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Geometric Chamber Board Game [Doko Jong Graphics Edition]

Print Profile(2)

All
A1 mini
A1
X1E
X1 Carbon
P1S
H2D
P1P
P2S
H2S
H2D Pro
H2C
X1
X2D
A2L

Game pieces
Game pieces
Designer
8.3 h
9 plates
5.0(1)

Storage set
Storage set
Designer
3 h
2 plates
5.0(1)

Open in Bambu Studio
Boost
1
5
5
1
1
1
Released 

Description

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Using geometric shapes, the scheme for The Dog Mishaps Board Game was simplified, and a 3D-printable number board was designed, along with a corresponding storage box

An overview of actions has been uploaded in the attachments and is available for download

accessories Introduction

Cards (pattern is front side)

Door Markers (brown is front side)

Score Markers (black is front side)

Penalty Markers (black is back side)

Leader Token

Number Board Set

Connector Installation Method

Installation Result

Card Storage

Other Parts Storage

Storage Effect

Storage Box

Storage Diagram

Game Instructions

Five mathematicians are all obsessed with studying the geometric shapes collected by the king. They secretly hid their beloved shapes in different secret rooms, wanting to conduct their deductions in private. “Have you seen my shape?” “In my opinion, it might be in that room!” “No! Let’s search this room over here!” Each mathematician hides their beloved shape and tries to find the shapes of other mathematicians. If you don’t diligently search for other shapes, your shape might be discovered. Can you successfully keep your shape from being discovered!?

■ Game accessories

  • 5 Door Markers Front: 1, 2, 3, 4, 5 Back: 1, 2, 3, 4, 5
  • 5 Number Boards Front: (Numbers 1, 2, 3, 4, 5 and colors) Back: (Mathematical symbol pattern)
  • Cards (5 colors, 5 cards of each color) Front: Shape Cards (1 of each color) “X” Cards (4 of each color) Back: (Solid color matching)
  • 1 Leader Token (Star symbol)
  • 10 Score Markers
  • Penalty Markers (5 colors, 3 of each color)

1. Game Objective

Each player acts as a grand mathematician serving the royal family. Each has hidden one of the king's collected shapes. After discovering the missing shapes, the king ordered a search. Players participate together, trying to declare rooms to be searched. If you can prove that 3 different locations are not where you stored your shape, you score one point. If your shape is found, you receive a penalty marker. While hiding your own shape, try to find the shapes of other mathematicians.

2. Game Setup

  • Each mathematician takes a set of number board components (2 plates, 2 connectors). Assemble them and place them in front of you.

Hint: When you look at your number board, the number 1 should be on the left. Make sure the numbers on the two plates correspond after assembly.

  • Each mathematician takes 5 cards of the same color, places them face down, and shuffles them thoroughly. Stand these cards up so only you can see their front, and arrange them in a line behind your number board according to the numerical order on the number board.
  • Each mathematician takes 2 score markers and 3 penalty markers corresponding to their card color. Place these markers face up on the table, arranged as shown in the image below.
  • Place all door markers face up in the center of the table, in numerical order.
  • Choose a starting player by a method agreed upon by all players. This player acts first and takes the leader token.

Hint: The numbers on your number board correspond to the numbers on the doors. The number on your number board where your shape is located indicates the door where it is hidden.

3. Deciding Which Doors to Search

  • Players collectively decide which doors to search. First, the leader chooses 1 door to open and flips that door marker.
  • Starting with the player to the leader's left, proceeding clockwise, each player chooses one of the following actions (①~④). The game continues until a player chooses action ④, or all players except the leader choose action ①.
  • Indicate OK to the currently open door. ⇒ If all players except the leader choose action ①, proceed to “4. How to Search (Reveal Cards)”.
  • Choose 1 more door to open and flip it. Take the leader token.
  • Close all open doors. Open any other doors not among these. The number of newly opened doors must be 1 more than the number of previously open doors. Take the leader token.
    • If there are already at least 3 open doors, this action cannot be taken.
  • Choose one of the current leader's unrevealed cards and declare that you believe the leader hid their shape there. ⇒ If a player takes action ④, proceed to “4. How to Search (Reveal Cards)”.

4. How to Search (Reveal Cards)

⌾ Step 1

■ If all players except the leader choose action ①

Starting with the leader, proceeding clockwise, each player reveals all their cards corresponding to the currently open doors. If someone’s shape is found, stop searching. All remaining players do not reveal their cards.

  • The player whose shape is found flips one of their penalty markers. Flips all their cards face down, shuffles them thoroughly, and arranges them in a line behind their number board again.
  • Players whose shapes are not found keep their revealed cards as they are.

■ If someone chooses action ④

The leader reveals the card chosen by the other player.

  • If the shape is found, the leader flips one of their penalty markers. Flips all their cards face down, shuffles them thoroughly, and arranges them in a line behind their number board again. The mathematician who took action ④ chooses one of their “X” cards and flips it face up.
  • If the shape is not found, keep the revealed cards as they are.

⌾ Step 2

  • If you have at least 3 cards revealed and your shape is not found, flip one of your score markers. Flips all your cards face down, shuffles them thoroughly, and arranges them in a line behind their number board again. If you have at most 2 cards revealed, keep these cards as they are.
  • All mathematicians with 3 flipped penalty markers are eliminated, and the game continues. If the current leader is eliminated, the mathematician to their left becomes the new leader.

⌾ Step 3

  • Once the search ends, close all doors. The last player to hold the leader token keeps the token, and the game restarts from “3. Deciding Which Doors to Search”.

5. Game End

  • If any player has 2 flipped score markers, the game ends immediately. The more flipped score markers a player has, the higher their final rating. In case of a tie, the player with the fewest flipped penalty markers wins.
  • If all other players are eliminated and only 1 player remains, that player wins.

Documentation (2)

Assembly Guide (2)
行动概览.png
Actions.png

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