• Vortex
  • Vortex
    The family game
    with more dimension
  • Vortex
    Vortex

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

What's in the box?

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Back

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

Game variants

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

Vortex - Crossing

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

Vortex - Crossing advanced

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

Vortex - Cat & Mouse

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

Vortex - Solitary

Concept games

These games are playable with the content of the first Vortex box, they’re meant to illustrate the wide range of possible games and trigger the enthusiast player to try and create his own!

#5 Gathering

To be the first to gather all your routers with your assembly tower(s).

 
Vortex - Solitary

#6 Challenging

Predict or calculate the minimum number of moves or the minimum number of towers you have to rotate to get to your target.

 
Vortex - Solitary

#7 Amazing

Find your way through the maze and get the red router between the red controllers.

 
Vortex - Solitary

#8 King`s cross

Get your King across onto the finishing position without being caught.

 
Vortex - Solitary

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

To be the first to gather all your routers, this gathering should be connected with your assembly tower(s). The image after preparation shown (figure 1) is an example, feel free to improvise. With two players you probably need more routers, for this purpose you could combine for example yellow/orange and grey/black. With four players you could do with six or seven routers.

Prepare the game board and randomly or by example put all the colored routers on the outer lines, you could make this a strategic part of the game by allowing your opponents to places a number of your routers, in this case for example three by each opponent. One of your assembly towers is appointed by the player to your left, the other one is placed annex the first one by yourself. This should result in a possibly symmetrical pattern with no overlapping circles with either of your opponents.

The first player makes one move, the next player two and the one after that three. From then on every turn consists of a maximum of four actions. You have the option to rotate for example two towers over two positions or rotate four towers over only one position, clockwise or counter clockwise. You are only allowed to rotate a tower when you are not in a minority position with your colored routers around the tower to one of your opponents. The general playing direction is clockwise. (You might have noticed a stunning similarity with Crossing).

The player who first succeeds in gathering all the routers connecting (all of) the assembly tower(s) wins. Figure 1 shows red being the winner.

X12 Wisps

The amount of possible puzzles on the Vortex game board is unlimited. You can play this game variant alone or with others. You can decide (together) what the finish situation should be like.

 

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