Polygonarc is played by 2, 3 or 4 players. Each has a pawn of one colour and a single thing to do: paint the board in that colour.
The board is made of square tiles of 7 × 7 round squares. You assemble 2 (7 × 14) or 4 (14 × 14) depending on the number of players — the board is not a setting, it follows.
A square under your pawn becomes yours. Everything else in the game — the die, the cards, the towers, the knockouts — exists only to help you take them faster than the others, or to slow you down.
Winning on zones: reach the target number of squares in your colour.
Winning on knockouts: send an enemy pawn back to its start 5 times.
Two paths, one game Both paths are open at the same time and the first one reached wins. A player chasing squares and a player hunting pawns can therefore win the same game by opposite routes.
Setting up
1. The board. Assemble the number of tiles matching the number of players.
Players
Tiles
Board
Squares
2
2
7 × 14
98
3 and 4
4
14 × 14
196
2. The colours. Each player takes a pawn and 2 protection towers. The available colours are red, blue, green and yellow.
3. The starts. Each pawn goes on its starting square, in the middle of an edge of the board. The starts are not chosen: they follow from one another by rotation, so nobody is better placed than their neighbour.
4. The deck. Shuffle the 102 cards face down beside the board. No hand, no reserve: you only touch the deck when the die says so.
5. The first player is whoever placed their pawn first — or anybody: the first turn favours nobody, since everything starts with a die roll.
Starting squares are never taken Not by a card, not by a pawn, not by an encirclement. They stay with their owner all game long: that is what guarantees a knocked-out player always has somewhere to come back to.
A turn
A turn is one die roll. Nothing else is decided beforehand.
The die
What happens
1
Odd: you draw a card.
2
Even: you move 1 step.
3
Odd: you draw a card.
4
Even: you move 2 steps.
5
Odd: you draw a card.
6
Even: you move 3 steps.
Even, you move. You go 1, 2 or 3 squares depending on the die, one square at a time, in whatever direction you like — including changing direction along the way. Every square crossed becomes yours.
Odd, you draw. The card applies immediately, whether it suits you or not. There is no hand: nothing is kept for later, nobody picks their moment.
Why there is no hand Keeping cards means waiting for the right moment, which means waiting. At the table as online, it stretched turns out and rewarded whoever calculated longest. A drawn card acts: turns stay short and the surprise stays whole.
Stuck? If no move is possible — edges, dead squares, enemy towers — the turn passes to the next player. It is not a penalty, just a dead end.
Taking squares
The square under your pawn is always your colour. No exception: after a move, after a teleport, after a return to the start. If it belonged to somebody, it changes sides.
Encircling. When blank squares end up completely surrounded by yours, they all become yours at once. The board edge does not close an encirclement: you really have to go all the way round.
Obstacles. A card that captures in a line stops at the first obstacle and does not skip it. Obstacles are: the board edge, a dead (black) square, an enemy tower, a starting square, an enemy pawn. A square already yours is crossed.
Dead squares. A black square is out of play for everyone: nobody stands on it, nobody crosses it, it counts for nobody.
Pawns and knockouts
Landing on an enemy pawn’s square sends it back to its starting square and scores you one knockout. The squares it had taken stay theirs: you hunt the pawn, not the territory.
5 knockouts and the game is won, whatever the number of squares. That is the second path to victory, and it is real: an aggressive player can win while last on zones.
Protection towers
Each player has 2, planted by the card that gives them. A tower covers a block of 4 squares (2 × 2), free or already yours. Opponents can neither enter them, nor take them, nor cross them.
The fallback, the rule that is not written on the card If no block of 4 squares can be planted — board too full, edge, enemy squares — the tower goes on 2 neighbouring squares only. The game never offers it while a block exists, and a 2-square tower protects exactly like a 4-square one.
A destroyed tower leaves its squares in the colour of the player who planted it: you demolish the protection, not the territory.
The cards
The deck holds 102 cards, split into 45 different cards: 30 bonuses (blue) and 15 penalties (red).
Blue or red, the card acts right away. A bonus helps you, a penalty hurts you, and neither is kept. Some ask you to aim at a square: you choose, and the effect fires.
