UNIVERSAL FORCES™
“UNIVERSAL FORCES™” is a board
game that requires players to achieve a common objective. The game
may be played with two,
three or four individual players or corresponding teams. The object
of the game is to bring into play, playing pieces of the
four various forces, (mountain, wind, water and fire) under each player’s
or team's control, and to successively move those
forces through to the center of the board and onto the safety of the
home card. (This is the “Strength” reference guide located
at each corner on the board.) The game involves the balancing of offensive
and defensive scenarios in an attempt to control
access to the board’s center sector. The unequally dominant
power of the various forces leads to many interesting and
multifaceted strategic situations. Control of various areas of play,
as well as the opponents forces, may become the predominant
focus for a winning player. This makes each play of the game, a unique
experience and provides a multitude of variety
and challenges. Players who are proficient with the game in its simplest
configuration can increase the degree of difficulty
by incorporating a multi-level playing surface found in the “masters
edition”.
THE FORCES
Each player has a total of twelve (12) playing pieces, called forces,
identified by a unique, individualized shape, representing the player
or team and known as the “network”. These forces are
further delineated by color (green, yellow, blue and red) into a
power matrix based on their individual strengths. The four forces
are Mountains, Wind, Water and Fire, and their respective strengths
are
as follows:
1) MOUNTAINS
are represented by green playing pieces, and symbolize the strength
of land. Wind and water cannot move mountains
except over a long period of time through erosion. Hence, mountains
are considered a stronger force than either wind
or water.
2) WIND represented
by yellow playing pieces, is a force that can both eliminate and
drive fire to greater fury. It also moves water,
as in rain and tidal waves, through the forces of hurricanes and
tornadoes. Hence, wind has been designated as a stronger
force than either fire or water, but since it can only erode mountains
over extremely long periods of time, it is considered
a weaker force than mountains.
3) WATER represented
by blue playing pieces, has throughout time been the force to quell
fire, however water can only erode mountains
over time and is driven to great destruction by wind. Thus in the
force matrix, water is stronger than fire but weaker than
either mountains or wind.
4) FIRE as
represented by the red playing pieces, is a force that can ravage
the land and destroy mountains through the power of volcanoes.
However, fire is quelled when it hits the sea and is susceptible
to wind. Thus, fire is stronger than mountains but weaker than either
wind or water.
The power of the forces is circular in nature, with no particular
force being dominant over all others. This inherent vulnerability
and balancing of power, leads to many interesting and dependant
strategic situations, wherein, the strength of a particular force
is dependant on its position in relation to other playing pieces
on the board.
THE BOARD
There are two levels of play with “UNIVERSAL FORCES™”,
basic and masters’ level. The layout of the game boards for
both levels of play is identical. In the masters’ level of
play, the inner two sectors of the game board may be raised resulting
in further complications for players in achieving their objectives.
This variant of the basic game is covered under the Masters’
Level Rules – Edition Two.
The basic game board is comprised of three concentric sectors.
The outermost sector, of three (3) concentric rings with 32 sections
per ring, is the largest and has sixteen (16) colored sections in
its outside ring. These colored sections delineate the points upon
which the respective playing pieces first enter the field of play.
They are colored in accordance with the force they represent, and
at no time, can a force of a different power enter or rest upon
this space. The medial sector has three concentric rings with sixteen
(16) sections per ring and no colored sections. The innermost sector
is comprised of three (3) concentric rings with its center point
of four (4) colored sections representing the four respective forces.
Any force can occupy any of the colored sections in the innermost
sector board. It is from these four sections, that the forces are
then able to move off the board, to the home disks.
BEGINNING PLAY
Players may use any means to determine who will go first. The remaining
players then proceed in turn, in a clockwise direction around the
playing area. The first move for any player is to move one of their
forces onto the board, by placing the chosen force on its appropriate
colored section in the outside sector, during their turn. Once players
have an initial force on the board, they can continue during their
turn, to move that force one section at a time, or they can bring
additional forces into play, depending on their chosen strategy. The
forces of any player can only enter the playing area on its respective
unoccupied colored section in the perimeter ring. If all these colored
sections should be occupied, then the player cannot place a new force
on the board at that time, and must move another of their forces,
already in play, if possible. Failure to be able to move existing
forces on the board or a new force onto the board, results in the
players loss of turn. Forces entering the board cannot be stacked
or pinned by an opponent while on the colored sections.
GENERAL MOVES
A move occurs, when a player enters a force onto the playing area
of an unoccupied section, the same color as the force. After that,
a force can move to any unoccupied adjoining section, touching the
section (including diagonally on the corners) it presently rests
on. Players move one force at a time and only one section at a time.
A force cannot be moved off the playing area (unless eliminated
by an opponent) once it has entered the playing surface. A force
cannot be placed on, or move back onto, a colored section in the
outer sector that is not the same color as the force. It requires
one move, for a player to take a force located on its respective
colored section at the center of the board and to move it to the
respective section and safety, of the home location. If all the
forces of a player cannot make a move, i.e. all forces are pinned
and/or, no others can enter the board through the outer sector,
and providing that not all other players are in a similar situation,
then the player’s turn is skipped.
THE STACK
Stacking is a defensive manoeuver, which a player may use to protect
a force. In this move, a player’s force that is on an adjoining
section to another of the players forces, can in a move, be placed
atop the adjoining force. The result is two of the player’s
forces resting on the same section, with the upper force being the
one, which an opponent’s force must initially overcome. The
maximum number of forces in a stack is two (2) and stacked forces
cannot be moved together. The force atop the stack must be moved off
as one turn, before the bottom force can be moved. Stacking is not
permitted on any of the sections making up the inner sector, nor is
it permitted on the colored sections of the outer ring. It is possible,
to have an opponent’s force overcome and eliminate both forces
in a stack, in a single move. It is also possible, for an opponent’s
force to overcome the top force in a stack, and at the same time,
pin the bottom force, in the same move. 
THE PIN
A pin occurs, when a player’s force, on an adjoining section
to an opposing players force of the same strength, is moved atop
the opponent’s force. This move prevents the opponents force
on the bottom, from being moved until such time as the pinning force
has either been moved off of its own accord, or taken by an opposing
force. Pinning is not permitted in either the center sector, or
on the colored sections in the perimeter ring.

