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Project L

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Details

Sourced from: https://jmo.name/games

Player Aid Author: Jarrod Moore

Description

Polyomino puzzle engine-builder where you complete puzzles to gain stronger pieces and score points.

Expansions in Use

  • Ghost Piece
  • Finesse

The following instructions describe how to set up the game for 2–4 players. For the Solo Variant, see that section. For games with 5 or 6 players, use the Line Clear Variant — which additionally requires the Ghost Piece expansion.

  • Shuffle all the White puzzles together to form a White puzzle deck, and place it face down in the centre of the play area
    • If using the Ghost Piece expansion, include the 12 new White puzzles from that pack when shuffling
  • Shuffle all the Black puzzles together, then take a number of them at random based on the player count (see below). Shuffle those into a Black puzzle deck and place it face down beside the White puzzle deck, and return any remaining Black puzzles to the box
    • If using the Ghost Piece expansion, include the 12 new Black puzzles in the shuffle before drawing the subset
Number of players234Black puzzles121416
  • Reveal the top 4 puzzles from each deck, placing them face up in a row to the left of each deck
  • Place all of the coloured pieces in a reserve nearby
    • If using the Ghost Piece expansion, add the 30 new level-5 Ghost pieces to the reserve as well
  • Take 1 Player mat for each player, making sure that the mat showing the first player marker is included. Shuffle the mats and deal one out at random to each player — the player who receives the mat with the first player marker will start the game
  • Each player takes one level-1 piece and one level-2 piece, placing both of them in their own personal supply to the right of their Player mat
  • If using the Finesse expansion, complete the following additional steps:
    • Place all of the Credits nearby to form the bank
    • Separate the Finesse tiles by set (A, B, C) according to their backs
    • Randomly select 2 tiles from Set A, 2 tiles from Set B, and 6 tiles from Set C. Return the remaining Finesse tiles to the box unseen
    • Shuffle the 10 selected tiles together without looking at them and deal them out in a row below the Black puzzle row, placing the first two tiles face down and the remaining eight face up

In Project L, players will complete a range of puzzles using their pieces to try and earn as many points as they can. Pieces come in 4 levels, and over the course of the game you will build up your supply of pieces so that you can complete increasingly difficult puzzles for more and more points.

The game is played over a number of rounds. In each round, beginning with the first player and going in clockwise order, each player takes a turn. This continues until the Black puzzle deck is empty — players will then complete that round and play one final round.

On your turn, you must perform 3 actions. There are 5 possible actions, detailed in the sub-sections below. Unless stated otherwise, you may perform these actions in any order and any number of times — you could even take the same action three times in a turn.

Each puzzle card shows three things:

  • A recessed area which you are aiming to fill with your pieces to complete it
  • The points value of the puzzle at the end of the game if you have completed it
  • The new piece you will gain when the puzzle is completed

On your turn you will perform 3 actions in total, chosen from the available actions detailed in the sub-sections below. The core actions are Take, Place, Recycle, Upgrade, and Master.

If playing with the Ghost Piece expansion, the Ghost action is also available to you.

If playing with the Finesse expansion, the Insert special action becomes available as soon as you have 2 or more Credits in your supply. Unlike the other actions, Insert does not count towards your 3-action limit for the turn.

Take any one puzzle from one of the rows and place it above your Player mat. Replace the puzzle you took from the row with another one from the corresponding puzzle deck.

Alternatively, you may take the top puzzle from either of the decks, placing it face up above your Player mat. You cannot look at the front of the puzzle before you take it.

Note: you can have a maximum of 4 unfinished puzzles above your Player mat at any one time. If you already have 4, you cannot perform this action.

Place a piece from your supply into one of your puzzles. The piece must be laid flat in the recessed area and must not overlap any other piece. You may flip the piece or rotate it freely before placing it.

Note: once a piece has been placed in a puzzle, it cannot be moved or removed later until that puzzle is completed.

Choose one of the rows of puzzles, remove all of the puzzles from that row, and place them on the bottom of the corresponding deck in an order of your choice. Then, refill the row by revealing 4 new puzzles from the top of the corresponding puzzle deck.

When taking this action, you will do one of the following two options:

  • A: Take a new level-1 piece from the reserve and add it to your personal supply
  • B: Return a piece from your personal supply to the reserve and take a replacement piece. The new piece may be from the same level, any level lower, or one level higher than the piece you returned

Note: if you choose option B and there are no pieces in the reserve of the level you are trying to take (of any shape), take a replacement from the next available level instead.

The Master action may only be used once per turn.

Place up to 1 piece from your personal supply into each puzzle above your Player mat. You may choose not to place a piece on a given puzzle, and you cannot place more than 1 piece on any single puzzle.

