Professional Documents
Culture Documents
Despite a war-torn land, elders from rival nations still convene to try and find
peace. The tool for that diplomacy? The elegant, and time-honored game of
Paiko. Outwitting another elder on the game board wins you the respect you
need to make your case for peace in the land. Can you out-fox your opponent
and win that coveted prize?
PLAYTESTING
This game does not head to print until early Summer 2016. If you’ve any
feedback on the rules or the rulebook, feel free to email that to
randall@catalystgamelabs.com. Note that if any of your suggestions are
used to improve the game, there is simply no room for your name in the rule-
book, nor is there other compensation in any form.
To Start Playing...
Who Gets White or Black
• Randomly determine who receives which color (or simply choose).
• Choose a homeground. Both homegrounds (Fishes/Flowers) are equivalent.
• White will start first with fewer tiles.
• Black will go second with more tiles.
Build Your Hand
Rules of Engagement
• Gather all 24 of your tiles into a pile, called your tile reserve. All tiles are always face up.
For 2 players. 20-45 minutes.
• White picks out 7 tiles into a starting hand. The Board Opponent’s
• Black picks out 9 tiles into a starting hand. homeground
• White then picks out 1 more tile for their hand.
Middle
White Starts Play ground Half squares are not used.
• White plays a turn followed by black, and players continue to alternate until one wins.
Black squares are not used.
The Goal
Air Fire Bow Sai To win, obtain 10 points
Cannot shift. Threatens itself and all tiles in Can shift 2 immediately
• 2 points for each of your tiles
Threatens like a its Threat. Thus it is captured upon being deployed, currently on your opponent’s
knight in chess. by 1 Threat, or 2 if in Cover. before capture phase. homeground.
You can’t deploy on its Threat.
• 1 point for each of your tiles
currently on middle ground.
• The game ends as a tie if each player has lost 13 or more tiles and has 5 or fewer points.
Shift a Tile
• Shift a tile already on the board.
• Hint: Get into already Threatened squares.
• Hint: Run away! You can shift up to 2 squares Cannot shift to or through Cannot shift to or Cannot shift the same tile
• Hint: Conserve your hand. (each non-diagonally) and rotate squares with enough Threat through other tiles 4 turns in a row. Water and
to face any non-diagonal direction. to capture your tile. or black squares. Sai’s special shifts count
toward this limit.
Captured
Cover
• A tile in Cover requires 3 Threat to
capture rather than 2.
• Cover does not allow you to deploy tiles. 3x
After your Action Phase and the Capture Phase, Your homeground Your tiles can also Unlike Threat, 3 Threat captures a tile
your opponent takes their turn. grants you cover. grant you Cover. Cover is no cumulative. in any amount of Cover.
(Lotus tile shown.) (Lotus tile shown.) (Cover and Threat not shown.)