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        OCTILES®
Stock #76020
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Price $29.99

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Product Overview
Awards and Reviews
Educational
Official Rules
Rules Variations
Frequently Asked Questions
Detailed Information
RULES VARIATIONS
 
Team Play
  If you have four players, you can play as partners rather than as individuals. Two players team up to play against the other two. Have the teammates sit across from each other. Players take their turns individually, placing the switch tile and moving a runner of their own color as in the regular game. The first team to get both sets of their runners across to the finish, wins the game! Teammates can freely discuss how to play each other’s moves in order to benefit both teammates.

Solitaires
Here are some suggestions for ways that you can enjoy Octiles when no opponent is available.
Connection Solitaire
  Place as many runners of as many colors as you like on stops and circles anywhere on the board. Try making paths to connect all the runners of each color together, without connecting runners of different colors.
Sequence Solitaire
  Number the stop squares from 1 to 16 in any order. [see diagram] Try to connect the squares in numerical order. Place as many tiles as you can without making out-of-sequence connections. For experts, try to avoid double connections as much as possible. That is, try to have only one path connect successive squares.
Pattern Solitaire
  Create your own point values for special shapes, loops, routes, or groups of paths. You can also assign points for attributes such as degree or type of symmetry, number of identical copies, path lengths, etc. Keep a record of your best scores and of the patterns that you make.

OCTILES PUZZLES
  • How many times can the same path cross the same tile?
  • How long is the longest possible path?
  • Can every path have mirror symmetry?

TEAM UP
The OCTILES STRATEGY game
 
Number of Players: 2 - 4
Age: 12 and up
Duration: 30 – 120+ minutes
  "Team Up" is an alternative game for players already familiar with the basic Octiles game. The goal of Team Up is to connect all your runners with uninterrupted paths.
  To determine if your runners are connected, start at one runner and see if you can trace a continuous path to each of your other runners without passing an empty stop square, an opponent's runner, or a space without a tile.
  As in the basic game, don't worry about path crossings on a tile. Crossing paths continue over and under each other and are not interruptions.
  The minimum set of paths needed to connect your 5 runners will form one of three primary shapes: a chain, a star, or a "Y" configuration. [see diagram] Additional connections are allowed. For example, you may have a star pattern where two or more of your runners at end points are connected to each other as well as connected to the runner in the center of the star.
Setup
  Put the 5 runners of your color on every fourth starting circle around the board, as shown by the black dots in the diagram. [see diagram] Ignore the color of the starting circles, as they are not relevant in this game. For a faster game, everyone may use four runners instead of five.
  Place the tiles face up in a pool around the outside of the board.
  Choose who goes first.
Game Play
  On your turn, select a tile from the pool. Place the tile either directly into an empty space on the board or exchange it for a tile already played. To finish your turn, move one of your runners along a path to an empty stop square, or to an empty circle at the edge of the board. As in the basic game, the path must be continuous, and the runner must stop at the first resting place (stop square or circle) it reaches. The runner is allowed to follow a path that loops back to the same location where it began the turn.
  However, unlike the basic game, you do not need to move your runner across the tile that you just placed. You may move any one of your runners to complete your turn. Also, runners can move to or from any circle at the edge of the board. Apart from these exceptions, the movement of runners is the same as in the basic Octiles game.
  After your move, check which paths connect pairs of your runners. These paths belong to you and can't be altered by an opponent. Only you are allowed to change their shape.
  If you are going to exchange the new tile for one already in play, first place the new tile directly over the one already on the board. Let everyone check that the new tile does not change any paths that already connect their runners. When all the players agree that you are not changing the paths that belong to them, remove the tile from underneath and return it to the tile pool.
  When other players want to replace a tile containing one of your paths, make sure they do not change the shape of your path. Other players may change the shape of one of their own paths, and can change whether one of your paths goes over or under other paths, but they cannot change the fundamental shape of any of your established connecting paths. The switch tile's path(s) must match other player's path(s) on the tile to be removed.
  If you cannot find a move when it's your turn, the other players may decide how you must move. If everyone agrees that you don't have a permissible move, or no one wants to find a move for you, then your whole turn is skipped and you may not place a tile.
  You cannot take a partial turn unless you can win immediately by just placing a tile, or you have a win when your turn begins. These are the only cases in which you don't have to move a runner.
Winning the Game
  You win if all your runners are connected with paths during your turn. You don't have to take a complete turn if you reach a winning position. Placing a tile may be all you need to do to achieve a win. It's even possible that a tile played by one of your opponents results in all your runners being connected, and you can declare a win at the beginning of your turn without even placing a tile.
Exceptional Situations
  Failure to recognize the end of the game: Occasionally you might not realize that you have a winning position during your turn. In a friendly game, other players may be good sports in this situation and point out your win. If you notice that your runners are all connected during another player's turn, you must wait until it's your turn to claim your win.
  Impasse: If everyone passes because no one can find a legal move, the players should recheck the board and pool tile(s) carefully for a playable move. Though it's possible, such an impasse is rare. If it does happen, the last player to make a valid move is the winner.
  Resignation of a player: If a player resigns, perhaps after allowing a runner to be trapped on a starting circle, the other players may decide to continue the game. If so, they should leave the resigned player's runners on the board and honor all the connected paths as if that player was still in the game.
Scoring Variation
  Joint winners. Sometimes at the end of the game, players other than the one who made the final move may also have all their runners connected. If everyone agrees before starting the game, a friendly method of scoring in this situation is to declare everyone who has connected all their runners to be joint winners.