Not every card comes in the same number. 22 cards exist in only 1 copy in the whole deck: « Tide », « Backfill », « Foreshore », « Quicklime », « Tunnel », « About-face », « Keep » and « Requisition »…. A whole game can go by without seeing a single one.
When the deck is empty, the discard pile is reshuffled and play goes on. Nothing is lost, everything comes back.
Giving up aiming loses the card. That is the price of instant activation: the card has been played, it goes back nowhere.
The points that catch people out
These rules do not fit on a card. They are here, and nowhere else.
The shield (Counter-order) stays next to your name and cancels the next card played against you: a forced move of your pawn, a demolition of your tower, a dead square right next to you, a hijacked bonus. It protects from nothing else, and it vanishes the moment it has served. One at a time: drawing a second while you already have one sends the card to the discard pile.
“Make it two!” waits for your next even roll to double your steps. An odd roll does not waste it: it waits.
Momentum adds steps and stacks with “Make it two!”. It is the only combination that adds up.
Anchor only costs the victim their turn if they roll even: on an odd roll they draw as usual and the anchor dissolves.
Reversal hijacks the next bonus an opponent draws — never a penalty, and never another Reversal. If several players laid one down, the oldest is served. A shield pushes the theft back.
Passage crosses one dead square, which comes back to life and becomes yours. It crosses neither edges nor towers.
An effect laid in front of you never stacks with itself. The second identical card goes to the discard pile. True of the shield as of the doubling.
Winning
On zones: the first to reach the target number of squares in their colour wins immediately.
Board
Players
Target
Squares on the board
7 × 14
2
56 zones
98
14 × 14
3
56 zones
196
14 × 14
4
56 zones
196
On knockouts: 5 enemy pawns sent back to their starts, and it is over.
The timer. Online, each turn lasts 30 seconds. When time runs out, the game plays the simplest action for you: roll, draw, apply the card, give up aiming. Nobody is held up by somebody who walks away.
A game in 10 steps
10 moments from a real two-player game that lasted 110 rounds. They are ordered by what they show, not by when they happened: the round number is given on each one.
1
Taking positionround 1 Each pawn starts in the middle of an edge, on its starting square (the ring). The thick lines show the 7 × 7 tiles: 2 tiles here, so 2 players.
2
Even: you moveround 1 The die shows 4, so two steps. Every square crossed changes colour, one by one.
3
Odd: you drawround 2 Odd die: “Undermining” is drawn. It applies at once, with no way to keep it.
4
A card that captures in a lineround 10 “Breadth” takes the squares around the pawn, in each direction, up to the first obstacle. Enemy squares are taken too.
5
A protection towerround 8 A tower goes on 4 squares (the hatched rectangle): opponents can no longer enter them or take them.
6
A dead squareround 77 The black square is dead for the rest of the game: nobody stands on it, crosses it or counts it. It is a square taken out of play.
7
An encirclementround 21 Blank squares completely surrounded fall all at once — 1 here. The board edge does not close an encirclement: you really have to go round it.
8
A knockoutround 72 A pawn landed on an enemy pawn: the loser starts again from its starting square, and the winner scores a knockout. The loser’s squares, though, stay theirs.
9
The gap widensround 54 Halfway through, the territories take shape: Rouge 14, Bleu 40. You can see who took the centre.
10
The winround 110 Bleu wins on zones: 56 squares and 2 knockouts, on round 110.
Every card
45 different cards, 102 copies in the deck. Blue = bonus, red = penalty. Both apply the moment they are drawn.
The 30 bonuses
Catapult · 4 copies Kill any free square of your choice (not a protected one). It turns black for the rest of the game.
Breadth · 4 copies Take the whole row left and right of your pawn, up to the first obstacle: board edge, dead square, enemy tower, starting square or enemy pawn.
Length · 4 copies Take the whole column above and below your pawn, up to the first obstacle: board edge, dead square, enemy tower, starting square or enemy pawn.
Protection tower · 4 copies Plant a tower on a block of 4 squares (2 × 2), free or already yours. Opponents can neither enter them nor take them.
Make it two! · 4 copies Lay it in front of you: it stays in play until your next EVEN roll, which will count double.
