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Glyphs

Created by Lee Trent

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Table of Contents

  • Slide 2
    • Table of Contents (You are here!)
  • Slide 3-4
    • Acknowledgements
  • Slide 5
    • Overview
  • Slide 6
    • Pieces
  • Slides 7-10
    • Game Rules
  • Slides 11-12
    • About Glyphs
  • Slide 13
    • About Guessing
  • Slide 14
    • Game Tips
  • Slide 15
    • Logistics Tips
  • Slide 16
    • Useful Keyboard Shortcuts

You’ll also want these files when you’re done reading this one:

Glyph Decree Details

Game Boards

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Acknowledgments

This game is inspired by Zendo by Looney Labs. This game has no affiliation with Zendo, Looney Labs, or any other entities involved with Zendo and Looney Labs. I do encourage you to find a copy of Zendo or try other games from Looney Labs if you enjoy this game.

This game is also inspired by hanab.live based on the game Hanabi and setwithfriends.com based on the game Set. Hanabi, Set, and Zendo are my favorite math/logic games to play with friends, and I wanted a way to play Zendo online with friends just like Hanabi and Set. If you enjoy this game, you may also enjoy Hanabi or Set, and I encourage you to try them, either by acquiring the physical games to play with friends in person, or playing on the aforementioned sites.

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Acknowledgments (Cont.)

Many thanks to Josh Holden for helping me design the 2-player variant (originally with Zendo), John Golden for game design assistance, and Jakob Lovern for coding assistance. Thanks also to Paul Kline and his BNF Playground, which I use for generating glyph decrees.

I additionally thank the following playtesters, offered the option to be identified by name, initials, a website username, or fully unnamed:

John Golden, tarilaran, Jeff Bye. Anonymous: 0.

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Overview

You and your game companions play as a mage and the mage’s apprentices. A good apprentice needs to become familiar with glyphs to become a mage. The mage will set a decree, a rule that glyphs must obey, and the apprentices’ goal is to correctly guess the decree. The apprentices and mage will create glyphs, and the mage will mark them according to whether they follow the decree. This information is used by the apprentices to guess the decree. The first apprentice to correctly guess the mage’s decree wins!

In the two player variant, both players play as mages and try to guess each others’ decrees. The first mage to guess all of the others’ decrees wins!

You’re going to need to make your own copy of the game board slides as my public version is not editable. If you’re playing online, you’ll want to give your companions editing permission on your copy so they can move pieces too.

Information about glyph decrees and how to generate them is in another document. The game boards are also in another document. They’re linked on the table of contents page. I recommend you finish reading the rules in this document first, then go read to the glyph decree details, and then go get your game boards!

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Pieces

Shapes:

Approval and Rejection Tokens:

Coins:

Decree Tokens (Two Player Only):

?:

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C

?

1

2

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Game Setup (More than Two Players)

Select a mage and player order. The mage selects a glyph decree. (See the glyph decree details.) The mage makes two glyphs on the game board, one which obeys the decree and one which doesn’t. The mage marks them with an approval token and a rejection token accordingly. Apprentices take turns in order, beginning with player 1.

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Gameplay (More than Two Players)

On your turn:

  1. Make a glyph on the game board and declare your intent to either perform it or simply study it. If you perform it, all apprentices guess whether it obeys the decree or not. They should do this in a way that is secret from each other but known to the mage, for example, sending a private message to the mage. Everyone who is correct receives a coin, placed under their player label. Then the mage marks the glyph with an approval or rejection token according to the decree. If you study your glyph without performing it, the mage simply marks it.
  2. After either studying or performing a glyph, if you have a coin and would like to guess the decree, you may do so. Move one of your coins to the storage area and state what you think the decree is for everyone to hear. If you are correct, you win! If you are incorrect, the mage makes a glyph which is a counterexample to your guess (either fits your guess but not the decree, or fits the decree but not your guess) and marks it. Step 2 may be repeated as many times as you have coins. When you’re out of coins or no longer wish to spend them, play moves to the next player.

All glyphs created remain on the board throughout the game for all apprentices to reference.

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Game Setup (Two Player Variant)

Use the two player variant board. Mages begin with two coins each. No additional coins are introduced during gameplay. Agree on how many glyph decrees you want to play through and at what difficulty level. Change the decree tokens at the bottom of the game board so that they show how many decrees you’re going to play through, that is, if you’re going to play through three decrees, you should have tokens labeled 1, 2, and 3 under each player. Each mage selects a list of glyph decrees. (See the glyph decree details.) Each mage makes two glyphs on their opponent’s side of the game board, one which obeys their first decree and one which doesn’t. They mark them with approval and rejection tokens according to whether they obey the decree. Mages take turns.

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Gameplay (Two Player Variant)

On your turn:

  • Make a glyph on your side of the game board. The other mage marks it with an approval or rejection token according to their current decree.
  • If you have a coin and would like to guess their decree, you may do so. Give a coin to the other mage.
    1. If you are correct and this was the other mage’s last decree, you win! If you are correct and the other mage still has more decrees, clear the glyphs and the highest numbered glyph token from your side of the board. This way, the decree tokens indicate how many more decrees you still need to guess. The other mage makes two starting glyphs and marks them according to their next decree.
    2. If you are incorrect, the other mage makes a glyph which is a counterexample to your guess (either fits your guess but not their decree, or fits their decree but not your guess) and marks it.

