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Tippy Checkers — image 1
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Tippy Checkers

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Model information

Category
Board Games
License
Creative Commons — Attribution — Noncommercial

Game play:

Chinese Checkers rules apply but if any corner of the board touches the table, the player needs to return their piece to its original position (where that piece was before they started their turn) then the next player starts their turn. (if you cause the board to touch the table your turn is skipped). 

The balancing aspect opens many new strategic possibilities! Like tipping the board towards the lead players end goal to prevent them from progressing.

The level of difficulty can be adjusted by adding or removing weight to the pivot (the bowl that the board rests on), any thing can be used to add weight to the pivot we used beans during our playtesting but something that wouldn't move around in the bowl works best. The heavier the pivot the less likely it is for the board to tip. 

You can use standard marbles as play pieces, or print them out.  

The board can also be used to play standard Chinese Checkers, but the triangles have a extra row of divots. 

Standard Chinese Checkers: 

Chinese Checkers rules involve racing your 10 marbles from your starting triangle to the opposite one by moving one space or making consecutive jumps over any adjacent marbles (yours or opponents') into empty spots, aiming to be the first to fill your destination triangle, with pieces never removed from the board and moves continuing within the home triangle once reached.

Objective

  • Be the first player to move all 10 of your marbles from your starting "home" triangle to the opposite triangle on the star-shaped board.

Setup

  • Players: 2 to 6 players.

  • Pieces: Each player chooses a colour and places their 10 marbles in one of the star's points.

  • Starting Position: For 2 players, use opposite points; for 3 players, use every other point; for 4 or 6 players, fill all points.

Gameplay & Moves

  • Turns: Play proceeds clockwise.

  • One Move Per Turn: On your turn, you move one marble.

  • Single Step: Move one marble to any directly adjacent empty hole.

  • Jumping: Jump over any adjacent marble (yours or an opponent's) into the empty hole directly beyond it, in a straight line.

  • Consecutive Jumps: You can chain multiple jumps in a single turn, changing direction as long as each hop follows the straight-line, adjacent-peg rule.

  • No Removal: Marbles are never removed from the board.

  • Destination Triangle: Once a marble reaches its opposite triangle, it can only move within that triangle, not out.

  • Blocking: You can jump through an opponent's triangle but not end your turn in it (unless it's your own home triangle).

Printing 

You will need to print the following:

  • 12x Triangle board pieces 

  • 6x Edge 1

  • 6x Edge 2

  • 1x Pivot 

  • 60x play pieces(10 of each colour) if you don't plan on using marbles.

The pieces fit very tight together, any warping can cause them to not fit, but it can be easily rectified with some light sanding. 

Make sure to print the pivot and play pieces with supports. 

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