A Timeless Game System for All Ages Introduction Sedis is more

A Timeless Game System for All Ages
Introduction
Sedis is more than just a game; it is a universal gaming device with which you can play many games.
The sample games found here and elsewhere are an introduction to some of the many game mechanics
Sedis provides. You are highly encouraged to create new games with Sedis and share these with others.
How to Read a Sedis Tile
Sedis consists of 60 six-sided tiles. Each side of a tile has five circles, some filled in (pips) and some not
(blanks). One side has three pips; this is often called the primary side. It is sometimes useful to number
the positions of the circles on a side of a tile. The easiest way to do this is to imagine that the side is
facing ‘upward’ and number the spaces from 1 to 5, reading left to right. Details on how Sedis tiles are
designed may be useful to some players and game creators. These details, though, are not necessary
to play and have fun with Sedis tiles!
Pip
Blank
Design of Sedis Tiles
The primary side (the three pip side) of each tile determines where the pips on the other five sides of
that tile can be located. Two sides of each Sedis tile have two pips and three sides have one pip. For
example, if a tile’s primary side has pips in the first, second, and third position, then pips on the other five
sides can only appear in the first, second, or third positions; there will only be blanks in the fourth and
fifth positions on all sides of that tile. The set of pips on the primary side of a tile determines the family to
which the tile belongs to. A full Sedis set is made up of ten families and there are six tiles per family.
Honeycomb Page 1 (of 3)
The primary side
determines the possible
one pip sides
The combination of single
pip sides determine the
possible two pip sides
Honeycomb Page 1 (of 2)
Honeycomb
The Original Sedis Game
Recommended Number of Players: 2 to 6 players
Estimated Time: 30 to 60 minutes
Objective: Score the most points by matching pips
with adjacent tiles
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. One player draws a number of tiles equal to the number of players, places them on the playing table,
face-down, so that each tile is touching at least one other tile. Then, this player flips the tiles over. This is
the starting set of tiles.
3. Each player then draws five face down tiles to form their hand. The remaining tiles form a draw pile.
After this is done, play begins clockwise.
Note: No scoring occurs during setup. It may be helpful to use a pen and paper for scoring during play.
Example four player setup
Example three player setup
Play
1. Players take turns clockwise starting with the chosen first player. Each player takes a tile from their
hand and connects one side of the tile to another side of at least one previously placed tile. Each placed
tile can touch one or more tiles.
Players receive a point for every pip that matches with a pip of the tile(s) adjacent to it.
Honeycomb Page 2 (of 2)
Players receive a point for every pip that matches with a pip of the tile(s) adjacent to it.
2. At the end of each turn, the player draws a face down tile back into their hand.
3. After all face down tiles have been drawn, continue play until there are no tiles left in anyone’s hands.
4. The player with the most points wins!
3 Matching Pips = 3 Points
Honeycomb Short Game
Setup: Shuffle all tiles. Each player draws five tiles into a closed hand. Draw more tiles equal to the
number of players and place them in the center of the table, face down and adjacent, in whatever
orientation the players choose. Then, flip them over.
Play: Each player, in turn, plays one tile from their hand adjacent to any tiles already in play. Once
played, count the pips from the played tile that match with the pips on the adjacent table tiles. Add this
to the player’s total score. Do not draw any additional, use only originally drawn tiles.
Win: The player with the most points wins!
Solo Variant: Compete against yourself for higher and higher scores!
Honeycomb Example Game
Reach for the Sky Page 1 (of 2)
Reach for the
Sky
Dimensional Honeycomb
Recommended Number of Players: 1 to 6 players
Estimated Time: 30 to 60 minutes
Objective: Score the most points by matching pips
and stacking tiles
Difficulty Level:
Setup
NOTE: Set up for Reach for the Sky is the same as set up for Honeycomb.
1. Place all 60 tiles face down and shuffle them.
2. Choose a player to go first. That player takes a tile, turns it face up, and places it on a flat surface.
3. The player to their left draws a face down tile, turns it face up and connects one full side of that tile to
any other full side of the previously placed tile.
