released in 1997. Now, 8 years later, the series is finally complete! As you may or may not have noticed, the graphics of the GIPF box shows a board with pieces in a wide, natural environment. The idea behind this design was putting an abstract game, symbolizing the human mind, in the midst of the 4 elements. The sceneries on the boxes of the 4 games that followed, TAMSK, ZÈRTZ, DVONN and YINSH, represented, respectively, earth, water, fire and air. That left one possibility for the last game, which is explained as follows in the rulebook: This is a game about the 5th element: spirit, in its broadest sense! That is: the human mind, the mix of conscious and sub-conscious, divine sparks of inspiration, the potential to create. And therefore, also,: the sense for meaning, the sense for art, the sense for beauty. And, la
|
|