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BOARD GAMES

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The following games are the property of the Art Games Books MM company. Please feel free to download / print / share any JPEG / PDF items found in the GAMES section of this website.  

Any games with the MÖRFTM logo are modified versions of actual MÖRFTM games. MÖRFTM is a unique multi-game system capable of making many games / activities. It is currently in the final prototype and development stage. MÖRFTM is the trade-marked intellectual property of Art Games Books MM. 

The following games and activities have been adapted for use indoors utilising easily found household items or easy to make game boards / pieces. 

Visit the Art Games Books official YouTube channel for actual game demos and how to make game boards / pieces / dice.

Please enjoy these great games!

  • DROP OR POP!: A simple yet surprisingly tactical MÖRFTM game for 3 – 4 players. Drop counters into columns to make a winning cluster. Ages 6+
  • SOUTHERN CROSS: A challenging tactical MÖRFTM game for 4 players. Use checkers / draughts moves or move from square to square to make a winning cluster with counters. Some parts of the game board rotate. Ages 8+ (Game rules coming soon)
  • BOUNCE: A quirky memory game where someone’s turn can shift to other players. Great family fun! Ages 5+ (Game rules coming soon)
  • 6 STRAIGHT: This fun MÖRFTM game challenges players to make different kinds of shots at different ranges.
    Ages 6+ (Game rules coming soon)
  • TOW & THROW: A fast and delightful kids throwing / chasing MÖRFTM gamewitha moving target. Safe indoors.
    All ages. (Game rules coming soon)
  • BINGO: Pick your lucky numbers and when they come up, take shots at a target. This simple throwing game is perfect for all ages. (Based on the MÖRFTM game: Ringo) (Game rules coming soon)
  • SPOTS: A simple memory game with a big fun dose of luck involved. Ages 3+ (Based on the MÖRFTM game: Spinning for Spots) (Game rules coming soon)
  • SHOOT ‘N’ SCOOT: A MÖRFTM throwing game race where players can take risks by setting long throwing ranges. Ages 5+ (Game rules coming soon)
  • PEGLEG: A MÖRFTM throwing game race where 2 players / teams take different ranged shots before making a last difficult winning shot. First to make the shot wins. Ages 6+ (Game rules coming soon)
  • WARBIRDS 21: A simple aerial combat game based on blackjack rules. Uses a game board and standard card deck. Ages 8+  (Game rules coming soon)

WARBIRDS 21
RULES & GAME
BOARD

WARBIRDS 21
RULES

BOUNCE RULES


WHAT YOU NEED:

  • 3-4 players
  • Game board (6x4 grid for 3 players, or 8x4 grid for 4 players) Each column is colour-coded. Print this page or draw your own grid.
  • 6 coloured counters (any shape) per player: blue, red, yellow, green. Leave out one colour for 3 player games.
  • A die or other random way of generating a colour (red, blue, yellow, green)

OBJECTIVE:
The first player / team to get a cluster with 4 of their counters win. A cluster can be any shape using adjacent squares. No diagonals.

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Example:  Red wins. 
Green only has 2 small clusters. 
Blue has no clusters. 

HOW TO PLAY:

Take turns in the same order for the entire game. Start a turn by first generating a random colour (red/blue/yellow/green). The random colour indicates which one of the 4 columns on the game board can be affected by an action. Choose from the following actions:

 

DROP: Drop one of your own counters into the coloured column which was randomly selected. The counter falls down to the bottom of the column or on top of other existing counters.

 

POP!: Remove the bottom-most counter in the randomly selected column. The popped counter can belong to any player. All counters above the popped counter in the same column fall down one square. Move any affected counters to their new positions before the next player’s / team’s turn.

 

IGNORE: Ignore first random result and generate a new random column, then DROP or POP! After discarding your first random result you must take the 2nd random result that is generated.

 

Note: Unless it is impossible you must DROP or POP! on your turn.

Note: A game can end in a draw if 2 winning clusters are simultaneously formed.

Note: A cluster of 5 or 6 is an epic win. An epic cluster beats a cluster of 4. A cluster of 6 beats a cluster of 5.

Note: If a column is full of counters no DROP actions can be taken in that column until a POP! action empties the top-most square.

Note: A player / team with 6 counters on the board can’t DROP until at least 1 of their counters has been popped.

Tip: See the 3-player pretend demo game and YouTube video for more info.

  


 

WHAT YOU NEED:

  • 4 players
  • Game board, including 5 dials for rotating counters on the game board. Dials can be made of paper, but a more rigid material is preferable. Print game board PDF or draw your own game board.
  • 6 coloured counters (any shape) per player: blue, red, yellow, green.
  • 4 standard six-sided dice. Alternatively you can use a throwing challenge instead of rolling dice, eg: balls / ring- toss / beanbags / darts etc…

 

OBJECTIVE:

The first player / team to get a cluster with all 6 of its counters win the game. A cluster can be any shape using adjacent squares. No diagonals. No part of a winning cluster may occupy the 4 squares immediately in front of a player’s / team’s starting position.

 

HOW TO PLAY:

Take turns in the same order for the entire game. Each turn consists of 3 actions, of which there are 3 types in the game to choose from (see below). Choose any combination of actions in any order, eg: 2 MOVE actions and 1 SPIN action. Actions may be focused on a single game counter or spread out to affect more than one counter. There are no diagonal moves in the game.

 

SPIN: Spin one dial any amount of rotation. 4 squares and any counters on them will move to new positions occupying the same tile area. Corner tiles don’t spin.

 

MOVE: Move one of your own counters into an unoccupied adjacent square. No diagonal moves. Moving a distance of 1 square counts as 1 MOVE action.

