Stonehenge Spell Casting Game, A Stonehenge Abstract Strategy Game by Benjmain Parker
This game obviously has a very loose theme, and doesn't explain much about stonehenge or its purpose. It does however, have interlocking mechanics and a viable goal (casting a spell).
The primary mechanic of the neutral-colored energy disks (see below), I tried for another game (not stonehenge-based). Unfortunately, it didn't fit, and I had to bide my time to use what I thought was a pretty nifty idea. So, it is now incorporated into a stonehenge game. Enjoy!
Number of players: 3–4
Object of the game: Have enough control of player-colored disks on the outer rings of the board to draw them into the inner ring. First to 4 disks of his or her color (out of 7) on the inner ring wins...
Equipment: Each player is a color. Choose a color to be neutral. Players need: The board, 10 disks per player (separate into 7 and 3), a figure for each player, 6 bars of a neutral color (separate into 3 and 3), 9 disks of the neutral color, the figure of the neutral color, the gray figure, and the deck (without trilithon cards).
Setup: Special Nominations:
Each players' disks are called spell components
The neutral color's disks are called energy disks
There are four rings, going from the outside to the inside:
The Outer Ring - the ring that has black and white spaces on the outer-most part of the board
The Colored Ring - the ring that has the 6 colors (blue, red, yellow, green, white, and black)
The Middle Ring - The ring with the numbered spaces
The Inner Ring - The ring with 60 spaces and day/night differentiation
- Shuffle the deck. Each player flips over 7 random cards from the deck and places 7 spell components (disks) on the outer track (black and white track) according to the cards drawn. If a player takes a number already taken, the component that was already there goes one space farther on the track (up 1 number, or back to 1, if on 30).
- Each player then flips over another random card and places his or her druid piece on the indicated spot on the inner track (day or night according to the card). A card is flipped over likewise for the neutral-colored figure and the gray figure. The deck can be put back in the box.
- Take 3 of the neutral color’s bars and place them between the 30-1, 10-11, and 20-21 spots in the middle track. These are dividers that separate the tracks into 3 equal sections of 20 spaces. Place the remaining 3 neutral bars in the middle of the board, corresponding to the 3 sections. Have it so the broad sides face the center of the corresponding section.
- The 3 bars create power conversion cups, 1 on the inside and 1 on the outside of each bar, for a total of 6 different cups or 2 per 3rd of the board. Cups are fairly abstract obviously. On each inside conversion cup, place 2 neutral disks and on each outside cup, place 1. That is to say, each "inside conversion space" will have 2 neutral disks that correspond to the one of the 3 sections and each "outside conversion cup" will have 1 that corresponds to one of the 3 sections.
Playing the Game
During a player’s turn, he has 1 of 3 actions that he can take:
- Move as many neutral disks from a single inside cup. Take the disks into your hand. You will replace them after taking an action or two. For each disk taken in hand, you may move a component in the corresponding section to the left or right 1 space. You may move any component even if it is not your color. You may use multiple energy disks to affect a single component or spread them out as you wish. You may move the component into a new section, but cannot continue to affect it this turn (since it is in a different section, and disks from a certain cup only affect the corresponding section).
If you a place component onto a spot that is occupied, the component on the spot is moved either left, right, in, or out 1 space as per your choice (no more out than the outer track, no more in than the inner track. Again, it is possible to push a component to another section). It is possible that moving the component pushes it into another occupied space, in which case, repeat the above process until there is no conflict.
After using all disks in a cup that you want, take the disks that are in the hand and place them into different cups that the one they originated from. You may place the disks into inside OR outside cups, and you can split them up as you choose (all in one cup or split into multiple cups, etc.). This is supposed to represent energy conversion, which is necessary for casting a spell
- Move as many outside energy disks as you want (regardless of the section they are in). Likewise, take them into hand first, and after taking an action per disk, replace them in different cups than the one(s) from which they originated.
For each disk moved, you may move your figure, the neutral figure, or the gray figure 1, 5, or 20 spaces in either direction as long the figure is in the section the disk was in. You may use multiple disks on a single figure (i.e., move a figure 20 spaces using a disk in one cup, and then another 2 spaces using 2 disks from a different cup. If you move the figure onto a space occupied by another figure, both figures simply occupy the same spot (nothing special).
That’s movement, but you can also move components using the outer cups. If yours, the neutral’s, or the grey figure is on the inner track on the same space as a component, you may use an energy disk from an outside cup to pull the component in 1 space, or push it out 1 space. If you push/pull a disk into another, the disk is displaced as described above. If a disk is pulled down to the inner track, it gets pulled to the space the figure is on
- Take any 2 neutral disks and put them into your hand. You may take these 2 from the same or different cups. Just before your next turn, place them in any cup or cups of your choice.
For recap, the 3 actions are: a) take as many energy disks from a single inside cup, b) take as many energy disks as you want from outside cups, or c) take 2 disks off the board for a turn.
As a special bonus, if a component of your color gets to the inner track, you may place one of your 3 extra disks on any cup of your choice. This counts as a disk that only you may use. When you use it, move it as any other disk in a cup. Also, once a component is on the inner track, it cannot be moved and no other component may move to that spot. Figures may ignore it for the sake of movement, and just move on top of it or through it.
Ending the Game
When a player has gotten 4 of the 7 components into the inner track, he casts the spell, and thus wins. For a shorter game, play to 3 of the 7 components.
Benjamin Parker is an amateur game designer, linguist/language enthusiast, and origami artist. With each game he creates, it becomes a little more balanced/fun than the previous one. Contact information:
Email - email@example.com
Site - http://flickr.com/photos/brdparker/
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