ELIMINATING OPPOSITION FORCES
A moving force, can take an opponent’s force on an adjoining
section, as long as it’s not on a colored section in the perimeter
ring. The moving force, can take the opposing force, as long as
its strength is greater, in accordance with the force strength matrix.
In this case, the opponent’s weaker force is removed from
the field of play and is replaced on that section by the stronger
opposing force. A force that is removed from the field of play cannot
be used again, in the course of the game.
A player’s moving force, cannot take a pinned force directly,
if the player is also the pinning force. In this case, the player
must remove the pinning force as one move, and may possibly then
be in position, to take the opponent’s weaker force on the
next move.
However, if one opponent is pinning another opponent, a third player
can take both opposing forces in the pin, with an adjoining stronger
force
 
CONVERSION and SACRIFICE
If a moving force, on an adjoining section, comes up against an
opponent that is pinning another playing piece of the moving force’s
network, then the moving force if stronger, can remove the opponent’s
pinning force from the field of play and replace it atop the pinned
force. The result is a pinned force being converted to a stack.
If a moving force, is stronger than the top force of an opponent’s,
two force stack, but weaker than the bottom force of the stack,
the moving force and the opponents weaker top force are both removed
from the playing field, leaving the opponent’s stronger bottom
force intact. This strategic move is known as a sacrifice.
 
WINS and DRAWS
1) A win occurs, when a player achieves the objective
of getting one of each of their
forces through to
their home location.
2) If the complete objective cannot be attained
by any of the players, over a fixed period of play, then the player
with the greatest number
of distinct forces on their home card, wins.
3) If in the course of play, a player can pin
all of their opponents forces in such a
manner that none
of the opponents can complete any further moves, that player is
declared the winner.
4) A draw is declared if it is agreed by the players,
that no player, will in all probability,
be able to get any
forces through to the home disk.
5) A draw is declared at anytime all players mutually
resign from further play, even though further play might result
in a win.
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