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- GAMES Magazine Best Abstract Strategy Game 2001
- International Gamers Awards Best 2-Player Game Nominee 2001
- Spiel Des Jahres Nominee 2000
- MENSA Best Mind Game 2000
- 2 Players, Ages 12 and Up, 15 Minutes
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Top Customer Reviews
|Length: 4:20 Mins|
It takes place on a hexagonal grid of washers. In each move, you either place a marble and remove a washer, or you move the marbles to capture another marble. Capturing is just like checkers, where you capture by jumping over. And, if you can jump, you have to jump, but you often have a lot of choices about what you can jump.
A fun and unique thing about this game is that the playing surface gets smaller the more that you play, because you keep taking away the washers. So, it's a little like trying to survive on a sinking island, and trying to grab all of the marbles before the island sinks.
*No one owns any of the marbles, until they're captured
*Win by capturing most of the marbles: 4 of the 6 white, 5 of the 8 grey, or 6 of the 10 black. You can also win by capturing three of each kind.
*The game surface is washers that need to be arranged in a hexagonal pattern. They can be any size (larger is harder), as long as it's hexagonal.
*Option #1 for your turn: Place a marble, and remove a washer. You can place a marble anywhere you want, and you can remove any washer you want that doesn't have a marble on it, as long as the washer is on the outside. You have to be able to slide the washer out, without disrupting the other washers. That's the definition of "outside."
*Option #2 for your turn: Jump a marble. You have to do this if you can. If there is a marble next to another marble with an empty washer on the other side, then you jump the marble, and you capture the marble that you jumped, just like checkers.Read more ›
Strictly speaking ZÈRTZ is not played on a board, but several rings laid out in a hexagon. One of the things I like about the GIPF games is that most of them have the sleek, artistic look of some Apple products, but thankfully sans technofascism. Almost every turn players will remove one of the outer rings from play. The “board” is small enough as it is and it keeps getting smaller as more and more pieces are added. It is difficult to describe the danger and pressure one feels with several marbles on the board and half the board is missing. The turns leading to the endgame make me claustrophobic.
The sacrifices players have to make in order to win can be downright brutal. It is impossible to win the game without sacrificing pieces to the other player. Each capture a player makes brings him closer to victory, but not necessarily as close to victory as his opponent. It is possible to recover from a string of lesser captures, and one of the strengths of ZÈRTZ is that even if you lose it feels as though you still accomplished something because you at least have a bunch of captured marbles on your side of the table.
There are three different colors of marbles that players can place on the board and their importance all depends on the circumstances of the game.Read more ›
I really like all the games that I have played so far in the Gipf project. The rules are very well thought out and balanced. I gave this project 4 stars, because I gave my favorite gipf project game, Dvonn 5 stars.
All the games are made of excellent quality and the pieces have a really nice heavy feel. One story I would like to share is that my game was missing 4 marbles. I decided to email the game publisher before going through the trouble of packing it up and returning it to Amazon. I emailed them on a Sunday afternoon, they responded with an apology on Monday morning, mailed out the replacement marbles that same day, and I received them in the mail one week later. That was it; no questions asked...nice and simple. It's good to see that customer service is not lost on everyone. Thanks to Donco and Smart publishing for your help.
So if you would like to support the little guys and also get to play some great games, I definitely recommend the games in this project. [...]
It is played on a hex-shaped checker board. Players jump and capture pieces, but you are both playing with the same pieces. In the meantime, the board shrinks as you remove spots. You can win by having 3 of each of the three colors, or 4, 5 or 6 of one particular color, which means that your strategy can change during play in response to conditions and opportunities. This is a classic. I just can't say enough about it.
Most Recent Customer Reviews
THIS turned out to be one of my FAV board game and its one of six different games designed by Kris Burm that has the capability to expand/connect all six games at once to play all... Read morePublished 8 months ago by BigJhonny100
Ok first - don't say I need a new girlfriend. She loves to do a lot of intellectual activities with me. To my surprise, this was not one of them. Read morePublished 20 months ago by Robert V.
gave this game has a gift. everyone took turns playing and everyone loved it. just the right amount of challenge and fun.Published on January 5, 2013 by Lori Floydl