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Balance Duels

Balance Duels Rulebook

Table of Contents

Table of Contents

  • Contents
  • Balance Models
  • Rules of Balance DUEL for 2 players
    • Game variations
  • Rules of Balance DUEL for 3 and 4 players
  • Team rules Balance DUEL for 2x2 players

Contents

  • 1 game board
  • 1 balance bridge
  • 1 balancing arm
  • 12 double pawn holders
  • 4 singular pawn holders
  • 2 dice
  • 8 black pawns (6 L[arge], 2 M[edium])
  • 8 yellow pawns (6 L[arge], 2 M[edium])
  • 8 red pawns (6 L[arge], 2 M[edium])
  • 8 blue pawns (6 L[arge], 2 M[edium])

Balance Models

The booklet shows four balance set-ups (A, B, C, D) as diagrams of numbered pawn holders on the balance arm, with arrows marking the direction of travel from the Start area to the Finish area. All rules below use Balance model A: Start pawn holders 1-7 on the right, Finish pawn holders 1-7 on the left. (The diagrams are not reproducible in text; see the printed booklet.)

Rules of Balance DUEL for 2 players

(Balance model A.) When advancing the pawns, all pawn holders, whether empty or not, must be counted. They do not impede the move. When a pawn in the starting area reaches pawn holder 7, it can continue its way into the finishing area. In this area pawns can still be moved as far as the left hand pawn holder 7.

The aim of the game is to be the first to move 6 pawns from the starting area (the right hand pawn holders 1-7) into the finishing area (the left hand pawn holders 1-7) without tipping the balance.

The game starts with an empty balance. Each player receives 6 L-pawns in one colour.

  1. The player who starts casts one die and puts a pawn into a pawn holder in his starting area on his right hand side. (Thrown number is number pawn holder.)

  2. Then the opponent casts his die and puts a pawn on his right hand side.

  3. From now on, at every turn, the player may choose:

    • to put a pawn from the table into his starting area, or
    • to advance one of the pawns along the balance arm (see arrows), or
    • to pass (2 times pass in a row is not allowed), or
    • to announce: "I can't play", if there is no empty pawn holder available. ("I can't play" can be announced unlimited and counts as turn.)
  4. Pawns in the finishing area are "attacking pawns"; they may beat a pawn of the opponent if they can advance a pawn next to a pawn of the opponent in the same pawn holder. Beaten pawns are returned to the opponent.

    Remark:

    • attacking pawns are safe; they cannot be beaten!
    • in the starting area a pawn may be placed next to an attacking pawn in the same pawn holder without being removed.
  5. At the end of the game players are free to choose the positions of their pawns in the finishing area.

  6. Winner is:

    • the player who remains after the opponent has turned over the balance, or,
    • the player who moves first his 6 pawns into the finishing area without tipping the balance.

Game variations

  • Use 4 or 5 starting pawns.
  • Use Balance model B (c.f. page 19).
  • Use Balance model C or D and play with 6 L-pawns per player. (Examples of "beating": an attacking pawn that arrives in 3 can beat a pawn in 4, or an attacking pawn that arrives in 4 can beat a pawn in 3.)
  • Use single pawn holders when building the balance and adjust the balance model.

Rules of Balance DUEL for 3 and 4 players

(Use balance model A; see rules for 2 players.)

The aim of the game is to be the first to move 4 pawns of one colour from the starting area into the finishing area without tipping the balance.

The game starts with an empty balance. Each player receives 2 L- and 2 M-pawns in one colour.

  1. A dice is thrown per colour to determine which colour may start.

  2. The player of the starting colour casts one die and puts a L- or M-pawn into a pawn holder in the starting area on the right hand side. (Thrown number is number pawn holder.) See the images in the booklet for the location of the starting field (separate layouts for 4 players and 3 players).

  3. Then one casts for the next colour and one puts a pawn of this colour on its right hand side until all colours have had a turn.

  4. From there on, at every turn, the choice is:

    • to put a pawn from the table into the starting area, or
    • to advance one of the pawns along the balance arm (see arrows, balance model A), or
    • to pass (2 times pass in a row is not allowed), or
    • to announce: "I can't play", if there is no empty pawn holder available. ("I can't play" can be announced unlimited and counts as turn.)
  5. Pawns in the finishing area are "attacking pawns"; they may beat a pawn of the opponents if they can advance a pawn next to that pawn in the same pawn holder. Beaten pawns return to their place on the table.

    Remark:

    • attacking pawns are safe; they cannot be beaten!
    • in the starting area a pawn may be placed next to an attacking pawn in the same pawn holder without being removed.
  6. When the balance arm rests on the game board at the end of a turn, the player causing this is immediately finished. All pawns are removed from the balance. The remaining players start again with their own pawns at rule 1.

  7. When two players are left, they start the final round with their 4 pawns on either side of the balance.

Team rules Balance DUEL for 2x2 players

(Use balance model A; see rules for 2 players.)

The aim of the game is to be the first to move 4 pawns of one colour from the starting area into the finishing area without tipping the balance.

The game starts with an empty balance. Each player receives 2 L- and 2 M-pawns in one colour.

  1. A dice is thrown per colour to determine which colour may start.

  2. The team of the starting colour casts one die and puts a L- or M-pawn into a pawn holder in the starting area on the right hand side. (Thrown number is number pawn holder.)

    Remark: all pawns of each team start in the starting area on the right hand side. See the images in the booklet for the location of the starting area.

    Each team is obliged to use his pawns in the sequence of colours on the table.

  3. Then one casts for the next colour and one puts a pawn of this colour in the starting area on its right hand side until all colours have had a turn.

  4. From there on, at every turn, the choice is being discussed by the team:

    • to put a pawn from the table into the starting area, or
    • to advance one of the pawns along the balance arm (see arrows, balance model A), or
    • to pass (2 times pass in a row is not allowed), or
    • to announce: "I can't play", if there is no empty pawn holder available. ("I can't play" can be announced unlimited and counts as turn.)
  5. Pawns in the finishing area are "attacking pawns"; they may beat a pawn of the opponents if they can advance a pawn next to a pawn of the opponent colour in the same pawn holder. Beaten pawns return to their place on the table.

    Remark:

    • attacking pawns are safe; they cannot be beaten!
    • in the starting area a pawn may be placed next to an attacking pawn in the same pawn holder without being removed.
  6. At the end of the game players are free to choose the positions of their pawns in the finishing area.

  • At the end of the game players are free to choose the positions of their pawns in the finishing area.

  • Winner is:

    • the player who remains after the opponent has turned over the balance, or
    • the player who moves first his 4 pawns into the finishing area without tipping the balance.
  • Winner is the team:

    • that remains after a tipping of the balance, caused by the other team, or
    • that first has moved 4 pawns of the same colour to the finish field without tipping the balance.