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Polarity box art

Polarity

Game ID: GID0249520
Game Info
Year
1986
Collection
Ratings
Creator Score
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Description

Once rare and mysterious, now thankfully back in print, Polarity is a 2-player game using lots of magnets (so keep it away from credit cards, watches and so on). The plastic coated pieces look like Reversi/Othello discs, with black and white faces. Each piece contains a magnet, with the black side being North and the white side being South. Each player gets a stack, one plays black one plays white. A neutral red piece goes in the center of the game cloth and players start by place five each of their stack around the cloth. These flat pieces are the foundations.

On your turn, you take one piece from your stack into your hand, then bring it to bear against one of your foundations. You keep your color face up, so the opposing polarity bears against your foundation piece. This way, you can very carefully balance your new piece in the air against the foundation stone! This is just fantastic to see. The board fills up with lots of discs teetering at 45 degrees, ready to fly about if the balances are upset.

Get it right and your stack is one piece smaller. Make a mistake and your turn ends. Either a piece falls flat somewhere (becoming a new foundation) or pieces jump together making towers or into your hand. Your opponent takes the tower you accidentally made and places it their side up where they like. Towers get you points at the game end.

If a piece jumps to the stone in your hand, they both go back on your stack. The game ends when one player finishes their stack and points are calculated based upon towers and discs remaining. Causing the red piece to jump to another loses you the game outright.

To be honest, the scoring matters less than the tension and joy of watching the natural but weird force of magnetism at play. Because the discs are discs, they can easily roll around, causing domino effects. Because the towers increase the magnetic pull, they make it so much harder to find a safe spot to play.

If you want a strange fun game to amaze your friends and family, Polarity is hard to beat. If you want a serious 2-player game, you may prefer other abstracts. The rules could do with being shorter and simpler. Otherwise, a joyous game.

Comment from the designer "Polarity began as a sculpture. Polarity is zen. It represents that point where absolute opposites merge. In this case, the poles of the magnetic field. The quality of play is determined by one's ability to perceive balance in the midst of extremes. Each game is unique and can never be reproduced. It is in that uniqueness that I was awarded a patent from the U.S. Pat. & Trdmks. office for magnetic principle. The strategy must be viewed 3-dimensionally. It is not just control of a 2-dimensional board but must include the space above and below the playing surface."

Description

Once rare and mysterious, now thankfully back in print, Polarity is a 2-player game using lots of magnets (so keep it away from credit cards, watches and so on). The plastic coated pieces look like Reversi/Othello discs, with black and white faces. Each piece contains a magnet, with the black side being North and the white side being South. Each player gets a stack, one plays black one plays white. A neutral red piece goes in the center of the game cloth and players start by place five each of their stack around the cloth. These flat pieces are the foundations.

On your turn, you take one piece from your stack into your hand, then bring it to bear against one of your foundations. You keep your color face up, so the opposing polarity bears against your foundation piece. This way, you can very carefully balance your new piece in the air against the foundation stone! This is just fantastic to see. The board fills up with lots of discs teetering at 45 degrees, ready to fly about if the balances are upset.

Get it right and your stack is one piece smaller. Make a mistake and your turn ends. Either a piece falls flat somewhere (becoming a new foundation) or pieces jump together making towers or into your hand. Your opponent takes the tower you accidentally made and places it their side up where they like. Towers get you points at the game end.

If a piece jumps to the stone in your hand, they both go back on your stack. The game ends when one player finishes their stack and points are calculated based upon towers and discs remaining. Causing the red piece to jump to another loses you the game outright.

To be honest, the scoring matters less than the tension and joy of watching the natural but weird force of magnetism at play. Because the discs are discs, they can easily roll around, causing domino effects. Because the towers increase the magnetic pull, they make it so much harder to find a safe spot to play.

If you want a strange fun game to amaze your friends and family, Polarity is hard to beat. If you want a serious 2-player game, you may prefer other abstracts. The rules could do with being shorter and simpler. Otherwise, a joyous game.

Comment from the designer "Polarity began as a sculpture. Polarity is zen. It represents that point where absolute opposites merge. In this case, the poles of the magnetic field. The quality of play is determined by one's ability to perceive balance in the midst of extremes. Each game is unique and can never be reproduced. It is in that uniqueness that I was awarded a patent from the U.S. Pat. & Trdmks. office for magnetic principle. The strategy must be viewed 3-dimensionally. It is not just control of a 2-dimensional board but must include the space above and below the playing surface."

