Gamehelppontedeldiavolo
For tips on how to play Ponte del Diavolo, see Tips_PonteDelDiavolo
Overview
The object of the game is to form groups of islands linked by bridges.
Definitions
Island: 4 orthogonally adjacent tiles of the same colour.
Sandbank: Fewer than 4 orthogonally adjacent tiles of the same colour.
Bridge: Game piece that connects 2 tiles of the same colour.
Water: Empty space on the board.
Game Start
- The first player places 2 light tiles anywhere on the board.
- The second player chooses to play as the light tile or the dark tile player.
- Play resumes with the dark tile player.
Game Turn
Each player takes turns to place either:
- 2 tiles of their own colour, or
- 1 bridge.
Place 2 Tiles
Tiles can be placed anywhere on the board except:
- Under bridges, or
- Where a tile becomes adjacent to an island of the same colour, even diagonally.
Place 1 Bridge
A bridge can be placed between 2 tiles of the player's colour that are 2 spaces from each other in any direction orthogonally or diagonally, or at a knight's move.
- The centre of a bridge must be over an empty (water) space (knight's bridge needs both water spaces), not a tile
- Each tile can have a maximum of one bridge connection.
- Bridges may not cross each other.
Game End
Game end is triggered when either player:
- Is unable to place 2 tiles, and
- Chooses not to (or is unable to) place a bridge.
The dark tile player can always take an equal number of turns.
Note: unlike the printed rules, in the BGA implementation there is an infinite supply of tiles and bridges. Thus, the game will only end when a player has fewer than 2 valid squares available for tiles.
Scoring
The players score each group of islands connected by bridges (including connections via sandbanks) according to a rule of triangular numbers:
# connected islands | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Score | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 | 66 | 78 |
Tiebreaks
- Most islands.
- Most bridges.