Moving day · 4 copies Move one of your towers to another block of 4 squares. You may decline.
Move an opponent · 4 copies Move an opponent's pawn to a free square: it becomes theirs.
Demolition · 4 copies Destroy any enemy protection tower. Its squares keep the colour of the player who planted it.
Counter-order · 4 copies A shield appears next to your name. The next card played against you — your pawn, your tower, or a Catapult next to you — has no effect. One shield at a time: if you already have one, the card is discarded.
Diagonal · 4 copies Take all 4 diagonals from your pawn, each up to the first obstacle: board edge, dead square, enemy tower, starting square or enemy pawn.
Awakening · 2 copies Bring up to 4 dead (black) squares of your choice back to life. They become playable for everyone again.
Tide · 1 copies Pick a square, then a neighbouring one to set the direction: every blank square along that row (or column) becomes yours.
Momentum · 2 copies Your next move counts one extra step. It stacks with “Make it two!”.
Anchor · 2 copies Pick an opponent's pawn: on their next turn it cannot move. On an even roll they lose the move; on an odd roll they draw as usual.
Passage · 2 copies On your next move your pawn may enter ONE dead (black) square: it comes back to life and becomes yours. It crosses neither edges nor protection towers.
Reversal · 2 copies The next bonus an opponent draws is YOURS: its effect applies in your favour and they get nothing. A Counter-order protects them.
Backfill · 1 copies Take the squares touching your pawn in all eight directions. A small catch, but a dense one — enough to close a hole.
Foreshore · 1 copies Every blank square touching your territory becomes yours. The more border you have, the more you gain.
Quicklime · 1 copies Three enemy squares of your choice go blank. You do not take them: you leave them to nobody.
Tunnel · 1 copies Swap your pawn's place with any opponent's. Both squares change colour accordingly.
About-face · 1 copies Your pawn teleports anywhere on your own territory. To go defend a flank, or start again elsewhere.
Keep · 1 copies Plant a tower on a single square, with no need for a block of 4. It protects less, but it fits anywhere.
Requisition · 1 copies If one of your towers was destroyed, you get a spare one back to replace it. Never above your quota.
Double ration · 1 copies You draw two more cards, right now, one after the other. They apply as usual — the good and the bad.
Back in play · 1 copies The deck is reshuffled immediately, cards already drawn included. Handy late in the game, when the deck runs thin.
Sorting · 1 copies Look at the top three cards and choose which comes out first. The only way to take chance back in hand.
Reserve · 1 copies The next card you draw, you play a second time straight after.
Double turn · 1 copies As soon as this turn ends, you take another one.
Shoplifting · 1 copies Take a spare tower from any opponent. They will not rebuild it.
Card gift · 1 copies The next card of the deck is given to any opponent — who plays it, good or bad.
The 15 penalties
Tower gift · 4 copies You give one of your towers to an opponent who has fewer than two. If everyone has two, it is destroyed.
Start · 4 copies Your pawn goes back to your starting square.
Heavy loss · 4 copies You lose 5 squares, the ones closest to an opponent. They go blank again.
Something breaks! · 4 copies The tower closest to your pawn is destroyed — even if it is yours.
Nothing! · 4 copies No effect.
Isolation · 4 copies On your next move you may only go onto blank squares or your own.
Storm · 4 copies You skip your next turn.
Collapse · 1 copies All your protection towers are destroyed. Their squares keep your colour.
Oil spill · 1 copies Your pawn's row and column lose all your squares. The exact mirror of Tide, and a real punishment once you have spread out.
Mooring · 1 copies Your move must end on a square already yours. If that is impossible, you stay where you are.
Trampling · 1 copies You move a single square on your next move, whatever the die shows.
Undermining · 2 copies Your oldest tower falls. Its squares stay yours. Unlike “Something breaks!”, which hits the closest one.
Book burning · 1 copies Five cards from the deck go to the discard pile unplayed. Nobody will know what was just lost.
Lost turn · 1 copies You skip your next turn, but you draw two cards right now to make up for it.
Marked target · 1 copies Until your next turn, anyone who knocks out your pawn scores two knockouts instead of one. You become the table’s prey.