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 1 · neu 0 · neg 1
Mentions per page
Showing 1–5 of 5
Video Byp4XPjqVg8 Good Time Society Playthrough at 0:12 sentiment: positive
video_pk 13269 · mention_pk 105978
Good Time Society - Polarity video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Immersive atmosphere and tension
  • Strong emphasis on character-driven storytelling
  • Flexible mechanics enabling creative problem solving
  • Intriguing blend of science, horror, and mystery
  • Vivid NPCs and lore (Arachnne, Leopold, etc.)
Cons
  • Graphic and disturbing body horror elements
  • Sanity mechanics can be punishing or exhausting to track
  • Pacing can be slow or chaotic in tense scenes
  • Requires careful moderation in live play to avoid overwhelming players
Thematic elements
  • body horror, unethical science, captivity, and mystery
  • Havlock House and its subterranean laboratory, a haunted mansion with doors that lead to other rooms.
  • collaborative exploration with horror focus and player agency
Comparison games
none
Mechanics (from transcript analysis)
  • Constitution checks — Resist environmental hazards like smoke and heat; tests endurance.
  • Mechanical Repair / Analysis — Examine how non-human parts are joined; infer construction and function to understand the creature.
  • Medicine / First Aid — Assess injuries or perform medical actions; integrates with character backstories (e.g., midwife skills).
  • Power checks — Tests of will or supernatural influence to overcome locks or barriers; can trigger visions or backfire.
  • Push rolls — Option to push a failed roll for a better outcome at the risk of greater consequences.
  • Sanity checks — Rolls to resist horrors encountered; failures reduce sanity and can drive narrative shifts.
  • Spot Hidden — Roll to notice hidden details; successes reveal clues and aid exploration.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Sorority, the greatest horror RPG game
  • Abomination is the perfect word for what you see lying on this gurnie
  • Marriage is a woman's highest calling.
  • We'll get her out.
  • This house is weird. And you're with us.
References (from this video)
No references stored for this video.
Video 5Hf6M085HSk Good Time Society Playthrough at 0:00 sentiment: positive
video_pk 10974 · mention_pk 90588
Good Time Society - Polarity video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich character development and emotional stakes across a multi-part arc
  • dynamic dream sequences and ritual-based problem solving amplify thematic depth
  • strong collaboration and player agency in steering the narrative
  • tension crescendos through escalating stakes (kidnapping, confrontations, sacrifices)
Cons
  • the dice system is dense and may be challenging for newcomers
  • trauma and horror themes can be intense and emotionally heavy
  • requires careful pacing to maintain clarity in dream-laden sections
Thematic elements
  • truth versus illusion, trauma and healing, collective memory, sacrifice, friendship under pressure
  • Arkham, Massachusetts; dream-logic labyrinth; seaside citadel atmosphere; occult cult Crothawaka; post-nightmare cityscapes
  • collaborative horror with ritual and dream-scape sequences; emphasis on spoken word, truth-telling, and transformative choice
Comparison games
none
Mechanics (from transcript analysis)
  • Advantage/Disadvantage and insight mechanics — Certain conditions grant advantage; players can spend insight to mitigate or remove disadvantages and influence narrative direction.
  • Allies dice — Other characters provide dice to aid the main players, creating cooperative Möglichkeiten and boosting pool size.
  • Dice pool resolution — Actions are resolved via rolling pools of dice (regular, horror, ally, and trauma dice) with successes driving outcomes and narrative consequences.
  • Dream/ labyrinth mechanics — Dream sequences and labyrinths are tangible in-game spaces that players can manipulate using knowledge, truth, and ritual actions.
  • Non-lethal, non-combat options — The system emphasizes non-lethal resolutions (truth, healing, manipulation of perception) alongside combat actions.
  • Trauma dice — Horror-driven moments introduce trauma dice that can trigger lasting narrative effects and affect future actions.
  • Truth-based rituals and warding — Characters can cast truth-based spells or warding effects to heal, reveal, or push back antagonistic forces.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Followers of Crothawaka, slither towards me. I am the embodiment of your ancient goddess. Walk into the Miscatonic River and drown yourselves.
  • You're ready, kid. He whispers as he holds you and kisses you.
  • I would like to cast them as far away from me as possible.
  • I love you. And I push her out. Silent.
  • I am the embodiment of your ancient goddess. Walk into the Miscatonic River and drown yourselves.
  • You're not here anymore. Bootsie, you're not here anymore.
References (from this video)
No references stored for this video.
Video nx1OlQC3QEI Good Time Society Playthrough at 0:00 sentiment: mixed
video_pk 9046 · mention_pk 106533
Good Time Society - Polarity video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Immersive, character-driven storytelling with vivid atmosphere