4. If there are more than two players, continue set-up clockwise: the player to the left of each previous
player selects a face-down tile, turns it face up and connects it to at least one previously placed tile
so that the sides fully touch. The third player can choose to place their tile touching one or both of the
previously placed tiles. From here on out, each placed tile may touch one or more previously placed tiles.
Play
1. Players take turns clockwise. Reach for the Sky is very similar to Honeycomb, but players can move
two different ways:
-Players can take a tile from their hand and connect one full side of that tile to at least one other
full side of any previously placed tile; or
-If a tile is touching three or more other previously placed tiles, players can stack a tile directly on
top of it.
Each placed tile can touch one or more tiles.
Reach for the Sky Page 2 (of 2)
2. Players receive a point for every pip that aligns between the side(s) of the tile they place and the side(s)
of the tiles adjacent to it:
2 matching pips
3. Players must maintain five tiles in their hand until there are not enough tiles to do so; after a player
makes a move, they draw another upside down tile and add it to their hand.
4. Players continue taking turns until all tiles have been used. After all face down tiles have been played,
continue playing until there are no tiles left in anyone’s hands.
5. The player with the most points wins!
Rings Page 1 (of 2)
Recommended Number of Players: 2 to 4 (max 6)
Rings
Estimated Time: 45 to 60 minutes
Run Rings Around the Table
Objective: Complete the most rings by exactly
aligning single pip sides
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. Each player draws three face down tiles to form their hand. The remaining tiles form a draw pile.
3. The first player takes one tile from the draw pile and places it face up on the playing surface.
4. Moving clockwise, have each player take a tile from the draw pile and connect them by matching up
tiles along single pip sides. Pips must match exactly. If a player’s tile cannot be matched, discard it and
draw another until pips can be matched.
5. The game begins once all players have added a single tile.
Note: No scoring occurs during setup.
Three Player Example Setup
Play
1. Players take turns by placing a tile from their hand next to a played tile so that the connected pips on
single pip sides match each other exactly.
2. After each player plays a tile from their hand, they draw another tile from the draw pile. Play continues
clockwise.
Rings Page 2 (of 2)
3. When a player completes a ring of tiles, they score one point. Be sure that when completing a ring the
pips on all single pip sides of the tile being played match exactly with the pips on the previously placed
tiles.
Note: It is possible to complete more than one ring in a single play.
Matching Single
Pips
Each Completed Ring = 1 Point
4. If a player cannot play they have the option to draw another from the draw pile and then discard a tile
from their hand. Play then moves to the next player.
5. The game ends when players run out of playable tiles. At the end of the game, the player with the
most points wins.
Note: In some cases it will be impossible to complete a ring depending on the arrangement of tiles. Also,
it may be helpful to use a token unique to each player, such as spare small change, to place in the center
of each ring that a player completes to keep score.
Rings Example Game
Revolutions Page 1 (of 2)
Merry-GoRound
Spinning & Winning
Recommended Number of Players: 2 to 6 players
Estimated Time: 45 to 60 minutes
Objective: Rotate edge tiles to score points and remove
tiles
Difficulty Level:
Setup
Line all 60 tiles up, at random, into alternating rows of 7 and 8 tiles. Example:
Revolutions Page 2 (of 2)
Play
1. Players move by rotating free tiles (tiles surrounded on four or less sides) to align pips with adjacent
tiles. Gameplay moves in a clockwise direction. Choose a player to go first.
2. Players must rotate tiles into a different position than the position the tile started in. Players may not
rotate tiles back to their initial position.
3. Players receive points by aligning the pips of the rotated tile with the pips of adjacent tiles. Each pip
that aligns after rotation is worth one point.
1 point
4. After a tile is rotated, the player removes it from the board.
5. Gameplay ends when the number of tiles on the board matches the number of players playing the
game.
6. The player with the most points wins.
Pyrric War Page 1 (of 3)
Pyrrhic War
Destroy the Battlefield
Recommended Number of Players: 2 to 6 players
Estimated Time: 30 to 60 minutes
Objective: Move tiles around the board to conquer
other the battlefield
Difficulty Level:
Setup
For 2-3 players, arrange 36 tiles at random, into a triple ring formation where 6 tiles make the inner ring,
12 tiles make the middle ring, and 18 tiles make the outer ring. For 4-6 players, arrange all 60 Sedis tiles
at random, into a quadruple ring formation the same as or 2-3 players, but adding an additional 24 tile
ring to the outside.
