Gluons
Gluons Rulebook
Table of Contents
Table of Contents
Contents
- 6 quark tokens in green, red and blue, 2 of each colour.
- 4 activation tokens, numbered 1 through 4.
- 1 first player token.
- 48 gluon cards in four sets of 12 with matching card backs (1 set per player). Each card represents a different colour and anticolour value.
- This rulebook.
Game Setup
Two Players
Each player picks one 12-card set with matching card backs, shuffles it, and places it face down in front of them. Then they both draw the top 5 cards from their deck.
Create a nucleon in the middle of the table by placing 3 quark tokens (red, green, and blue) in the shape of an equilateral triangle. Each side of the triangle must be wide enough for 2 gluon cards. Each of these two spaces is an interaction area. Interaction areas consist of an emitting quark (adjacent to the area) and a receiving quark (non-adjacent to the area, but on that same side of the nucleon).
Place activation tokens 1 and 2 near the nucleon, facing up.
Three to Four Players
Each player picks one 12-card set with matching card backs, shuffles it, and places it face down in front of them. Then everyone draws the top 5 cards from their deck.
In 3 player games, place the remaining deck within everyone's reach. It will be used at the start of each planning phase.
Create 2 nucleons in the middle of the table following the steps explained in the two players section above. These nucleons are independent and must be distinctly apart from each other.
Place the following activation tokens near the nucleons, face up:
- 1, 2, and 3, for 3 player games.
- 1, 2, 3, and 4, for 4 player games.
How to Play
The goal is to accomplish as many successful experiments with your gluons as possible. The game is played over rounds, and each round consists of three phases in the following order:
- Planning Phase (A: Play a Gluon and B: Pass)
- Activation Phase
- Recharge Phase
Before the game starts, give the first player token to a player chosen at random.
1. Planning Phase
Place the activation tokens face up in a designated common area. The numbers should be visible.
In this phase, players take turns clockwise. During their turn, players can either play a gluon or pass. This phase ends when all players have passed.
For three player games only: At the beginning of this phase, starting with the first player, each player draws a card from the unclaimed set of gluon cards and places it face down in the interaction area of their choice; none of these cards will be flipped or activated in the Activation phase. Players cannot play gluon cards on these areas during this phase.
A. Play a Gluon
Each player must play a minimum of 1 gluon per phase, and up to 3 gluons. At least 1 of said gluons must be played face up.
To play a gluon, players choose 1 gluon card from their hand and place it (face up or face down) on one of the interaction areas that doesn't already hold a gluon.
Gluons have colour and anticolour values, represented by an arrow (colour to anticolour). At this point, when playing a gluon, its colour and anticolour do not need to match the colour of the emitting and receiving quarks in the interaction area where the gluon is played. During the activation phase, the quark's position might change (see Activation Phase).
Face down gluons cannot be checked by any player.
B. Pass
Players can pass by taking the available activation token with the lowest number. Tokens are only available when they are face up (it doesn't matter if they are in the common area or in another player's possession). If a player takes your activation token, you must immediately take the available token with the next lowest number. Each player may hold only one activation token at a given time.
Once a player passes, they cannot take any more turns during this phase.
Each time it's the first player's turn (except their first turn), players in possession of a face up activation token must flip it over. Hence, those tokens are no longer available during this phase.
Example: 3 player game. Joana is the first player and passed on her second turn (she can do so because she played a face up gluon during her first turn). She's the first player to pass, so she takes the activation token labelled 1. Enric and Linus take their turns next. They play a gluon each, so they do not take any activation tokens. Then it would have been Joana's turn, so she flips over her activation token. She passed, so she cannot take any more turns. Then it's Enric's turn. He decides to pass and takes activation token labelled 2. Enric cannot take activation token labelled 1 because it's face down. Linus is next. He decides to pass too. Linus takes Enric's activation token labelled 2, since it's the lowest number available. Enric immediately takes the activation token labelled 3, as it is the available token with the next lowest number.
2. Activation Phase
Flip the activation tokens over so their numbers are visible. The player with the lowest number takes their turn first, followed by the other players, in ascending order. Once all players have completed their turns, repeat the process until there are no more gluons to activate (see below).