  • Dynamic social dynamics and tense power plays at the table
  • Creative use of stagecraft, piecing together clues from strange guests
Cons
  • Intense content and graphic imagery may unsettle some players
  • Rule ambiguity and GM adjudication can slow moments of action
  • Complex machinery and surreal elements can create cognitive load for newcomers
Thematic elements
  • Power, immortality, identity, and body horror within a supernatural social setting
  • A gothic mansion dinner party with a master, an eclectic guest list, and a dramatic stage reveal.
  • Cooperative storytelling with improvisation, mood-building, and high-stakes choices
Comparison games
none
Mechanics (from transcript analysis)
  • Dodge/Constitution rolls — Tests to avoid hazards or resist effects such as restraints or physical threats.
  • Luck points — A expendable resource used to modify outcomes or push events, at a cost to the character.
  • Mechanical repair/operation — Interacting with complex devices through levers, panels, and pumps to recalibrate or repurpose machinery.
  • Power roll — Tests of supernatural influence or attempts to exert control over beings and environments.
  • Psychoanalysis — Skill checks used to read motives, past traumas, or hidden truths of other characters.
  • Sanity checks — Tests that determine sanity loss or gain when characters encounter disturbing or supernatural phenomena.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is no speaking at my dinner table.
  • Let's let the festivities begin.
  • There can be only one.
  • Cake for breakfast every day.
  • You and I, we can just build. We can just make things.
  • This will do nicely.
  • There you are, my little inventor.
  • Two beds. One adult-sized, one child-sized.
  • It's time to go.
  • There is a stage concealed on one side behind Arachnne and Enid's side of the table.
References (from this video)
No references stored for this video.
Video Dii3Ikf4fJ4 Good Time Society Playthrough at 0:00 sentiment: positive
video_pk 6225 · mention_pk 94578
Good Time Society - Polarity video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong collaborative storytelling and theatrical vibe
  • Creative use of props (skull, doll, tarot) to drive tension and humor
  • Dynamic, improv-ready pace with high player engagement
Cons
  • Rules-heavy and chaotic at times, which can overwhelm newcomers
  • Intensity of sanity loss and graphic transformation may be uncomfortable for some players
Thematic elements
  • revenge, possession, theatre, restoration of agency through collaboration
  • 1890s era basement/seance room in a gothic manor with rooms that morph as the narrative progresses
  • theatrical, improv-driven, spooky/polished theatre-lore ambience
Comparison games
  • Hamlet
  • A Midsummer Night's Dream
Mechanics (from transcript analysis)
  • Cooperative exploration and multi-room progression — The party moves through interconnected seance rooms, vents, and a laboratory, with doors morphing and environments shifting.
  • Environmental hazards and improvisational combat — Bees/hornets, a spectral tiger/wolf/beast, and improvised weapons require dice rolls and quick teamwork to survive.
  • Sanity and constitution checks — Characters repeatedly roll to resist fear and physical hazards, with sanity tracking influencing decisions and tone.
  • Tarot card divination as a narrative tool — Tarot cards (and a talking doll) influence outcomes and reveal clues about the master/plot direction.
  • Transformations via potions and artifacts — Characters (and a doll spirit) morph into various forms (bear, shark, pig, wolf, etc.), altering capabilities and narrative options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The world’s a stage. To be or not to be, that is the question.
  • No legacy is rich as honesty.
  • Tarot's magic and magic is science and there is no difference.
  • The death card, new beginnings.
  • All that glitters is not gold.
  • The eye of man hath not heard. The ear of man hath thus seen.
References (from this video)
No references stored for this video.
Video 72xsP6wnBs4 The Cardboard Herald Discussion at 0:32 sentiment: negative
video_pk 5431 · mention_pk 89809
The Cardboard Herald - Polarity video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • relevant crowdfunding risk topic for backers
  • raises concerns about project deliverability
Cons
  • bankruptcy of publisher creates backer losses
  • rights reverting to designers may delay any actual release
Thematic elements
  • urban development, space colonization
  • space-age city-building and development
  • modern sci-fi with Kickstarter stakes
Comparison games
none
Mechanics (from transcript analysis)
  • area/board development — expand and upgrade territories to improve capabilities
  • Resource Management — manage materials and currency to construct the solar city project
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • they are kaput they're gone
  • the rights of the game has reverted back to the designers
  • this expansion sounds neat
  • expansion fatigue
  • as long as I get to just shout boy all the time then I'm good to go
  • I'm looking forward to cool things happening in the board gaming community
References (from this video)
No references stored for this video.
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