Step 2 may be repeated as many times as you have coins. When you’re out of coins or no longer wish to spend them, it is the other mage’s turn.

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About Glyphs

Glyphs must contain at least one shape. Glyphs should not contain more than six shapes. In most cases, you won’t need to make glyphs that large.

Glyphs should be connected. For example, the three shapes on the left make a valid glyph, while the three shapes on the right do not.

You should not change the size of shapes when creating a glyph. You can rotate them.

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About Glyphs (Cont.)

Don’t intentionally make it difficult to tell what shapes are in a glyph- the goal of the game is to determine what the glyphs that follow the decree have in common, not to determine what shapes are in a glyph. For example, one of these glyphs contains a long rectangle, while the other contains three squares:

The version with three squares is ambiguous and not in the spirit of the game. Similarly, don’t hide any shapes entirely behind other shapes. If any player has any question at any time about what shapes are in a glyph, the person who made the glyph should answer honestly. If no one can remember, you should move the shapes in the glyph to figure it out, then put them back in their original configuration.

If an aspect of a shape is hidden, it is still part of the glyph. For example, the following glyphs both contain seven angles and seven line segments.

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About Guessing

If there’s any ambiguity in the apprentice’s guess (most commonly the distinction between “exactly” and “at least,” although there are other examples), the mage should ask them questions to clarify until the apprentice has an unambiguous guess.

If there are any glyphs on the board which are a counterexample to the apprentice’s guess, it is not a valid guess. An invalid guess does not cost a coin, and the mage should not provide another counterexample. The mage should check that the guess is valid before building a counterexample.

Some rules can be stated in multiple ways, but are equivalent. For example, “a glyph must include at most 0 angles,” “a glyph cannot include angles,” and “a glyph must include exclusively ovals” are equivalent. If the mage has a hard time disproving an apprentice’s guess, the mage should consider whether the guess and the decree are actually equivalent, in which case the apprentice wins.

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Game Tips

  • In addition to creating new glyphs out of unused pieces, you can make a glyph by copying and pasting an existing glyph and making slight changes (add a shape, remove a shape, adjust a shape). This can be useful if you’re stuck.
  • Approval and rejection tokens should go next to glyphs, not on them. They are not considered part of the glyph.
  • If everyone agrees to it, you can move around existing glyphs (without editing them) to sort them. This can help you notice patterns.
  • The “?” tokens don’t have any “real” use- they’re there for you to use as you wish if you have something you want to keep track of, or indicate to other players.
  • Sometimes it’s useful to guess the decree even if you don’t think you’re right. If you’re wrong, the mage has to make a counterexample glyph. The only information you receive from the mage throughout the game is the two initial glyphs, the approval and rejection markers on apprentices’ glyphs, and the counterexample glyphs. Think of a wrong guess as a way to get information. If you’re clever, you may be able to formulate a guess that forces the mage to create an especially useful counterexample glyph.

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Logistics Tips

  • It can be a good idea to “group” a glyph and its approval token so they can be easily moved later if you need to rearrange the board to make room for more glyphs.
  • Glyphs can be scaled down to make room for more glyphs. (Do not consider this to change any length related properties.)
  • Unless you’re trying to create an angled shape, snap to “nice” angles to prevent any ambiguity about orientation. (If you’re trying to create an angled shape, there are still “nice” angles that will do that.)
  • Don’t place shapes in such a way that they almost touch, or barely touch, or only touch on line segments or angles, to prevent any ambiguity about relation.
  • Make more tokens if you need them! There is a template slide with one of each piece as well as one with 24 of each piece, but if you need more, copy and paste them!
  • You can change the title on the game board slide you’re playing on to include things like the date, who is the mage, who are the apprentices, the decree once you figure it out, the winner, game 1, 2, 3, et cetera, whatever is useful to you. This way you can keep track of your games over time, and keep from accidentally playing on the wrong board.
  • If you need to take a glyph apart to examine it, use “undo” to make sure you put it back the way it was.

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Useful Keyboard Shortcuts

Right click on an object and open format options to see and edit size/position information.

  • ctrl+c: copy
  • ctrl+x: cut
  • ctrl+v: paste
  • ctrl+a: select all
  • ctrl+click: select multiple
  • ctrl+d: duplicate
  • ctrl+z: undo
  • ctrl+y: redo
  • del: delete the selected object(s)
  • hold shift while rotating: snap to “nice” angles
  • hold shift while scaling: lock aspect ratio
  • hold shift while translating: constrain vertical or horizontal component
  • ctrl+g: group
  • ctrl+shift+g: ungroup
  • ctrl+alt+j: resize smaller
  • ctrl+alt+k: resize larger
  • shift+arrow keys: nudge one pixel at a time
  • arrow keys: nudge up, down, left, right
  • alt+left/right: rotate by 15°
  • alt+shift+left/right: rotate by 1°
  • ctrl+shift+↑: bring to front
  • ctrl+↑: bring forward
  • ctrl+↓: send backward
  • ctrl+shift+↓: send to back

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