Octiles Puzzle Challenges
Introduction
  These activities are presented as challenges because there is no single correct solution. You can try them by yourself, or in cooperation with others. You can continually try to improve your scores, or modify your goals to make the challenges easier or harder.
  As you play with the Octiles set, you will find great pleasure in the wonderful and varied patterns that flow across the tiles as they are placed together.
  In each of the following puzzles, you will arrange 17 of the 18 tiles on the board in an effort to satisfy the conditions, or to achieve as high a score as possible. The leftover tile can be any one you wish. Combine any of these puzzles with your own ideas to make new challenges. Sometimes a slight modification in the conditions can allow very different results.
Terminology
  There are four basic types of path segments on the tiles. In puzzles where points are involved, the following point values are assigned to each type of segment: [see diagram]

    Arc = 3 Points
    Bend = 4 Points
    Curve = 5 Points
    Diameter = 6 Points
  The following terms are used to describe paths in the puzzles:
  • Segments. There are 4 on each tile.
• Loops connect only to themselves.
• Paths go directly between stop squares and/or circles.
• Routes are a series of paths connected at the stop square.
• Circuits are routes that return to the same location.
• Length can be calculated in one of four ways:
  1) Count tiles (each only once.)
  2) Count all path segments.
  3) Count the squares in a route.
  4) Count points for each segment.
The Challenges
1. Choose any two runner positions on the board and find the shortest path between them. (How many different position pairs are there?)
2. How long a path or loop can you make?
3. How many loops can you make at the same time?
4. Find a loop that crosses every tile exactly once. It may include some of the path segments printed on the board.
5. How many of the board segments can you include in a path that crosses every tile? In the example shown, the path crosses some tiles more than once. [see diagram]
6. Make a path directly between two circles. What is the longest such path you can find?
7. Make 10 paths as in Challenge #6 at the same time. Try this combined with other challenges. [see diagram]
8. Connect all adjacent circles (in 10 pairs).
9. Connect circles on opposite sides of the board. Four pairs may be the maximum. [see diagram] Try different pairs.
10. Connect circles in similar positions. That is, connect the rightmost circle of one group with the rightmost circle of a different group, the center circle of one group with the center circle of another group, etc. [see diagram]
11. Across how many tiles can you make a path or loop travel twice? Three times?
12. In how many places can you make a path or loop cross itself?
13. How many self-crossing paths or loops can you make? How about paths that cross a tile twice, but aren't self-crossing?
14. How many times can you make a pair of paths or loops cross each other? Or share tiles instead of crossing each other?
15. How many routes between circles can you make at the same time that include the same number of stop squares? (Try progressively, for 1, 2, 3 …)
16. How many paths can you make between locations that are opposite each other? (Consider both circles and stop squares.) How many paths between locations that are a quarter-turn of the board away?
17. Make a group of paths that connect a single stop square to a circle of each color. How many independent groups like this can you make at the same time?
18. Make a group of paths with exactly two stop squares so that the squares connect to each other, to one circle of each color, and to nothing else. The diagram shows the three possibilities: "A" includes one corner square (with two paths), "B" uses two edge squares (3 paths each), and both squares in "C" are surrounded by tiles. [see diagram]
  How many of these can you make at the same time? Can you make one of each type at the same time?
19. How many paths can you make at the same time so that each path contains only one kind of segment (Arcs, Bends, Curves, or Diameters)? Don't consider the segments printed on the board for this puzzle. A solution is shown in the diagram. See if you can improve it by twisting a tile. [see diagram]
20. How many paths can you make that have rotational symmetry (that is, can be mentally turned around to match themselves)? How few other paths can you leave?
21. How many different shapes of paths or loops can you make at the same time?
22. How many identical paths, loops, or routes can you make?
23. What is the longest pair of identical paths, loops, or routes that you can make? The example shown is for one-stop circuits, and a longer pair is possible. [see diagram]
24. How many paths can you make that exactly match another path located a quarter- or half-turn of the board away? [see diagram] For this challenge, it helps to first find all the groups of 4 tiles that can be arranged to meet the condition by themselves:


A tile group with 90 degree twist symmetry.
 
For the following challenges, try to make the whole board satisfy the condition. When you succeed, try these in combination with the previous puzzles.
25. Every path has an identical path like those in #24.
26. Every path has mirror symmetry. [see diagram]
27. No path connects one square to another that is only a tile edge-length away. [see diagram]
28. No path connects a pair of stop squares on opposite sides of the same tile. [see diagram]
29. Every circle and stop square can be visited from any other circle and stop square, through a series of routes like a subway system.
30. Create your own puzzle! If you feel particularly inspired by your puzzle and solution, please send it to us for our archives.