For 2-3 Players
For 4-6 Players
Pyrric War Page 2 (of 3)
Play
1. Gameplay moves in a clockwise direction. Choose a player to go first.
2. Players may move any accessible tile (a tile without another tile stacked directly on top of it) in any
direction according to the location of pips on that tile as long as the tile does not land in a compromising
position or outside of the battlefield (further explained in steps 5 and 6). For instance, if the side of a tile
has pips in the 1st, 3rd, and 4th positions on the primary side, it can move either 1, 3, or 4 spaces in
the direction that side is facing. If the side next to it has a pip in the 3rd position, the tile may move four
spaces in that direction.
3. Tiles may land in empty spaces, on the edge of the board, or stacked directly on top of other tiles.
Tiles may be stacked as high as you like. Tiles are captured when the number of pips on a side of a
moved tile outnumbers the number of pips on sides touching that tile after it has been moved. Captured
tiles (tiles that have been outnumbered on sides by moved tiles) are removed from the board and added
to the attacking player’s spoils.
Raider tiles can only capture tiles on the same level that they land on. For instance, if a raider tile lands
on the second layer (stacked on top of another tile) it can only capture the tiles it touches on that layer.
4. The number of pips on each side of a moved tile must tie or outnumber the number of pips on all
touching sides of that tile after it has been moved. Players may NOT move into a compromised position;
that is, players may NOT move a tile into a position where the number of pips on the side of a tile is less
than that of the number of pips on a touching side once the tile has been moved.
Pyrric War Page 3 (of 3)
3 pip
ip
Failed
Capture
2p
2 pip
1p
ip
Raiding
Tile
Failed
Capture
Captured
Tile
1 pip
Tie
1p
2 pip
ip
1p
ip
Raiding
Tile
5. Raider Tiles must be moved to a space where they touch at least one other tile. Tiles are allowed to
be isolated once captured tiles have been removed. Isolated tiles remain in play as long as they can be
captured or act as Raider Tiles. Players may NOT move a tile to a completely isolated space.
6. Play ends once there are no touching tiles or moves left that will connect or capture tiles.
7. Whomever captures the most tiles wins!
Snake Page 1 (of 2)
Snake
Weave Tiles Together
Recommended Number of Players: 2 (max 6)
Estimated Time: 5 to 10 minutes per round
Objective: Have the least amount of tiles at the end
of the game
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. Each player takes ten tiles at random: five that make up their hand (you can look at these) and five
that they place face down in front of them that make up their reserve hand (don’t look at these yet).
3. Choose a player to go first. This player takes one tile from the remaining undistributed face down tiles
and places it face up on the playing surface.
Play
1. Players take turns clockwise, starting to the left of the first player. Players must play tiles from their
hand.
2. Players may only play a tile if one two-pip side of that tile aligns with a two-pip side of a previously
placed tile:
3. After each tile is played, the player replaces the tile by taking one from their reserve hand. Play then
passes to the next player.
4. Turns continue in this fashion. If someone can’t play, they lose their turn and the next player goes.
Snake Page 2 (of 2)
5. The game ends when a player runs out of tiles or the snake closes in on itself (a played tile comes in
contact with two played tiles).
Win
When the game ends, everyone counts their remaining tiles. Whoever has the fewest wins. It is possible
for the game to end in a tie. Players may choose to play another round to determine a winner.
Note: Since this is a short game, it is frequently played a few times. To determine the overall winner
when playing several games (rounds) in a row, add the total number of tiles in hand at the end of each
round to make up one running score. The lowest score wins.
Bloom Page 1 (of 2)
Bloom
Build a Flower
Recommended Number of Players: 2 to 4 (max 6)
Estimated Time: Varies
Objective: Create a bloom of Sedis tiles by matching
pips
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. Each player takes seven tiles at random.
Play
1. Choose a player to go first. Players will take turns attempting to make a Bloom starting with the first
player.