This action is only available when playing with the Ghost Piece expansion.

Ghost pieces are special level-5 pieces. Not only are they large, but if you have one of the Ghost pieces in your personal supply, you have access to a new action on your turn.

There are two ways you can get Ghost pieces in this expansion:

  • As a reward for completing one of the new puzzles
  • When you upgrade a piece to level 5 by using a Level Up reward (see Completing Puzzles)

Ghost action: if you have a Ghost piece in your supply, you may use this action to return that Ghost piece to the reserve and take a number of level 1–4 pieces which form the same shape as the Ghost piece you returned. You may immediately place these new pieces on the puzzles you have, but no more than one new piece per puzzle. Any pieces you do not place are put into your personal supply.

Note: it is not possible to get Ghost pieces (level 5) by using the regular Upgrade action during your turn. The only way to get them is by completing the Ghost piece expansion puzzles.

You cannot exchange Ghost pieces for other pieces during Finishing Touches.

This action is only available when playing with the Finesse expansion.

At any time during your turn, you may spend 2 of your active Credits (placing them back in the bank) to immediately take any one action. This action does not count towards your 3-action limit for the turn, and you may use it multiple times in a single turn — spending 2 Credits each time you use it.

The Master action can still only be taken once per turn, even when gained through Insert.

At the end of an action in which the recessed area of a puzzle is completely filled with pieces, that puzzle is considered completed. Multiple puzzles may be completed with a single action. When you complete a puzzle, follow these steps in order:

  1. Return all of the pieces from the puzzle to your personal supply
  2. Take a new piece (as depicted on the puzzle) from the reserve and place it in your personal supply
    • If there are no pieces available in the supply of the depicted type, take a piece of your choice from the next available level instead
  3. Place the puzzle face down on your Victory Point pile to the left of your Player mat

If you still have actions remaining after completing a puzzle, you continue with your turn as normal.

Level Up rewards (Ghost Piece expansion)

Some of the new Black puzzles have a Level Up reward depicting a single arrow (↑) or double arrow (⇈). This reward allows you to upgrade any pieces in your supply, including those you just took back from the completed puzzle.

  • With the single arrow, you may upgrade one piece one level higher
  • With the double arrow, you may either upgrade the same piece twice, or upgrade two different pieces one level each

This section only applies when playing with the Finesse expansion.

Finesses are objectives shown on the Finesse tiles in the row below the Black puzzle row. Achieving a Finesse rewards you with Credits, which can then be spent on the Insert action to take extra actions later in the game.

Available Finesses

During a round, only the leftmost Finesse tile can be achieved, and only if it is face up. Because the first two Finesse tiles are placed face down during setup, no player can achieve a Finesse in the first two rounds of the game.

  • All players can attempt to achieve the current Finesse on their turn
  • To achieve a Finesse, you must complete the objective shown on the tile

At the end of each round, remove the leftmost Finesse tile from the game. This will flip the tile that was previously second in line face up, making it available to be achieved from the next round onwards.

Achieving a Finesse

When you achieve a Finesse, the timing of the Credit reward depends on the colour of the tile:

  • Pink tiles: each time you achieve the Finesse, immediately take the number of Credits depicted on the bottom of the tile and place them to the left of your Player mat. They cannot be used until the next round
  • Blue tiles: at the end of your turn, check the Finesse tile and take Credits based on how many times you achieved the Finesse during that turn

See the Finesse Tile Reference section for the specific rules of each tile.

Active and inactive Credits

Credits you have just gained sit on the left side of your Player mat and are inactive — they cannot be spent yet.

  • At the end of your turn, move all Credits from the left side of your Player mat to the right side (near your supply of pieces). These Credits are now active and can be spent on the Insert action on a future turn
  • If you are about to take a Credit and the bank is empty, the player (or players) who have the most Credits must return 1 Credit back to the bank. Then you take the Credit you would have gained

Game end change

When using the Finesse expansion, the game may now end in one of two ways (whichever happens first):

  • As per the base game rules: the Black puzzle deck runs out. Finish the current round and then play one additional round, followed by Finishing Touches
  • When the last Finesse tile is removed (at the end of the 10th round). If this happens, there is no additional round — just proceed directly to Finishing Touches

When the Black puzzle deck is empty, the end of the game is triggered. Finish the current round and then play one final round. This ensures that all players will have played the same number of turns in total.

As soon as the end of the game is triggered, any Black puzzles that are taken are not replaced. Also, each player may now only take a maximum of 1 Black puzzle during their turn for the remainder of the game — this includes the player who triggered the end of the game, and so any puzzles they may have taken before the end of the game was triggered do not count towards this limit.

