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by H. Peter Aleff

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Game of the Goose
and Labyrinth

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  The game from the depths of time  

 

now mirrors the new millennium

 
 

Rules for QuantumTM:

Swirl your Quantum gameshaker board to stir up its steppers and stars, and it will give you a new gamestart, different each time from any other that you have played before or will encounter again. 
 

Quantum offers you more opening positions than all the beaches and all the deserts in all the world have sand grains - way more!  In fact, four players get any of 1066 different but all equally probable distributions of their pieces on the board.  That is about a thousand million times the number of all atoms in our entire solar system.
 
This virtual infinity of different starts  guarantees you that none of your opponents can prepare themselves with standardized strategies or textbook tactics and memorized moves, as many do in Chess.  In Quantum and in life, you improvise as the play unfolds : You build your road as you travel
.
 
The simple Quantumrules let you tame that immensity and map your road through it :

You pick your colors or color groups from among the 48 quanters on the gameshaker.  In three-player games, you remove one color, or else one of you plays two colors as two separate groups, their turns separated by those of the other two players. 
 
Shake the board until all quanters stand blank side up.  If you don't like their pattern, you can ask for up to three reshakes; your opponents either agree or switch colors with you. 
 
The first turn is yours  if you have less quanters in the center than any other player, or in case of a tie there, in the next ring(s) of cups around it.  At each of your turns, you move one of your quanters. You display captured opponents off the board, face up.
 
To move a blank, you can turn it over in its cup, or you can make it jump first over any adjacent opponent quanter with a free cup directly behind to land in, or to touch down in if you continue the jump. You capture each opponent as you jump over it, and at the end of the jump you turn your quanter face up.
 
The overturned blank is either one of 28 steppers that can step into any adjacent cup not occupied by a group mate, or else one of 20 stars that can do this step or continue it as a stride through any free cups in its direction. If your stepper or star arrives in an opponent's cup, it captures the quanter there.
 
Two special Quantummoves add balance and sudden reversals: 

1.)  If you are the first to turn over your last blank, you can convert it into the energy of an explosion-like disaster: place that quanter into any vacant cup except the center four, capture all adjacent quanters, and then remove it, too, from the board.  If you let this "first last" blank get captured instead, that game has no disaster.
 
2.)  If you reverse a quanter in a corner cup, you "transform" it : you switch it with one of your captured quanters of the opposite type, if available: a Stepper turns into a Star,and a Star into a Stepper.  If the captures contain no match, your transforming quanter keeps its own sign.  In either case, you place your transformed piece into any free cup, except the center four and the corners.
 
Your goal is to seize the center: occupy all four center cups if you can, or else assemble all your remaining quanters there, without an opponent in the center.

This is it.  You are ready to play and need not read further.  Expect about 20 to 30 minutes of fun and workout for both sides of your brain before you know your winner.  And enjoy your Quantumtime!

But if you are curious why we call Quantum the Game of Modern Life, and what this unique entertainment can do for you, then  read on about its mini-history, or buy a collector's edition Quantumgame at www.gamepuzzles.com/histfun.htm#QM

 

Quantwood2.gif (16679 bytes)
 

 

 

 

 

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