2. A Bloom is a pattern of six tiles (called petals) surrounding a seventh central tile (called the pistil). Any
tile can become the pistil or a petal.
3. Players must match the pips on any side of a petal with the pips on one side of the central tile exactly.
4. Sides of outer petals that touch must have at least one matching pip.
One Matching Pip
Petal
Pistil
Pips Exactly
Matched
Petal
Bloom Page 2 (of 2)
5. If no one is able to complete a full seven-tile Bloom, the first player begins discarding tiles. The player
discards the tile of their choice (usually one not already assigned to the pattern) and draws a new tile to
play with. Players may arrange tiles on the playing surface to try and finish their Bloom.
6. Play continues clockwise, with each player discarding a single tile and replacing it with a drawn tile
in their hand. A player’s pattern may be changed by any player at any time, using the seven tiles in their
hand.
Win
The winner is the first player to complete a full Bloom.
Bloom Collaborative
Trade Petals
Objective: Create Blooms with others
Difficulty Level:
Setup: Setup is the same as traditional Bloom.
Play: Gameplay for Collaborative Bloom is the same as gameplay for traditional Bloom, but with one
exception: Players may agree to trade tiles to give them a better chance at achieving the game’s
objective. Trade may only happen between the player whose turn it is and another player. Players may
also talk with the player whose turn it is to give or receive advice on building one or more of the blooms.
Win: The winner is the first player to complete a full Bloom.
Bloom Advanced
Bloom with Your Mind
Objective: Create a Bloom without first
arranging it on the playing surface
Difficulty Level:
Setup: Setup is the same as traditional Bloom.
Play: Gameplay for Advanced Bloom is the same as gameplay for traditional Bloom with one key
difference: Players may only look at the tiles in their hand and may not arrange them on the board prior
to arranging their Bloom. This means players must arrange the Bloom in their heads prior to arranging it
on the table, and may only arrange the Bloom on the table once they have the necessary tiles.
Win: The winner is the first player to complete a full Bloom.
Germanium Page 1 (of 2)
Blüf
Sedis Betting
Recommended Number of Players: 2 to 6 players
Estimated Time: Varies
Objective: Win the wager
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. Players must ante - placing an agreed-upon initial bet in order to play.
3. Players who have anted draws five tiles into a hand. Player may look at their tiles but should not show
them to rival players.
Play
1. Each player attempts to arrange their five tiles in such a way as to have the highest score or to make
other players believe they have the highest score. Players may reorder or rotate tiles in their hand. Hands
are scored by counting the number of matching pips between vertically stacked tiles.
2. After each player has decided the order and orientation of their tiles, place them on the playing surface
in a face up stack with only the top tile showing.
3. Once all players have placed their full stack in front of them, betting begins. Starting with a designated
starting player, each player in turn bets. Subsequent players have the option of calling the bet, raising the
bet, or withdrawing from play.
Germanium Page 2 (of 2)
4. Once all players have called the highest bet or withdrawn, players enter the reveal phase of play.
During this phase, all players remove the top tile from their stack of play, placing this tile next to the
unrevealed tiles, in order.
5. As each tile is removed from each player’s stack, betting is revisited, with each player declaring the
number of points they have currently revealed before betting continues. At each step of the reveal phase
of betting, players have the option of checking (if no raise has occurred), calling the current bet, raising
the bet further, or withdrawing from play.
Win
If all players but one have withdrawn, the remaining player is the winner and receives the full pool of bets
placed. If two or more players continue until the last reveal, the player with the highest total matching pip
count wins. If two or more players have the same total matching pip count in the end, they split the pot
evenly.
Spokes Page 1 (of 4)
Recommended Number of Players: 2 to 4 (max 6)
Spokes
Estimated Time: 60 to 90 minutes
Objective: Remove tiles from play to score the most
points
Race to the Center
Difficulty Level:
Setup
1. Place all 60 tiles face down and shuffle them.
2. Each player draws five tiles face down and places them in a stack.
3. Once all initial player tiles have been drawn, draw one tile and place it in the center of the playing table
face down. The remaining tiles form a draw pile.