After the final round ends, each player may place any number of pieces from their supply into the puzzles in front of them, following the normal rules for the Place action. For each piece placed this way, 1 point is deducted from that player's final score.

Note: you must perform all of your Finishing Touches before any of your puzzles are considered completed. That is, you cannot complete one puzzle with a Finishing Touch and then use the pieces gained from that to perform additional Finishing Touches. Also, puzzles completed during Finishing Touches do not give any bonus piece.

Finesse expansion: if you still have any Credits left over at the end of the game, you may spend 1 Credit instead of losing a Victory Point for each Finishing Touch placement. You may still lose a Victory Point as normal if you do not have enough Credits.

Each player counts up their points as follows:

  • The total of the points on all the puzzles in their Victory Point pile
  • Deduct points for each incomplete puzzle above your Player mat, equal to its point value
  • Deduct 1 point for every piece you placed during Finishing Touches

The player with the most points wins the game.

  • In case of a tie, the tied player who has completed the most puzzles wins
  • If there is still a tie, the tied player with the most pieces left over in their supply wins
  • If there is still a tie, all tied players share the victory

If you want to play a more strategic game, play with your Victory Point pile face up, so that everyone can see the points everyone else has scored at any time. This should be agreed to by all players before the game starts.

In the Solo Variant, you play against an artificial mastermind opponent represented by a 3×3 grid of puzzles.

Setup

Replace the setup from the base game with the following steps:

  • Select 15 random White puzzles and 10 random Black puzzles. Shuffle each set of puzzles separately, then place the Black puzzles face down in the centre of the play area and place the White puzzles on top. This forms the puzzle deck
  • Reveal 9 puzzles from the top of the puzzle deck and arrange them into a 3×3 grid
  • Place all of the coloured pieces in a reserve
  • Take four level-1 pieces from the reserve and place one above the 1st and 3rd columns and two above the 2nd column of the puzzle grid. These act as Locks above the columns
  • Take one Player mat for yourself and place it in front of you. Designate an area for your opponent — no Player mat is needed for your opponent
  • Take one level-1 and one level-2 piece and place them in your personal supply
  • Place a number of level-1 pieces into your opponent's supply based on your chosen difficulty level:
    • Normal — 6 pieces
    • Hard — 3 pieces
    • Unbeatable — 0 pieces

Gameplay

You take the first turn, followed by your opponent. This continues until the end of the game is triggered.

Your turn — play your turn in the same way as you would in the base game, with the following exceptions:

  • Each time you take a puzzle from any of the columns of the puzzle grid, take one piece from above the corresponding column and place it into your opponent's supply. Skip this step if there are no pieces above the column
    • You may still take puzzles from the draw decks instead of taking one from the puzzle grid. If you do, the pieces above the puzzle grid do not move
  • You cannot use the Recycle action

Your opponent's turn — your opponent always attempts to take one puzzle and place it directly into their Victory Point pile, as if they had completed it.

  • Your opponent cannot take puzzles from a locked column (a column with at least one piece still above it)
  • If all columns are locked, remove one piece from above each column and return them to the reserve
  • If multiple puzzles are available, your opponent takes the one worth the most points. In case of a tie, they take the puzzle in the lowest numbered position on the grid

After your opponent takes a puzzle:

  • Move all pieces from the opponent's supply to above the column where the puzzle was taken from
  • Move 1 piece from above each other column to above the column where the puzzle was taken from
  • Replace the puzzle your opponent took with a new one from the puzzle deck

Game end

The end of the game is triggered when the puzzle deck becomes empty. You then finish the current round and then play one more round. Unlike the multiplayer game, there is no limit on how many Black puzzles you can take during the final 'end of game' rounds. After that, take any Finishing Touches you wish to, then proceed to Final Scoring.

Final scoring

Total the points in both your and your opponent's Victory Point piles. Deduct points from your score for any unfinished puzzles or Finishing Touches as normal.

If you have beaten your opponent's score, you win! In case of a tie, your opponent wins.

Finesse expansion additions

If you are using the Finesse expansion, the artificial mastermind now takes 2 puzzles per turn, so do not forget to use Finesses to your advantage.

  • Use 20 White puzzles and 15 Black puzzles for the puzzle deck instead of the standard Solo Variant counts. Set up the Finesse row as per the Finesse expansion rules and place the Finesse tiles anywhere near the puzzle grid
  • Your opponent does not collect Credits or achieve Finesses — they play as normal, but always take two puzzles per turn:
    • The first puzzle is chosen the same way as in the standard Solo Variant (most valuable puzzle)
    • The second puzzle is chosen from the same column as the first, but this time the opponent takes the puzzle worth the least points
      • If two puzzles are tied for the least points in that column, the opponent takes the one closest to the top of the column
      • If there are no puzzles remaining in that column, skip this step
    • Only replace the puzzles after both have been taken — first replace the topmost one, then the other
  • The end of the game can be triggered using both the standard Solo Variant rules and the Finesse expansion rules

This variant requires the Ghost Piece expansion.

