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Contiguity Deluxe, A Stonehenge Abstract Strategy Game by Rich Hutnik

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2 players. Contiguity Deluxe is an advanced version of the original Contiguity. It is for two players, that has players attempting to connect their pieces into one orthogonally connected group or surround an opponent's druid piece.

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Contiguity Deluxe, A Stonehenge Abstract Strategy Game by Rich Hutnik

Contiguity Deluxe is inspired by the original Contiguity, but adds other elements to make for a deeper game. In this game, druid pieces and a variable set up are added. This was added as an additional game, instead of a replacement for Contiguity due to the compact nature of the rules to Contiguity.

Game Rules

Number of players: 2

Object of the game: The object of the game is to win the game by one of two ways. One way to win is by connecting all the pieces into one orthogonally connected contiguous group of pieces (all the pieces are connected to each other vertically and/or horizontally next to each other). The other way to win is by totally surrounding an opponent's druid.

Getting Started

Equipment: Game board (all spaces 1-30. Each number space of outer ring is divided up into four spaces)
6 red disks(pawns), 6 white disks(pawns)
1 red figure, 1 white figure (druids)

Setup: The setup phase of the game is an important part of the game. How well a player sets up their pieces, can make or break the rest of their game.

White goes first. Randomly pick who will play white.

White player puts one of his paws on any space on the board. Players then alternate putting one of their pieces on the board in an empty space. A pawn must be placed vertically or horizontally next to an opponent's piece, but not in a space that is vertically or horizontally adjacent to one of their own pieces. A player may move one of their pawns vertically or horizontally adjacent to one of their own pieces later in the game.

After both players have placed all six of their pawns, starting with the white player, they put their druid on the board. A druid is placed vertically or horizontally adjacent to at least one pawn of either player (variants may restrict where piece is placed to prevent immediate loss by a player).

Only one piece is allowed on each space. The day-night spaces, as part of a number, are considered one space in this game.

Playing the Game

Each player alternates turns moving one of their pieces until one player wins.

Pawns have two types of moves, a slide or a jump:
A slide move consist of moving a pawn vertically (towards the inside of the outer track or towards the outside) or horizontally (to a space of a larger or smaller number) an unlimited number of spaces until it lands on a desired empty space. A pawn may slide through multiple empty spaces but NOT an occupied space. A pawn also may not land on the same space it started its turn on.

A jump move consists of a pawn jumping over a single piece of either player, vertically or horizontally and landing on an empty space. A pawn may not jump over more than one piece.

A druid piece moves exactly like a pawn, with one restriction. In order to move it must be vertically or horizontally adjacent to one of its own pawn. A druid may move to a space that is not vertically or horizontally adjacent to one of its own pawn. The being adjacent restriction only applies at the start of the movement of a druid. Once starting a move, a druid may slide multiple spaces, each of which does not need to be adjacent to that player's pawn.

VARIANTS (Go to ENDING THE GAME for how to win)

Variant: Surround relocate. See rules below in ENDING THE GAME section for how to surround the Druid piece for a win. In this variant, if a player surrounds any pawn of their opponent in a similar manner, they relocate the pawn to any empty space on the board. This variant is HIGHLY recommended to speed up the game.
Variant: Druidless. Play as if no druids are in game. Any rules relating to the druid piece are not used.

Variant: Isolation. If a player, at the start of their turn, has their druid piece not vertically or horizontally adjacent to a piece of either player, that player loses the game.

Variant: Friendly surround. If a player has their druid surrounded on all 4 sides, vertically and horizontally, by their own pawns, they win the game.

Variant: Smaller win configuration. A player only needs a druid and 5 points (rather than 6 pawns) to win the game.

Variant: Victory space. Mark each space on the board where the each druid started with a bar matching the color of the druid. If a player moves their druid on the space where an opponent's druid started, that player wins the game.

Variant: Limited number of turns. Players agree to play to a set number of turns. After these turns are over, the player who has the largest number of pieces in a orthogonally connected contiguous group of pieces that contains his druid wins the game. If a tie, then keep playing until one player has a group that contains one more piece than their opponent and their druid piece.

Variant: Win in so many turns and then flip sides. Players play two rounds, each player going first at least once. If player who lost first game doesn't win game in at least many turns as their opponent did second round, they lose the game. If players tie, then use the bid for turn order variant below as a tie breaker.

Variant: Bid for turn order. Players alternate turns bidding less each turn for how many turns they can win the game in. Player who bids the least then declares whether or not they will go first or second. The object of their opponent is to stop them from winning within that many turns.

Ending the Game

There are two ways to win, connecting and surrounding. See below for details and configurations for each of these ways to win.

For connecting:
The first player to connect all of his pieces into one orthogonally connected contiguous group of pieces (all the pieces are connected to each other vertically and/or horizontally next to each other) wins the game.

Key to all diagrams:
O = Pawn of a player
+ = Druid of a player.
X = Enemy Druid.
# = Empty space.
- = Board edge.

Connection winning configurations:
OOOOOO+

OO
O
O+
OO

OOO
OOO+

Examples of configurations that don't win:
OOO#OOO+ (Player has two groups)

OOO
###OOO+ (Pieces not connected orthogonally)

For surrounding:
A player has one of their pieces and/or the edge of the board next to every space vertically and horizontally adjacent to an opponent's druid. If this happens, the player wins the game.

Examples of winning configurations:
-----
OXO
#O#

#O#
OXO
----

#O#
OXO
#O#


Rich Hutnik is a regular on Board Game Geek, contributing far too many Geeklists to that website. He has also created multiple games for Stonehenge.

This rule set is for use with Stonehenge: An Anthology Board Game™ from Paizo. Stonehenge may be purchased at paizo.com or at your favorite local game store. © 2014 Paizo Inc. Titanic Games, its logo, and Anthology Board Game are trademarks of Paizo Inc. in the U.S.A. and other countries. All rights reserved. This contribution was made under the Anthology Board Game Library Agreement, whose conditions apply to the material in this document. For more free Stonehenge rule sets, visit the Stonehenge Library at paizo.com/stonehengelibrary.

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