Today, I’d like to draw your attention to a cool, rather unknown game called Polarity. Polarity is a game of dexterity - meaning that your success in the game is directly related to how well you carry out a physical task rather than a mental one as is case in most of the games discussed on this site. Actually, one could consider this a “sport”, just like my favorite pastimes, frog giggin’ and curling - I currently hold the patent for a game which brilliantly combines the two into one awesome event, which I call Frog Curling, or maybe Curl Giggin’ - but that’s something I’ll go over later.
Polarity is played on a cloth mat, in the center of which sits an ominous red magnet. Players are given a stack of magnetized discs, white on one side, black on the other. Each player is assigned one of these colors, and this is the side that is turned face-up when they place their discs.
Play begins with the players taking turns placing discs on the mat, anywhere in bounds (within the big black circle). After each player places 5 discs, or “foundations” (discs laying flat on the mat), the real game begins.
Taking turns, players take one of their discs, their color side up, and attempt to “lean” it against one of their foundations. Leaning a disc basically means that you use the magnetic field of the foundation disc to push up against the magnetic field of the disc-in-hand, which makes an invisible cushion that keeps the disc floating nearly in mid-air. The effect is really, really cool looking - especially once there’s a lot of discs in play. A disc floating against a foundation is called a “Leaner”.
Lots of interesting things happen to Leaners and foundations as you continue to cram new magnetic fields into a limited space. First and foremost, you’ve got to watch that red disc in the center of the mat. During your turn, the red disc can move and slide slightly without any effect but if it ever slides completely off of it’s starting spot, or snaps to another disc, you loose - period. If a leaner slides down to the mat, or discs in play start snapping together, you’ve just “Faulted”, and your turn ends. The actions taken following a fault varies depending on the fault which occurred:
-If a Leaner slides down to lay flat on the mat, it stays where it is, becoming a new foundation - this can be done on purpose to make room for more Leaners if you’re careful enough.
-If discs leap off the mat and snap onto the disc you have in hand, you take all of them and simply add them to your stack.
-If discs are pushed out of bounds, then you add those to your stack.
-If discs snap together on the mat, they form a new “Tower”, and are claimed by the opposite player. The claiming player must lift the tower off of the mat, and place it anywhere back in play, with the player’s color showing on the tower’s top. Note that trying to get the tower off the mat and placed can cause further faults - if this happens the tower is claimed by the other player, and they must attempt the same.
Once one of the players places the last disc in their stack, the game ends. Players then count all the discs that are located in the towers they own, and the player with the most is the victor. Simple!
The game takes around 20 minutes to play, though it can easily take longer depending on how long players take with their turns. It will take a game before the players get a good grasp on how to position Leaners and the general strategy of it all, but once you get it down, the game is a real blast. It’s an awesome beer and pretzels game, but can be a serious venture if you’re into that sort of thing. Most people I’ve introduced it to love it, some love to hate it, and some just loathe it - if you’ve got big ‘ol sausage butter fingers, stay well clear of it. Obviously it’s not for everyone, but if you’re so inclined, give it a shot and let us know whatcha think!
DEACON
Filed under: Games - Dexterity, Polarity by DEACON
2 Comments »