4. Each player then places their tiles face up, one at a time, in a column with the primary side facing
away from the center tile.
Three Player Example Setup
Play
1. Choose a player to go first. Players take turns clockwise. Each player receives five ‘energy’ to be used
to move as many tiles as possible into a stack on the center, face down tile
Spokes Page 2 (of 4)
2. On a player’s turn, they may use their energy in any of the following ways:
• Move a tile or stack of tiles a number of spaces indicated by the pips of the top most tile along the
spoke. Details on movement on next page. (Cost: Number of tiles in stack)
• Rotate a stack of tiles (Cost: 1 energy)
• Collapse tiles in a spoke (Cost: 1 energy)
Movement using three energy
Rotation using one energy
Collapse of a spoke using one energy
Spokes Page 3 (of 4)
Movement
Tiles may be moved forward or backward along a player’s spoke. The number of spaces a tile may
be moved is determined by the position of the pip(s) on the side of the tile facing the direction a player
would like to move.
For example, if the center facing side of a tile has pips in the first, second, and third position, a player
may move that tile and any tiles below it one, two, or three spaces as long as it does it not break any
other rules.
A tile may not be moved past the center, face down tile. Also, a tile may not be moved past the fifth
space away from the center tile.
The cost of movement is always the number of tiles in a moved stack. The number of spaces moved
does not change the energy cost.
A tile with the ability to move one, three, or three spaces forward and two spaces back
Prohibited move as it passes the center tile
Prohibited move backwards as it is past the fifth space
Spokes Page 4 (of 4)
3. Once a player has exhausted all of their energy or forfeited their unused energy, score the stack of
face up tiles in the center as follows:
1 tile:
1 point
2 tiles: 3 points
3+ tiles: 6 points + 3 points for each additional tile above three tiles
4. Remove the scored face up tiles. Then, collapse remaining tiles toward the center so there are no
spaces. Draw additional tiles and place them to fill out five spaces per column.
5. Play until all tiles have been used. Player with the highest cumulative score wins!
Spokes Short Game
Setup: Same as standard Spokes.
Play: Same as standard Spokes.
Win: The first player to reach 30 points (or another predetermined number) wins!
Game Mechanics Page 1 (of 2)
Game Mechanics
The unique qualities of Sedis allow you to create your own games. Some mechanics have already been
discovered:
• Aligning Tiles
• Matching Pips and/or Blanks
• Using the Ten Families
• Comparing Number of Pips of Adjacent Tiles
• Stacking Tiles
• Jumping Over Tiles
Game Mechanics Page 2 (of 2)
• Rotating Tiles
• Flipping Tiles
• Interpreting Pips
As Numbers
As Morse Code
A
J
B
K
T
C
L
U
D
M
V
E
N
W
S
F
O
X
G
P
Y
H
Q
Z
I
R
Letter Spacing
1
2
As Movement
2
4
Make Your Own Rules Page 1 (of 1)
Make Your Own Rules
Welcome to the world of game creation! Hopefully by reading this, you have recognized the potential that
Sedis has for gaming. Provided here, we have some general thoughts and guidelines to help you create
an amazing, fun game to be shared with other Sedis players.
Objective: You’ll want to have a clear objective that is not easily achieved, but not so complex that it
becomes unplayable.
Game Mechanics: Choose game mechanics that push a player towards achieving the objective. Try
to have different options that achieve the goal in different ways. Your options should be meaningful (not
useless) without being overpowering (the best option).
Instructions: Your instructions must be clear (avoid big words and clunky grammar), concise (try to
keep them within a few sentences), and consistent (using the same language avoids ambiguity and
cements the terminology).
We at Nefer Games are proud to have you all enjoying Sedis, and are overjoyed that you are giving back
to the community by sharing your Sedis game creations at http://bit.ly/MakeYourOwnRules. We hope
that these guidelines will help you create wonderful games for all other Sedis players to enjoy!
How To Play Videos
http://bit.ly/SedisVideos
Submit games you created. We will post them
on our site and give you credit!
http://bit.ly/MakeYourOwnRules
Sedis™ © 2016 Nefer Games, LLC. All rights reserved.