P�NCT is the last game of Project GIPF. From the beginning it was announced that the project was going to become a series of 6 abstract games for 2 players. GIPF, the first and central game, was released in 1997. Now, 8 years later, the series is finally complete!
As you may or may not have noticed, the graphics of the GIPF box shows a board with pieces in a wide, natural environment. The idea behind this design was putting an abstract game, symbolizing the human mind, in the midst of the 4 elements. The sceneries on the boxes of the 4 games that followed, TAMSK, Z�RTZ, DVONN and YINSH, represented, respectively, earth, water, fire and air. That left one possibility for the last game, which is explained as follows in the rulebook:
This is a game about the 5th element: spirit, in its broadest sense! That is: the human mind, the mix of conscious and sub-conscious, divine sparks of inspiration, the potential to create. And therefore, also,: the sense for meaning, the sense for art, the sense for beauty. And, last but not least, also: courage! Linking the elements, interpreting what exists, daring to add a personal touch! That is why PUNCT is a game about connecting opposite sides.
In short:
So, P�NCT is a connection game: the goal is to link two opposite sites. On your turn, you either bring a new piece into play, or you move a piece that is already on the board. The more pieces you bring into play, the more possibilities to have to make a connection. But� each time you put a new piece on the board, you reveal a bit of what your plan is. The trick is to place your pieces in such a way that your opponent will expect you to do something different from what you really have in mind. As such, P�NCT is not only about making a connection, but also about misleading your opponent! Be subtle�and enjoy it!
Type: Abstract Strategy Number of players: 2 Age of players: 9+ Length: 30 minutes
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '