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by Wuxia 11 years, 10 months ago
Uses a similar tileset as Wiki Pai Sho, but has different tweaks that I think are more fun and more intuitive Played on the intersections as it is easier to trace long-range (dis)harmonies Full set of (play-tested and fun) rules below I haven’t played this with more than 2 players but I don’t see why it couldn’t be played in that way with very easy modifications
(an in-progress game of Ancient Pai Sho)
Requirements
- 1 Pai Sho Board
- A good mixture of tiles. The following is just what I have
- 6x Jasmine (white flower ••• movement)
- 6x Lily (white flower ¬ movement)
- 6x White Jade (white flower ••••• movement)
- 6x Rose (red flower ••• movement)
- 6x Chrysanthemum (red flower ¬ movement)
- 6x Rhododendron (red flower ••••• movement)
- 3x Wheel
- 3x Boat
- 3x Coin
- 3x Knotweed
- 3x Dragon
- 3x Lotus
Objective
To be the player that lays the last tile that causes exactly a certain number of harmonies to be on the board.
How to Play
Setup
To begin, decide the target number of harmonies for the board to win the game and the number of tiles in each person’s «hand». A good rule to follow is through increasing primes. So if the total number of harmonies is going to be 3, the number in the hand should be 5. If 5 is to be the target harmony, then 7 tiles in hand is a good number. I have found this to work up until 11/13 at which point it doesn’t really work so I had to go with 11/17. No one wanted to try a longer game than that because the time taken to complete the game increases exponentially as the number of harmonies increases. After the tiles for each player’s hand have been randomly chosen, decide who will play first by using a random tile and having one player (typically either the host or the person who has won the most consecutive games of the pair) shuffle it behind their back and having the other player choose a hand attempting to guess which one contains the tile. If they are correct, they get to determine play order. The tile that was used to determine play order becomes the «centerpiece» and is placed at the center of the board. If it is a one-time effect tile (such as a boat, knotweed, or wheel) then the effect is lost, otherwise it is used just like a normally placed tile.
During Your Turn
During a player’s turn, they can either:
- Draw and then Discard 1 tile
- Or Place 1 tile AND Move 1 tile
Players are always able to place and move the same tile if they want to. Placing a special tile does not count as moving a tile even if it activates in some way e.g. you can place a wheel tile, rotate 180º and move one of the tiles that got rotated. Any player can move any tile once it is on the board. Tiles do not «belong» to any given player once they have been placed If at any point during your turn (or immediately following your last action) the target number of harmonies is reached, you win the game. It is possible to overshoot the required number of harmonies.
Flower Tiles
Placement/Movement
In Ancient Pai Sho, the white flower tiles can only be played on the red intersections and the red flower tiles can only be played on the white intersection. Any tile can be moved to any space however. An intersection is considered a certain color if a tile would be on that color while on the given intersection. If an intersection is both white and red, any tile can be placed there. If an intersection is white, red, and neutral any tile can be played there. Flower tiles need not move the full distance of their movement. For purposes of this rule, L-shaped movement tiles move in their «L» first so that they cannot simply move 3 spaces in one direction
Harmonies
It’s sometimes hard to remember the harmonies between the tiles, so I realized a set of rules that is easier (in my opinion) to remember than a set of relationships. The harmonies in Ancient Pai Sho are the same as Wiki Pai Sho.
- Flowers come in two colors: Red and White
- Flowers come in 3 different «Move Types»: 3 Spaces (•••) L-Shaped (¬) and 5 Spaces (•••••)
- If two flowers share Move Type but do not share color, they create a disharmony
- Flowers with Move Type ¬ create a harmony with flowers of the same color and different Move Type
- Flowers with Move Type ••• create a harmony with flowers of opposite color and move type •••••
- Flowers with Move Type ••••• create a harmony with flowers of opposite color and move type •••
A harmony or disharmony is created when two flowers that create a harmony are on the same parallel. A flower interacts with only the first flower along its line, however, a single flower can have multiple harmonies and harmonies are not blocked by special tiles (with the exception of the coin) Single Harmony |—(Li)—(WJ)—(Ja)—| Two Harmonies |—(WJ)—(Li)—(Ja)—|
Special Tiles
Ship Tile
[Elemental Water: Mobility] To play the ship tile, put it in the location of another tile (any tile) removing that tile and placing it on any unoccupied intersection
Coin Tile
[Elemental Earth: Stability] The coin blocks all harmonies and disharmonies that would normally happen along that parallel.
Knotweed Tile
[Elemental Fire: Consumption] Knotweed «drains» any adjacent flower tiles so that they no longer have any of their properties. Flip them over to show this, but do not remove them from the board as no more tiles can occupy those spaces
Wheel Tile
[Elemental Air: Circular Motion] once played, can «rotate» any adjacent tiles along its face as many degrees as desired by the placer.
Lotus Tile
[Yin/Yang Aspect: Chaos] changes all harmonies that happen on any of its four parallels into disharmonies. Changes any disharmonies that happen on any of its four parallels into harmonies. Can move up to two spaces
Dragon Tile
[Yin/Yang Aspect: Entropy] can move either 1 space or exactly 6 spaces. If it lands on a tile exactly, then the person who moved the dragon tile last can pick up the tile and add it to their hand
The rules on this page are replaced by the new full rulebook. Download the new rulebook here.
Play online at SkudPaiSho.com or get in touch on Twitter @SkudPaiSho
Pai Sho BoardClick here for the printable version of the rules. Read those rules first. This page has the full comprehensive rules. For an overview of the game, watch this video and take a look at the Pai Sho Resources page. Skud Pai Sho (simply called Pai Sho throughout these rules) is a Pai Sho variant based heavily on the various existing community rules, intended to be a comprehensive set of rules that make the game fun, competitive, and strategic. Learn more here. Skud Pai Sho is based on the Wiki Pai Sho tile set. See Buying Pai Sho for reviews of available Pai Sho boards and tiles you can buy to play. You can also play online at skudpaisho.com.
Overview of Play
The object of Pai Sho is to arrange your tiles in a certain way (creating what are called Harmonies between tiles, which will be explained later) and prevent your opponent from achieving the same goal. In Pai Sho…
- Players take turns moving and placing tiles on the board
- Tiles are placed on the intersections of the lines as opposed to inside the squares. These intersections are referred to as points on the board.
Tiles
Each player has his or her own full set of tiles. Let’s look at what these tiles are and how many of each are in a set. There are two main types of tiles: Basic Flower Tiles and Special Tiles. We’ll talk about the details on how these tiles move and any special effects they have later.
Basic Flower Tiles
Basic tiles are split into Red Flower tiles and White Flower tiles.
Red Flowers
- Rose x3
- Chrysanthemum x3
- Rhododendron x3
White Flowers
- Jasmine x3
- Lily x3
- White Jade x3
Special Tiles
Special tiles are split into Accent tiles and Special Flower tiles.
Accent Tiles
- Rock x2
- Wheel x2
- Knotweed x2
- Boat x2
Special Flowers
- Orchid x1
- White Lotus x1
Note: The White Lotus tile does not count as a Basic White Flower Tile. It is a Special Flower Tile.
Starting the Game
Decide which player will be the Host and which player will be the Guest. The Host chooses 4 of his Accent Tiles to use during the game, and then the Guest chooses 4 of his Accent Tiles. The remaining Accent Tiles are set aside and not used during the game. Alternately, the Host may choose to allow only one of each Accent Tile to be given to each player if he wishes. Then, the Guest places a Basic Flower Tile in the Gate nearest to them. The Host places one of the same kind of tile in the opposite Gate (Gates are explained later). Then, the Guest has the first move. Note: For a quicker game, have the Host start with a Clashing tile instead of the same tile as the Guest.
Playing A Turn
On your turn, you choose to either Arrange or Plant.
Arranging – Moving Tiles
If you choose to Arrange on your turn, move one of your Flower Tiles that is on the board and perform a Harmony Bonus action if applicable (tile movement and Harmony Bonus will be explained later).
Planting – Placing Tiles
If you choose to Plant, place a Basic Flower Tile in an open Gate. Note: You may not make a move that leaves your opponent with no possible moves to make on their turn. This means that at the end of your turn, your opponent must either have a tile that is able to move or a Gate must remain open so they can Plant.
Growing and Blooming
Flower Tiles that are in a Gate are considered Growing. Flower Tiles that have been moved out of their Gate are considered Blooming.