When playing with 5 or 6 players, use the Line Clear Variant. Each player controls a marker (White or Black) and plays simultaneously on only one row of puzzles at a time.

Setup

Follow the base game setup, but use 20 Black puzzles in the Black puzzle deck for a 5-player game, or 24 Black puzzles for a 6-player game. Place only 3 puzzles into each of the puzzle rows. After that:

  • Create a second row of 3 White puzzles and a second row of 3 Black puzzles to the right of the puzzle decks
  • Place one of the White markers between the rows of puzzles on the left. Give the other one to the first player
  • Place one of the Black markers between the rows of puzzles on the right. Give the other one to the 3rd player in a 5-player game, or to the 4th player in a 6-player game

Gameplay

A player with a marker in front of them takes a standard 3-action turn with the following changes to the rules:

  • Both players with markers play simultaneously
  • Players may only take puzzles from the rows on the side of the play area with the marker matching the one that is in front of them
  • Only the player who has the White marker can take puzzles from either of the puzzle decks, or use the Recycle action (and only on the rows to their left)
  • After both players have finished their turn, they each pass their markers clockwise to the next player

Game end

The end of the game is triggered once the Black puzzle deck runs out. The game continues until the first player has been passed both of the markers again (in any order). Once the first player gets the second marker, the game ends. Resolve Finishing Touches and Final Scoring as normal.

Finesse expansion additions

When playing the Finesse expansion with the Line Clear Variant, the start of the new round (when you move onto the next Finesse) happens when the first player gets the White marker again.

This section only applies when playing with the Finesse expansion.

Finesse tiles come from three different sets. Every game of Finesse uses 2 random tiles from Set A, 2 from Set B, and 6 from Set C. Each set has its own general behaviour:

  • Set A tiles reward you when you place specific pieces onto any puzzle above your Player mat
  • Set B tiles reward you for owning specific pieces at the end of your turn, either in your supply or on puzzles above your Player mat
  • Set C tiles cover a wider variety of triggers — completing puzzles, taking puzzles, using particular actions, upgrading pieces, and so on

The sub-sections below describe each set in more detail.

All Finesse tiles in Set A work in the same way: they are pink tiles that reward you immediately when you place specific pieces.

Whenever you place any of the depicted pieces onto any puzzle above your Player mat, gain 1 Credit.

Example: if you use the Master action and place three of the depicted pieces onto three different puzzles, you will gain 3 Credits from that action.

All Finesse tiles in Set B work in the same way: they are blue tiles that reward you at the end of your turn based on which pieces you own.

At the end of your turn, gain 1 Credit for every depicted piece in your personal supply or on puzzles above your Player mat.

Example: if you have two of the depicted pieces in your supply and one on a puzzle, you will gain 3 Credits at the end of your turn.

Set C tiles cover a range of different triggers. Each tile has its own specific rule — these are the tiles where the game becomes most variable from one play to the next.

Unfinished puzzles (blue, end of turn)

At the end of your turn, gain 1 Credit for every unfinished puzzle you have above your Player mat.

Completing a puzzle (pink, immediate)

Whenever you complete a puzzle, gain 1 Credit.

Taking a puzzle (pink, immediate)

Whenever you use the Take action to gain a puzzle, gain 1 Credit.

Using Master (pink, immediate)

Whenever you use the Master action, gain 1 Credit for each piece you place.

Example: if you use Master to place three pieces on three puzzles, gain 3 Credits.

Piece-placement triggers (pink, immediate)

Whenever you place any of the depicted pieces onto any puzzle above your Player mat, gain 1 Credit.

Example: if you use the Place action to put a matching piece on a puzzle, gain 1 Credit.

Piece variety (blue, end of turn)

At the end of your turn, gain 1 Credit for every type of the depicted pieces that you have one or more of, either in your supply or on unfinished puzzles.

Example: if you have two different types of depicted pieces in your supply or on puzzles (e.g. three of one and two of another), gain 2 Credits at the end of your turn.

Using Upgrade (pink, immediate)

Whenever you use the Upgrade action, gain 1 Credit. If you are playing with the Ghost Piece expansion, you also gain 1 Credit for each instant Level Up reward you receive — 1 Credit for a single arrow (↑) and 2 Credits for a double arrow (⇈).

Thumbnail courtesy of BoardGameGeek and the respective publisher.