During their turn, the active player activates one of their gluons. If they do not have any gluons left to activate, simply move on to the next player. To activate a gluon, follow these steps:
- Choose 1 of your gluons in an interaction area (you can only choose 1 gluon, even if there are 2 nucleons).
- If the chosen gluon is face down, flip it over.
- Activate the effects according to the type of interaction:
- Valid interaction
- Invalid interaction
Valid Interaction
When both colours of your gluon match the respective emitting and receiving quark.
Effects:
- A. Take that gluon and keep it near you face up. It is worth 1 point at the end of the game.
- B. Swap the quark tokens on that side of the nucleon.
Invalid Interaction
When any of the colours of your gluon do not match the respective emitting and/or receiving quark.
Effects:
- A. Discard that gluon face down.
- B. Leave the quark tokens in their current position.
3. Recharge Phase
The first player token moves clockwise to the next player.
Each player draws up to 2 gluons from their deck, without exceeding the 5 card hand limit.
If all players have cards left in their deck, play another round, starting with the Planning phase. If one or more players have no cards left in their deck, play one final round (skipping the recharge phase) and move on to scoring.
Scoring
Each participant counts the gluon cards they have kept face up during the game (each from a valid interaction). These cards represent successful experiments and are each worth 1 point. Whoever has the most points wins the game.
In the event of a tie, the tied player whose deck is depleted wins. If a tie persists, the tied player with the most gluon cards in hand wins. If still tied, the tied player closest clockwise to the player with the first player token wins.
Other Game Modes
All game modes can be combined, and each indicates which new rule to follow.
Face Up Gluons
This game mode is recommended for younger players, for players that struggle with the memorisation aspect of the game, or simply as a way to practice and acquaint yourself with the rules.
Follow the standard rules, except:
All gluons must be played face up.
Gluon Reemission
This game mode is recommended for players who are familiar with the base game and would like to add some complexity.
Follow the standard rules, except:
When activating a gluon during the activation phase, if the gluon's colour matches its emitting quark, the player may discard a gluon from their hand as long as its colour matches the anticolour of the gluon that's being activated, and its anticolour matches its receiving quark.
If so, the interaction is valid (then, apply the standard rules).
Glossary
Nucleon: Each of the particles that constitute an atomic nucleus. There are two types of nucleons: protons (p+) and neutrons (n0). Nucleons consist of three quarks.
Quark: Elementary particle and a constituent of nucleons and other particles. All quarks have an electric charge and a colour charge.
Colour: A physical property of quarks and gluons. Their values may be red, green or blue. These colour charges are represented by their initials (R, G, B). They are unrelated to the colours of visible light, but they make it easier to understand how they interact.
Gluon: Elementary particle that participates in strong nuclear interactions and is subject to both a colour and an anticolour charge. They mediate with quarks, exchanging colour charges and confining them within nucleons and other composite particles. They are also indirectly responsible for keeping neutrons and protons together inside an atomic nucleus.
Gameplay Reminder
Goal of the game: Achieve the highest number of valid interactions.
1. Planning Phase: Play clockwise, whoever has the first player token starts.
- A. Play a Gluon: Place a gluon in an interaction space without a gluon.
- Remember: Play at least 1 gluon face up. You will be able to play 1 to 3 gluons.
- B. Pass: Take the activation token with the lowest visible number available, either from the pool or from another player.
- Remember: Do not take any more turns. On the first player's next turn, flip over your resolution order token.
2. Activation Phase: Check an interaction, in activation token order, by activating one of your gluons.
- Valid interaction: When both colours in your gluon match the respective emitting and receiving quarks. Take the gluon. Swap the quark tokens on that side of the nucleon.
- Invalid interaction: When at least one colour of your gluon does not match the respective emitting and/or receiving quarks. Discard the gluon. Do not swap the quark tokens.
3. Recharge Phase: Pass the first player token clockwise, draw up to 2 gluons from your deck (maximum 5 in hand).
Scoring: When one deck runs out, play one last round (skip recharge phase). Then count the valid interactions of each player, the player with the most points wins.