Rules of the Game |
CrossAx® is a game which is played in a board like this: |
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There are two types of tokens: Symbols and Conquest.
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Symbol tokens are: |
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Conquest tokens are: |
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One color is assigned to each player.
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A move consists in placing symbols so that one or more linear strings of six different symbols are formed.
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From the second move on, each new string should be connected either crossing or parallel to an already existing string on the board.
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At least one string formed by a move should be legal, that is, it should be of length six and of different symbols. Notwithstanding, many other string could have shorter length but never repeated symbols.
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The player places conquest tokens of his/her color covering all spaces that have been rendered unusable by his/her last move.
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The objective of the game is to place as many conquest tokens of your own color as possible.
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The game ends when no more moves can be made. The winner is who has the most conquest tokens placed in the board.
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Fillers are provided to block out initially parts of the board to add an element of variation.
These are optional and, if used, have to be placed before the first move and stay there throughout the game.
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CrossAx ® online is another family derivation that allows:
Remote players
Playing against a machine (AI)
Battle between machines (AI)
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Why CrossAx©?
Because:
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It is completely original. No other game is like this one.
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The board is dynamic, so each time you have a different battlefield :
There are plenty of possibilities to choose as initial conditions of the game.
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It is very hard to predict the behaviour of the course of the game.
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Every player starts with nearly the same chance of winning.
Starting should not be considered an advantage.
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A well planned or a bad move in the final stages can revert the final outcome, so attention is needed through all the game.
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Even though every move should be done carefully, each move is not expected to last more than a minute.
Total time for a s game is not expected to exceed 40 minutes.
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It is language independent.
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It is highly unlikely to finish in a draw.
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It is didactic. It teaches people to anticipate moves and use it as a part of the strategy.
Logical thinking is encouraged and improved.
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It can be played during travel time, taking advantage of magnetic components.
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Improves chances of spending time among family members, friends and colleagues.
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Its very affordable.
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Rules are simple and short.
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Lost tokens can be cheaply replaced.
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There are studies that indicate that there is a reduced risk of Alzheimer's disease when mentally stimulating
activities like playing CrossAx are frequent.
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Every player that has tried it until now has wanted to play it again!!!!!!!
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