Harmony and Disharmony
Two tiles form a Harmony if they are:
- Harmonious tiles belonging to the same player that are both Blooming
- On the same vertical or horizontal line with no other tiles or Gates between them
Flowers on the board are not allowed to Clash, or be in a state of Disharmony. Disharmony is similar to Harmony, but is not allowed to exist on the board and involves both players’ tiles. No move may be made if the move would result in any two tiles Clashing. A Disharmony would be created between two tiles if they are:
- Tiles that Clash with each other, belonging to either player, and are both Blooming
- On the same vertical or horizontal line with no other tiles or Gates between them
See the Basic Flower Properties section to see what tiles are Harmonious with each other and which tiles Clash with each other. Note: It is sometimes hard to notice that a move causes tiles to Clash. That is okay. Use these guidelines during play:
- If your opponent attempts to make a move that causes tiles to Clash, let him know that he cannot make that move.
- If at any point during a game both players notice that tiles have been illegally moved to form a Disharmony, remove the Clashing tiles from the board and return each of them to their owner’s hand of tiles.
Harmony Bonus
When you choose to Arrange during your turn and your move creates one or more new Harmonies between your tiles on the board (a new Harmony is a Harmony between tiles that were not in Harmony with each other before the move), you may perform one of the following actions as a Harmony Bonus:
- If you have no Growing Flower Tiles, play a Basic Flower Tile as if you were Planting by placing it in any open Gate
- Play an Accent Tile on the board and activate its special effect
- Play a Special Flower Tile as if you were Planting by placing it in any open Gate
You only get one Harmony Bonus action per turn, regardless of how many Harmonies you create when moving a tile, or if additional Harmonies are created from the effects of playing an Accent Tile during a Harmony Bonus action.
Capturing Tiles
When a Basic Flower Tile lands on an opponent’s Basic Flower Tile that it Clashes with, the tile that is landed on is captured. Only Blooming Flower Tiles can be captured. Growing Flower Tiles cannot be captured. Capture abilities of Special Flower Tiles are explained in the Special Tile Properties section. When a tile is captured, remove it from the board. It is not used during the rest of the game.
Basic Flower Tile Properties
Each Flower Tile has its own movement and Harmony abilities. Tiles cannot move over other tiles, but may change direction any number of times as they move. Basic Flower Tiles can be referenced by shorter names, such as Red 3 or White 5, indicating their color and how far they can move. It’s also easy to remember which tiles are Harmonious or Clash with each other. The order of the tiles is a circle: Red 3, Red 4, Red 5, White 3, White 4, White 5. A tile may form Harmonies with the tiles next to it in the circle (for example, White 5 is Harmonious with White 4 and Red 3). A tile Clashes with its opposite tile (for example, Red 3 Clashes with White 3).
Red Flowers
Rose (Red 3)
- Can move up to 3 spaces
- Harmonious with White Jade and Chrysanthemum
- Clashes with Jasmine
Chrysanthemum (Red 4)
- Can move up to 4 spaces
- Harmonious with Rose and Rhododendron
- Clashes with Lily
Rhododendron (Red 5)
- Can move up to 5 spaces
- Harmonious with Chrysanthemum and Jasmine
- Clashes with White Jade
White Flowers
Jasmine (White 3)
- Can move up to 3 spaces
- Harmonious with Rhododendron and Lily
- Clashes with Rose
Lily (White 4)
- Can move up to 4 spaces
- Harmonious with Jasmine and White Jade
- Clashes with Chrysanthemum
White Jade (White 5)
- Can move up to 5 spaces
- Harmonious with Lily and Rose
- Clashes with Rhododendron
Note: See the Skud Pai Sho Overview page for a visual of the circle of Harmony and an overview of all the tiles.
Special Tile Properties
Each Special Tile has unique affects on the game. See the Harmony Bonus section for information on when Special Tiles are played.
Accent Tiles
Accent Tiles are Special Tiles that have a unique effect on the game.
Rock
- Played on an open intersection
- Harmonies that would be formed along the entire vertical or horizontal line that the Rock tile is on are canceled. Does not affect Disharmony in the same way (but still disrupts Harmony or Disharmony like any other tile if between the two tiles). This effect lasts as long as the Rock tile is on the board.
