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 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 is not only the name of a game, but of a project as well. This project concerns a group of games and extra pieces that will follow step by step. Each game of the project will be playable either separately, or, by means of extra pieces, in combination with GIPF. It concerns a system that makes winning or losing GIPF-related games a strategic factor of the game GIPF itself.
This game is part of project GIPF.
- Good interesting fun times
- Best of both worlds: word game with party game feel
- Collecting body parts and making interesting sentences
Mechanics (from transcript analysis)
- Acronyms — On the other side of each body part are some letters and basically you put these out on the table and then you think of a sentence where the first first letter in each word of your sentence matches the letters here.
- Key word cards — There's some strategy with people tapping the body part that they think is a secret key word and that's these other that's these key word cards here.
- Sentence building — It's a word game where you're collecting body parts and you're making interesting sentences.
Video topics + discussion points
Quotes (from this video)
- hi I'm here with Mary Pritchard
- it sends for good interesting fun times
- it's a word game where you're collecting body parts and you're making interesting sentences
- it's part creativity part actual strategy
- it's the best of both worlds it's a word game with a bit of a party game feel to it
- the first part of the game is acronyms
- you think of a sentence where the first first letter in each word of the your sentence matches the letters here
- well it's hard but the word fun in things people don't believe you but I think if I put good and interesting together and fun then maybe people will get that a bit tongue-in-cheek for sure
References (from this video)
- Interesting fun times
- Makes for fun
- Difficult to hide a keyword in three
- Can be unfair
- Body parts
Mechanics (from transcript analysis)
- bluffing — Players may intentionally mislead opponents about the keywords or their own cards.
- Keyword Guessing — Players try to guess a keyword based on a sentence provided by another player.
- set collection — Players collect specific body parts to achieve a goal.
Video topics + discussion points
Quotes (from this video)
- hi it's Stella and Taryn here and this is maple University's one round playthrough of gift good interesting fun times
- we're a couple rounds into the game I presently have two sets of kidneys and an intestine I have a brain in the belly
- Peters zippers barely audible
- placing zebra below aeroplane
- if you'd like to learn the rules to the game in full you can click on the link in the description to check out our how to play video for this game which includes some tips and strategies from the games design up Mady Pritchard
- at the time of filming this game is going to be on Kickstarter around much February 2019 so when it is on Kickstarter we will put the link in the description bureau so check that out
References (from this video)
- Clever, unique puzzle mechanic with high replayability
- Works well with any number of players and as a solo puzzle
- Organic tension despite limited interaction
- Many arena configurations increase longevity
- Good value for serious puzzlers
- Can be very difficult and intimidating for new players
- Interaction is limited; mostly 'group solitaire'
- Latest edition perceived as expensive with modest contents
- Some rule variations (e.g., diagonal walls) can complicate setup
- Not thematically rich; more abstract than thematic
- Abstract puzzle of robot navigation and collision avoidance on a tiled board
- A grid-based board with moving robots in a futuristic, abstract environment
- Abstract, puzzle-driven, no strong narrative
- RoboRally
- Mutant Meeples
Mechanics (from transcript analysis)
- Blocking/obstacles — Silver robot and board tokens create obstacles to alter paths and trap opponents.
- Color-token targets — A color-matched robot must reach a specific target token corresponding to its color.
- Edition variants — Some editions include diagonal walls or other variants that alter optimal paths and strategies.
- Flexible victory conditions — Players can agree on rounds and targets; rules accommodate different play styles and group sizes.
- Group solitaire / multi-player — Game plays solitaire with multiple players competing to solve the same puzzle fastest.
- Sliding movement — Robots move in a straight line until they hit a wall or obstacle; the player cannot stop a robot mid-flight.
- Turn-based speedrun puzzle — A player declares a solution in a fixed number of moves; others attempt to beat it in fewer moves within a timer.
- Variable board configurations — Boards can be assembled in multiple ways to create many distinct arenas (e.g., 96 configurations).
Video topics + discussion points
Quotes (from this video)
- ricochet robots is a mini masterpiece really a bit of a classic
- there's not a huge amount of interaction in the game but there is tension there
- it's a fantastic game
- the game is essentially customizable
- it's really difficult
References (from this video)
- innovative combination of capture and connect mechanics
- layered strategy with reuse of captured discs
- can be memory-intensive to track sequences
- Quarto
- Gobbler
Mechanics (from transcript analysis)
- capture x and connect x — creation and disruption of lines with captured pieces returning to owners
Video topics + discussion points
Quotes (from this video)
- these games have no theme
- it's a toolbox for you as a game designer which of these mechanisms do you want to employ in your own abstract strategy game
- product design is everything
- the single most impactful feature of connect 4 was that little hatch beneath the frame
- abstract strategy games are some of the most interactive games in existence