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And there you have it, game number four: Flipmode. There's no significance, really to the Zener card symbols, I just needed five arbitrary symbols that wouldn't be tied to move or capture modes.

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(Thursday afternoon, INT: WW and SW's apartment)

JH: There's five types of pieces, three of each. Take turns placing them on the first two rows of the seven-by-seven grid. You'll each have one left over to discard, and your discards can't be the same type.
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[diagram]
JH: You can see along the side of the board there's an emblem for each type of piece, and a space for a move card and a capture card.
JH: At any point in the game, what your pieces can do is determined by those cards. At the beginning, deal them out randomly, after placing your pieces.
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[diagram]
JH: On your turn, you have the option of either moving one of your pieces or swapping any two cards. Thus, at any point, the power structure of the board can completely change. Game is over when you take all your opponent's pieces.
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SW: Wait, wait, wait. Slow down. These are pieces? And they move, somehow? On turns?
WW: You can feel free to stop that any time now.