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COGZ

COGZ Rulebook

Table of Contents

Table of Contents

  • Game Setup
  • Aim
  • Game Play
    • Swapping
    • Identical Cog Segments
    • Chains and Mechanisms
    • Scoring
    • Bonus Cognition — Cognition Nuts
    • Bonus Turns
  • Game Finish
  • Example of Play (2 Players)

Game Setup

Each cogineer takes a scoring board at random and four scoring tokens, one of each colour (red, green, blue and yellow). Place scoring tokens on the zero-cognition space on the scoring boards, number side down.

The cogineer with the highest score board plate number becomes the Lead Cogineer (first active player). The player to the right of the Lead Cogineer becomes the Watcher (last player). The Watcher takes control of the game gadget and rotates the gears to show the number of players at the base. The central window on the game gadget shows the number of rounds to be played before the professor returns and ends the game.

Number of rounds by player count:

  • 2 players: 9
  • 3 players: 8
  • 4 players: 7
  • 5 players: 6
  • 6 players: 5

Flip all the tiles colour side down and shuffle them. All cogineers take three tiles randomly as their starting hand. Create the broken chromatic cogtraption to be repaired by flipping the remaining tiles colour side up into a randomised, rectangular tile board. The size of the broken cogtraption to create is based on the number of players, which is shown on the reverse side of the game gadget.

Size of the board by player count:

  • 2 players: 5x5
  • 3 players: 5x6
  • 4 players: 6x6
  • 5 players: 6x7
  • 6 players: 7x7

Place all cognition nuts next to the broken chromatic cogtraption, colour side up, in reach of all players.

Return any remaining parts to the box.

Each tile consists of two cog segments, which score separately to each other. Your visual IQ and strategy will become better the more you play. Try to keep all colours in your hand, especially your colour with the lowest cognition.

Aim

You are competing to gain the most cognition (game points) from repairing the chromatic cogtraption before the professor returns. You gain cognition by connecting cog segments on the broken device, fixing mechanisms for bonus cognition and using any bonus actions wisely.

You have to balance your repairs between all four colours as your final score is equal to your colour showing the lowest cognition from your repairs. The cogineer with the highest balanced repairs will be declared the winning genius.

Game Play

Swapping

During the active player's turn, they choose one tile from their hand (played tile), rotated in any way, and swap it with a tile in the broken chromatic cogtraption (replaced tile). The active player takes the replaced tile and adds it to their hand. Each tile consists of two cog segments that gain cognition separately during scoring.

Identical Cog Segments

When playing a tile, if a cog segment is identical (both colour and orientation) to the cog segment on the replaced tile, then that segment has not been modified and will not gain any cognition during scoring.

Examples:

  • Example 1 — red: will score; green: identical, will not score
  • Example 2 — blue: will score; green: will score
  • Example 3 — blue: identical, will not score; yellow: will score

Chains and Mechanisms

A chain consists of more than one cog segment of the same colour connected to each other. A mechanism is completed when a chain either connects back to itself or both ends of the chain connect to the outside edge of the broken cogtraption.

All mechanism cog segments are locked and can't be modified. The tiles may still be swapped but a locked cog segment must be replaced with an identical cog segment (colour and orientation) and therefore will not gain any cognition during scoring (see Identical Cog Segments).

Remember mechanisms must be made of more than one cog segment. Remember to keep your repairs of each colour in balance. Examine the board for good potential future moves.

Scoring

Each modified cog segment (see Identical Cog Segments) on the played tile scores the active player one cognition (cgn) in its colour for every connected segment of the same colour, including itself.

The active player moves their scoring token a number of spaces forward equal to the cognition scored in that colour. Any scoring token that passes the 20 cognition space is flipped to its 20+ side.

Scoring examples:

  • Example 4 — green: 10cgn (both segments score the 5cgn chain)
  • Example 5 — red: identical; blue: 3cgn + cognition nut
  • Example 6 — blue: identical; red: 5cgn + cognition nut
  • Example 7 — illegal, blue cog segment is locked

Bonus Cognition — Cognition Nuts

If the active player's played tile completes a mechanism, they are rewarded with a cognition nut of the matching colour (if still available). The cognition nut's colour may be kept secret by turning it face down. When the game ends, each cognition nut moves its matching colour scoring token two bonus cognition spaces forward.

Bonus Turns

If the active player moves any scoring token past the bonus lever on their score board (equal to the current number of players), they are immediately rewarded with a bonus turn, allowing them to swap another tile and score again.

Scoring example: yellow: +4cgn, blue: +3cgn (will award a bonus turn from the blue score if 5 or 6 players); new score: 8 cognition, old score: 6 cognition.

Once the active player completes their turn(s), the player to their left becomes the active player.

When the Watcher completes their turn, they indicate the round is over by rotating the game gadget gears to show one less round remaining. The Lead Cogineer begins the next round as the active player again.

Game Finish

The game ends when the Watcher completes their turn in the final round. They notice the professor returning and you all must hastily compete for recognition.

Cogineers reveal all cognition nuts they were awarded. They move their matching colour scoring token two cognition spaces forward for each cognition nut they have.

Each cogineer's final score is determined by their balanced repairs to all four colours, which equals their scoring token showing the lowest amount of cognition gained from their repairs. The cogineer with the highest balanced repairs is declared the winner. Resolve ties between players by progressively comparing their next lowest cognition.

Congratulate the winning genius for the best chromatic cogtraption repairs. It's time to quickly return to your intense cogitation and hope the professor doesn't notice.

Final score example for 2 players: Two final score boards are tied with a score of 10 cognition. To resolve the tie their next lowest cognitions are compared, which are 15 for the Lead Cogineer and 15 for the Watcher. This does not resolve the tie. Their next lowest cognitions are 15 for the Lead Cogineer and 17 for the Watcher. This resolves the tie and the Watcher is declared the winner on 10 cognition.

Keep track of what your opponents are swapping and collecting. Locking mechanisms and gaining bonuses isn't always the best move. Always plan for the next round, particularly in the second last round.

Example of Play (2 Players)

Swapping: The active player plays a blue/yellow tile from their hand, rotated, and swaps it into the broken chromatic cogtraption, taking the replaced tile (green/yellow) into their hand. Current score before scoring this turn: 6cgn.

The blue segment of the played tile was part of a locked mechanism, so it had to be replaced with an identical segment. The blue segment is identical to the replaced tile's segment, so it will not score any cognition.

Scoring: The blue segment scores 0cgn (identical). The yellow segment completes a mechanism and scores 7cgn, and the active player is awarded a yellow cognition nut for creating the yellow mechanism. No scoring tokens passed the 2-player bonus lever, so a bonus turn is not awarded. Current score after scoring: 11cgn.

The next player to their left becomes the active player.