How to Score a Game:
The 10 arrows drawn by each player in ARROWGAMÉ can be seen as 10 fighters, who each pick one move to perform and perform their moves all at once. All attacks, reinforcements and feints occur simultaneously. So we score them as if they all happened at the same time.
Holding the index card horizontally and starting at the top, determine the attack power of each arrow, and scribble out any arrows that have been destroyed. Here's an example to help you understand scoring.
Example Game - Jack vs. Jill:
The arrows drawn:
Rules for Extended Play:
ARROWGAMÉ can actually be played for as many rounds as lines on one side of an index card. The game does get more complicated after the first round, but the basic rules stay the same. An example of a complete game might look like this:
In addition to the basic rules, a few additional rules need to be considered in order to play beyond the first round:
- Arrows closest to the center are compared first. Arrows drawn later in the game are considered to be behind arrows drawn earlier; only the closest arrows in each row can be considered attacking.
- Destroyed arrows have no effect> They aren't obstacles; they just aren't there anymore.
- Reinforcing can happen in all four directions. This means attacking and feinting arrows can be used to reinforce arrows in front of or behind them; complicated reinforcements can flow over multiple rows and columns.
- All possible attacks/feints are performed each round. If Jack draws a feinting arrow behind his attack arrow from last round, and Jill draws a reinforced attack arrow in the same row, Jill's +2 attack arrow destroys Jack's +1 attack arrow, but Jack's feint then destroys Jill's attack arrow. There should be no possible attacks left when the card is re-folded for the next round.
The best way to learn ARROWGAMÉ is by playing, so find an index card, find a friend, and get folding.
Next Page: Designing ARROWGAMÉ