THE NEW INTERACTIVE LOGIC IN GAMES
Interactive dice and game parts exchange values and powers


ZAP
ZAPPO RULES

Target of the game : to go around the board with the 4 pawns and then arrive first "home" (on the squares 1, 2, 3, and 4 in the middle zone).


This game consists of : 8 changeable Zap dice in 4 colours, 16 pawns in 4 colours with each a changeable Logo-disk on top, a play board, a carton plate with purple edge with 9 extra disks with dots, a special blue "power" dice with 6 detachable symbols.

The
blue "power" dice - who is located in the middle of the board - has 6 disks with special drawings which give each a definite power or possibility. These disks can be put in the pawns-head carrying the toy company Logo or other symbols.

The player with the highest throw starts. He throws again and moves his first pawn on the board as many squares as dots he has thrown. Start to count from his coloured square with " START" . To bring the next pawns in the play field one has to throw the sum of 9 or more.

One can divide the two dices over two pawns, but you always have to move the total amount of dots. E.g.. one throws 13 (9 + 4). Pawn A can move 13 squares or A can move 4 squares and B imoves 9 squares.

A field with a purple edge gives the right to take a disk out of a "speed" dice and to replace it by a disk which is placed on the special carton with the purple edge. At the beginning of the game there is on the frame : 2 x 9, 2 x 8, 2 x 7 and 3 x zero.

On a field with a blue edge one can
change a pawn disk. The player throws then the special blue power dice wherein are 6 symbols :

  • a joker (each time one comes on a disk-square, one can change twice),

  • a stop-sign (this pawn remains on the same place),

  • a pack man (this pawn sends all passed hostile pawns home),

  • two arrows (this pawns can go to and from),

  • a star (this magic pawn can't be sent home) and

  • a devil (adds 1 extra or subtracts one or plays the exact number of spots. E.g.. throw 12 : this pawn can move 11, 12 or 13 squares !).
The stop sign doesn't count anymore for the last pawn. So when the third pawn arrives "home", one can take the stop sign out of the fourth pawn. The player changes back the stop sign with the Happy-disk. If there is only one pawn of a player in the field and he is carrying a stop-sign that player has to throw 9 or more for each pawn that comes in the play field.

Throwing of the power-dice, one can change the thrown disk in whatever pawn. So also in a pawn of another player.

From the moment that a pawn comes "home" in his own colours, one can put his disk in whatever other pawn. So e.g.. also change a Happy-disk with an own pawn carrying the stop-sign.

Once one has put a disk wrongly, this remains so e.g.. give another player a 9 instead to yourself. But a not regulatory change against another player has to be restored. E.g. a power disk in a speed-dice.

On arrival a pawn can continue for another turn e.g.. to take another pawn. However he has to go totally around again (except when he has the 2-arrow disk).

Fields with blue or purple edges protect the pawns standing there. If another player should arrive on such occupied square following his normal thrown, he has to go one square less.

If the last pawn tries to enter home, that player can count one or two dices if that suits him well.

The winner is the one who has all the pawns in his home fields.



© Dirk Laureyssens 1991-2003. All rights reserved.