 

JUMP: Jump over any counter into an unoccupied square. No diagonal moves. You can keep on jumping in this checkers / draughts-like fashion so long as there are suitably placed counters and gaps on the board. Multiple hops still count as one action. 

 

At the end of a player’s / team’s turn if any one tile on the game board forms a constellation (all 4 squares on a tile occupied by counters) a special round must be played before the next player’s standard turn. All players / teams with any counters on the constellation tile must participate in the special round. This involves rolling dice or a throwing challenge to see which counters remain on the board. A failed die roll or throw results in a counter being returned to its home base area. Although counters may be temporarily removed off the game grid, they can never be permanently lost from the game. The more counters a player / team has in a constellation the more difficult it is to succeed in the special round. A player / team who forms a constellation composed only of its own counters must do the special round alone with high risk. If no counters are lost from the constellation after the special round, and if that constellation still remains intact after the next player’s / team’s turn, then the special round is played again. This continues so long as that constellation remains intact. When a constellation remains intact no new constellations may be formed. There can never be more than one constellation in the game at any one time.

 

GAME TERMS EXPLAINED: 

  • SQUARE: There are 36 game squares on the board where the counters move.
  • TILE: 4 squares bordered by black lines.
  • HOME BASE: The coloured half-circle where a player’s / team’s counters start from and are sometimes returned to.
  • HOME TILE: The tile (4 squares) immediately in front of a home base where a player / team moves onto the game grid from its home base.
  • DIAL: A circular base on top of a spin tile which allows any counters sitting on it to be rotated into new positions.
  • SPIN TILE: A tile with a dial sitting on top of it for taking SPIN actions. The board has 5 spin tiles marked with grey crosses.
  • CORNER TILE: A tile without a dial. The board has 4 in each corner marked with orange crosses.
  • CONSTELLATION: A full tile at the end of a turn with 4 counters on it. The counters can belong to any player / team. When a turn ends there can be no more than 1 constellation anywhere on the board. If at the end of a turn there is a constellation on the board, a special round must be played.
  • GAME GRID: The 36 squares of the game board where counters move and interact. Not the home bases.
  • TURN ORDER: The default order for players’ / teams’ turns unless decided otherwise is: BLUE 1st, RED 2nd, YELLOW 3rd, and GREEN 4th. This order is the same as the order of home bases around the game grid read clock-wise from the top.

 

 

Example: Player / team GREEN has a cluster with all of its 6 counters. Because one of GREEN’s counters is on its home tile it is not a winning cluster. RED has a winning cluster, but because a constellation has been formed at the end of the turn on the centre-most tile, RED and BLUE must participate in the special round. If RED loses any of its counters back to its home base then the game continues. However, RED wins if it can keep all its counters on the game grid during the special round.  BLUE and YELLOW both have 2 of their counters on their home bases making it currently impossible to have a winning cluster with only 4 counters on the game grid.

 

Example: In order to move from its home base to square A, Player / team BLUE needs to take 1 MOVE action. To get from its home base to square C, BLUE needs to take 3 MOVE actions (moving first to A, then from A to B, then from B to C). To get from its home base to square D, BLUE needs to take 1 JUMP action. To get from its home base to square G, BLUE needs to take 1 JUMP action (travelling via squares D, E, F whilst jumping over 2 blue counters and 2 green counters). To get to square H from its home base, BLUE needs to take 1 JUMP action followed by 1 MOVE action to get from G to H.

 

 

Example: In order to move quickly from its home base to position A, Player / team BLUE needs to take 1 SPIN action, followed by 1 JUMP action. Unless BLUE uses its last action to MOVE or JUMP away from position A,a constellation with 2 RED and 2 BLUE counters will be formed. 

 

 

Example: Imagine that player / team YELLOW has just ended its turn, and a constellation from the previous turn remains on the game board. YELLOW has no counters in the constellation and sits out the special round. Next in the normal turn order is GREEN. GREEN has 1 counter in the constellation, so must roll 1 die and get a result higher than 1. GREEN succeeds and its counter remains where it is. BLUE, who is next in the turn order, sits out the challenge. Next in the turn order is RED. RED has 3 counters in the constellation, so must roll 3 dice and every result needs to be higher than 3 (4,5,6 on a die). Only the 6 RED rolled is a successful result. RED must choose 2 of its counters in the constellation to be removed back to its home base. Counters must be removed before the next player / team in the special round acts. The special round has now ended. GREEN, whose turn comes after YELLOW, can now begin its standard turn involving 3 actions. Currently there are no constellations in the game because RED removed 2 counters from the full tile due to the special round.

 

NOTE: It is permitted for a player / team to use less than 3 actions on a turn if so desired.

NOTE: If all the counters in a constellation belong to one player / team, 4 dice must be rolled with a result higher than 4 required (5-6 on a die).

TIP: Creating a winning cluster without creating a constellation is optimal.

TIP: If using a throwing challenge instead of dice, set 4 suitable throwing ranges: easy / medium / hard / very hard. For example: GREEN throws a beanbag into a bucket from the closest range. RED throws 3 beanbags from quite far away at the third throwing range.

 

NOTE - DIAGRAM 28: RED must take care not to form a constellation with its last action, because a constellation already exists on GREEN’s home tile. RED has no way of eliminating that constellation because it has no counters on GREEN’s home tile.

NOTE - DIAGRAM 29: A special round happens at the end of RED’s turn even though RED is not involved. YELLOW, who is next in the turn order, also has no counters in the constellation. GREEN has its turn after YELLOW; therefore it begins the special round.

NOTE - DIAGRAM 30: YELLOW fails to notice that GREEN is close to winning. YELLOW should have taken defensive action against GREEN.

TIP: For more information about this game please visit the official Art Games Books YouTube channel.