- Cannot be moved by a Wheel tile
Wheel
- Played on an open intersection
- When played, a Wheel tile rotates all tiles on the points surrounding it (adjacent and diagonal), moving the tiles one space in a clockwise direction around the Wheel.
- A Wheel cannot be played on a point where it would move a Rock tile, cause any tiles to Clash, or if it would move a tile into an opposite-colored Garden, off of the board, off of a Gate, or onto a Gate.
Knotweed
- Played on an open intersection
- Any Blooming Flower Tiles on the points surrounding a Knotweed tile (adjacent and diagonal) are drained and are unable to form Harmony. Any Harmonies that would be formed by tiles on the surrounding points are canceled and do not count. Does not affect Disharmony in the same way. This effect lasts as long as the Knotweed tile is on the board.
Boat
- Can be played on any Blooming Flower Tile or Accent Tile
- If played on a Flower Tile, move that Flower Tile to an empty surrounding point (adjacent or diagonal) and place the Boat tile in the original position of the Flower Tile.
- If played on an Accent Tile, both tiles are considered captured and removed from the board.
- A Boat cannot be played in a way that would cause tiles to Clash, and cannot move a Flower Tile into an opposite-colored Garden or onto a Gate.
Special Flower Tiles
White Lotus
- Can move up to 2 spaces
- Basic Flower Tiles of either player form a Harmony with White Lotus tiles. The Harmony belongs to the player who owns the Basic Flower Tile.
- Cannot be captured (except by an Orchid that is able to capture Flower Tiles).
Orchid
- Can move up to 6 spaces
- Opponent’s Blooming Flower Tiles on points surrounding your Orchid (adjacent and diagonal) are trapped and cannot move.
- If you do not have a Blooming White Lotus tile on the board, your Orchid tile cannot be captured (except by an opponent’s Orchid that is able to capture Flower Tiles).
- If you have a Blooming White Lotus tile on the board:
- Your Orchid tile can be captured by any of your opponent’s Flower Tiles.
- Your Orchid tile can capture any of your opponent’s Flower Tiles.
Gardens and Gates
The Pai Sho board is separated into separate areas called Gardens and Gates. The small red areas on the four sides of the board are the Gates. All other areas of the board are either a Neutral Garden, Red Garden, or White Garden. On certain points of the board, a tile may be in multiple areas of the board at once. A tile is in any area the tile touches on the board while it is on a point.
Gates
Gates are the points within the red areas on each of the four sides of the board. There are four Gates.
Open Gates
A Gate is open when there are no tiles on the Gate.
Use of Gates in Play
- Flower Tiles are played in an open Gate when they are Planted.
- Tiles in a Gate (Growing tiles):
- Do not form Harmony or Disharmony with other tiles
- Cannot be captured
- You cannot move a tile that is already on the board onto a Gate.
- Accent Tiles cannot be placed on a Gate.
Gardens
The large red areas on the board are Red Gardens, white areas on the board are White Gardens, and the yellow (or non-colored) areas are Neutral Gardens.
Use of Gardens in Play
- White Flower tiles are not allowed to end their move so that they are completely within a Red Garden.
- Red Flower tiles are not allowed to end their move so that they are completely within a White Garden.
- Any Flower tile may move into a Neutral Garden.
- Special Flower tiles may move into any Garden.
Winning
The game ends if a Harmony Ring is formed, a player plays his or her last Basic Flower Tile, or if a player forfeits.
Harmony Ring
The game ends when a player creates a Harmony Ring, which is a chain of Harmonies that goes around the center point of the board. The player who achieves the Harmony Ring is the winner. If both players have Harmony Rings, it is a tie.
No More Basic Flower Tiles
The game ends when a player plays his or her last Basic Flower Tile. When this happens, the player with the most midline-crossing Harmonies on the board when the game ends wins (the tiles in midline-crossing Harmonies are in adjacent quadrants of the board and not on either midline). If players have the same amount of midline-crossing Harmonies, it is a tie.
Forfeit
The game can end when a player forfeits, but that just isn’t as fun. You can never win if you forfeit unless you agree to give your opponent a gift that he or she deems worthy enough for you to deserve the win.
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