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| Updated 7/1/03 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| Only One Will Prevail |
| Heat up your game night with
this entertaining and quick to learn game. Capture three
islands in a row, and win! |
| What's in the Box |
- Wooden Game Board With 7 raised islands
- 25 Red "Fire" Pegs
- 25 Aqua "Ice" Pegs
- Rules
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| Description of the Board |
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The board contains 7 raised
triangular islands. Each island has 7 holes and the playing
pegs fit into these holes. On each island, six lines and
a circle connect the holes to make seven groups of three
holes each. The islands themselves are also connected
together in the same pattern. |
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The holes and islands are named
according to their positions on the board: Top Corner,
Left Ring, Center, Right Ring, Left Corner, Lower Ring,
Right Corner. |
| Object of Fire and Ice |
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The first player to control
three islands connected by a line, or the circle, wins
the game. You control an individual island when, on that
island, three of your pegs are connected by a line, or
the circle. |
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|
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The 7 ways to
control an island. 
Note: The circle is just as valid as the lines. |
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|
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Three different
examples of controlling 3 islands to win. 
Note, the players will have other pieces on the board
as well. |
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| Setting Up |
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Choose colors. One player takes
FIRE (red pegs), the other takes ICE (aqua pegs). |
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 |
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Place the red pegs in the pocket
at the upper left corner of the board under the word
"FIRE." Similarly, place the aqua pegs in the upper right
pocket under the word "ICE." Position the board so that
you are near the pocket containing your opponent's pegs.
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The player controlling FIRE
puts a red peg in the middle of the center island. |
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| Playing the Game |
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FIRE, with the single peg in
the center, moves first. Then ICE plays. Play continues
with FIRE and ICE taking turns alternately. Each turn
brings a new peg into play. Before long, the players gain
control of the individual islands. Passing is not allowed.
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Each turn consists of two parts: |
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1. |
Move one of your pegs from an occupied hole
to an allowed empty hole as explained under Allowed Movements.
|
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2. |
Take one of your opponent's pegs from the
supply pocket and place it into the hole your peg just
vacated. |
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| Allowed Movements |
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Only two kinds of movement are
allowed: |
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SAME ISLAND: You may move your
peg to any open hole in the same island. |
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|
 |
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Example:1. Within an island,
ICE moves an aqua piece from the left-corner to the center.
2. Then ICE puts FIRE's red piece in the left-corner position.
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|
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SAME POSITION: You may move
your peg to an empty hole in another island, keeping the
same relative position the peg had on the island it just
left. |
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|
 |
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Example: 1. ICE moves an aqua
peg from the left corner position on one island to the
same relative position on another island. 2. To complete
the turn, ICE puts one of FIRE's red pegs into the hole
just vacated on the original island. |
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| Winning the Game |
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The first player to control
three islands connected by a line or by the circle wins. |
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|
| Strategy and Tactics |
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• |
Only one player can control an island at
one time. If you have three pegs controlling an island,
your opponent can not simultaneously form a controlling
triplet there. If you have additional pegs on such an
island, you can safely move them to other islands knowing
that you will remain in control of the original island. |
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• |
You generally want to control an island
whenever you can, but controlling the right islands is
just as important as controlling the most islands. Often,
the critical island is one both players need to gain the
upper hand. It is usually at the intersection of lines
extending from the most strongly held pairs of islands. |
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• |
You must balance gains and losses in contested
areas. If an island is not yet controlled, the player
with the majority of pegs on that island usually has a
sizable advantage there. If you are at a big disadvantage
on one island, you likely will be better off conceding
control there so that you can make gains in other areas
of the board. |
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• |
Sometimes you can get an advantage by giving
up control of an island, even allowing your opponent to
gain control there. You may find it more important to
gain control of a different island, and may need to move
a peg away from an island you already control in order
to do so. |
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• |
Always consider how any move will shift
the focus of the game. You must balance your strategy
between attack and defense, and keep alert to the situations
all over the board. The advantage can change quickly. |
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• |
Handicap: If one player is better than the
other, you can place a few of the weaker player's pegs
on the board at the beginning of the game as a handicap.
(No more than one per island.) |
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Note: The pattern of seven points,
which are connected in triplets in seven ways, is called
a Fano Plane, an ex-ample of the mathematical structure
known as a "finite plane." Each point on the
plane is mathematically identical to the others. |