Here are some images of my first published game PO-GO!
Here is where you can get your very own copy of PO-GO !!
Ludo Soup Games
Wednesday, February 18, 2015
New Game: Phobos
Materials
25 square tiles that are dark on one side and light on the other
4 Othello disks, two of the disks are marked on their dark and light sides with a red dot at their centers.
Setup
Arrange the 25 tiles, light side up, into a 5x5 grid. Next place the two disks with the red dots light side up on two diagonally opposed corner tiles, do the same for the remaining two disks.
Play
One player plays with the two disks that have the red dots and the other player the two without.
Decide who goes first in any convenient manner, turns then alternate.
On a turn, you must,
1) Move one of your disks one space either diagonally or orthogonally onto an empty tile and then
2) Flip an empty light sided tile that is orthogonally or diagonally adjacent to the disk last moved or remove an empty dark sided tile that is orthogonally or diagonally adjacent to the disk last moved.
Restrictions
- A light sided disk moves on empty light sided tiles and after a move you must flip an adjacent light sided tile to its dark side.
- A light sided disk may be moved to a dark sided tile by flipping the disk to its dark side and after the move you must remove an adjacent dark sided tile from the board. From this point on the disk is a dark sided disk and cannot be flipped back.
- A dark-sided disk moves only on empty dark sided tiles and after the move you must remove an adjacent dark sided tile from the board.
Object
The player last to move wins.
BGG Entry: Phobos
The player last to move wins.
BGG Entry: Phobos
Tuesday, January 27, 2015
New Game: Themisto
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| 3D render of Themisto |
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| Starting Setup |
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| A win for player two |
In Themisto, the object is to move and flip or move, flip and capture pieces to get a five in a row in either color.
Materials
8x8 checkerboard
28 Reversi (Othello) disks
Setup
The 28 disks are placed on the border spaces of the board in an alternating pattern of black and white.
Play
Decide who goes first in any convenient manner, turns then alternate.
On a turn, you must either,
- Move a piece (black or white) any distance in a straight line, orthogonally or diagonally, without jumping over other pieces, then flipping the moved piece over and ending the move in an empty space that is adjacent (orthogonally or diagonally) to at least one other piece on the board or
- Move a piece (following the movement rule above) from a row (orthogonal or diagonal) consisting of three or four like-colored pieces, but in doing so, you lose your next turn or
- After moving a piece, on the same turn, you may perform a custodian Capture by having the moved piece, and another like colored piece on either side of at least one straight (orthogonal or diagonal) occupied line of opposed colored pieces (1-3 pieces if you are player one or 1 or more if player two). The trapped piece(s) are then flipped over.
Restrictions
A player may not repeat the board position of the previous turn.
Object
The game ends, and a win is made, when player one makes a five in a row (orthogonally or diagonally) in either color or player two a row of five or more.
Object
The game ends, and a win is made, when player one makes a five in a row (orthogonally or diagonally) in either color or player two a row of five or more.
Here is an example of CC in Themisto, captured pieces are flipped over, not removed from the board.
Player 1 moves a white piece down from the upper right, flipping the piece over to the black side.
Player 2 noticing Player 1 blunder moves the bottom center white piece also flipping his piece, sandwiching the center white pieces.
The center white pieces are all flipped making player 2 the winner with a five in a row.
Player 1 moves a white piece down from the upper right, flipping the piece over to the black side.
Player 2 noticing Player 1 blunder moves the bottom center white piece also flipping his piece, sandwiching the center white pieces.
The center white pieces are all flipped making player 2 the winner with a five in a row.
BGG entry at Themisto
Tuesday, December 30, 2014
New Game: Thicket - In the family of Dots and Boxes.
Material
A 10x10 grid made of dots and four color pencils or markers in two colors, red and blue.
Play
One player plays red the other blue.
Decide who will go first, turns then alternate.
- On a turn draw two-line segments one in each color either vertically or horizontally between two dots.
- No dot on the board may have more than three-line segments drawn out from it.
The game ends when the board is full.
Scoring
An area is considered closed when no line segments can be drawn within that area, as soon as an area is closed, count the line segments of each color that makes up that closed area.
The player with the most line segments in his color enclosing an area places his initial within that area to show ownership and then gets to draw another line.
A line segment that closes two areas is counted for each area (making it counted twice, once per area). An area is not scored when an equal number of line segments in both colors surround it.
The player with the most initials on the board at the end of the game, is the winner.
BGG Entry Thicket
Rules and PnP game sheet Thicket Rules
Wednesday, November 19, 2014
Po-Go was a winner in NestorGames Ring Design Contest!!
I'm proud to say that Po-Go was one of three winners selected in NestorGames Ring Design Contest!!!
Tuesday, October 28, 2014
New Game: Come About
In Come About players are maritime merchant traders in command of a fleet of trading ships navigating along many perilous trade routes. The player with the most ships along the most number of trade routes is declared “Nauclerokubernetes”, the Greek word for merchant-master.
Materials
64 double sided tiles, two sets of 32 tiles in two colors Red and Green.
A way of keeping score.
Play
Come About is played on a board-less playing surface.
Two players Red and Green have each two sets of 16 double sided tiles in their chosen color.
Red starts by placing a tile either side up onto the table.
Players then take turns placing a tile alongside another existing tile, connecting trade routes ( the dotted lines) across tile edges.
The game ends when all the tiles have been played.
A trade route is a continuous dotted line or loop containing 3 or more ships in either players color.
The player having the majority of ships in his color on a trade route scores 1 point for each of his ships. If a trade route has an equal number of ships in both colors, then neither player scores along that trade route.
The player with the highest score wins.
Saturday, September 20, 2014
Skitters - Dice game
Skitters
Skitters is a luck driven dice fest.
2 – 4 players | 10 min | 5+
Object
Have the most points in your color dice at the end of the game.
Materials
48 6d6 dice - 12 dice each in four colors
Setup
Each player takes 12 dice in his color.
Play
Youngest player calls out start.
At the start players simultaneously roll one die from their hand trying to place as many dice as possible into sequential order, from 1-9.
The first player to roll a one calls out one, and places this die on the table starting a train of dice.
Then players continue to roll one die trying to be the first to get the second number in the sequence, this would be a two in this case placing this die next to the first one.
This calling out of numbers and placing dice continue until die number 6 is placed.
Then you pick up and roll all your remaining dice, when two dice come up with 7 call it and place them near the end of the train.
Continue like this until 8 and 9 come up, the game then ends.
Scoring
Add up all the pips in each players color to determine a winner, highest score wins.
Skitters is a luck driven dice fest.
2 – 4 players | 10 min | 5+
Object
Have the most points in your color dice at the end of the game.
Materials
48 6d6 dice - 12 dice each in four colors
Setup
Each player takes 12 dice in his color.
Play
Youngest player calls out start.
At the start players simultaneously roll one die from their hand trying to place as many dice as possible into sequential order, from 1-9.
The first player to roll a one calls out one, and places this die on the table starting a train of dice.
Then players continue to roll one die trying to be the first to get the second number in the sequence, this would be a two in this case placing this die next to the first one.
This calling out of numbers and placing dice continue until die number 6 is placed.
Then you pick up and roll all your remaining dice, when two dice come up with 7 call it and place them near the end of the train.
Continue like this until 8 and 9 come up, the game then ends.
Scoring
Add up all the pips in each players color to determine a winner, highest score wins.
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