Beginner's Guide. Gift Cards. Follow us in:. Play on:. Subscribe to Newsletter. Technical Issues: support tabletopia. Are you sure? No Yes. Failed to process your request OK. How would you rate your experience with Tabletopia? How can we reach you? Get our latest news about events and product updates. Not now Continue. Help us improve Tabletopia We'd love your feedback on your experience with Tabletopia. Cancel Send. Flip the tile and again in player order you can connect it to any face up tile already in play.
In doing so, you can create a longer conduit or cap off a conduit. The conduit system then can either be open or closed. Immediately after placing your tile you may place one Networker token on one power cell on the tile you just placed.
Finally, any closed conduit systems are scored. If you closed a conduit, you score one point for each power cell in that conduit that has the same color as the power cell where your networker pawn was placed. Track your score on the scoring wheel then remove all your networkers from the closed conduits. If no one has reached 15 points, the game continues.
Players return their puzzle pieces to the puzzle chambers and the start player token is passed to the left. And a new round begins. If however a player has reached 15 points the player with the most points wins. Production quality for the game is very good. The main components: the puzzle tiles are a good thick cardboard that will hold up to multiple plays and from being thrown across a room in frustration. The graphic work on the conduit sides of the tiles is unique , creating a cool look to the table top.
But the dual challenge of puzzle solving, along with a strategic choosing and placement of tiles to maximize points does take a few games to get the hang of. You can jump right in but may walk away frustrated.
Enigma is a great surprise. Pawn placement on colored power cells and strategically closing off conduits determines your score round by round. But you have to make a picture of a duckie to do so! Tile laying and route scoring ala Carcassonne combined with a Cranium —like action phase. Does this make it a great game? It depends on what sort of person you are.
Choosing your puzzle is important but is countered with the reality that you may need to deviate from your strong suit because of the colored power cells you need to maximize your score. You may have to choose math over tangram to get that one green power cell that will cap of your conduit route and give you a big score. Like many games it offers the chance to play it safe for a more assured scoring opportunity, or risk failure for the greater reward.
Enigma offers a great balance — playing to your strengths and forcing you to overcome your weaknesses when it comes to your intelligence. Another unique feature of the game is the fact that it operates in two distinct game play experiences. The first of course is the puzzle solving. After a bit of banter and indecision, the puzzle tiles are flipped and the tension and silence are so thick you can cut it with a spatula.
Then you hear the flip of the timer and sweat begins to drip of your eyebrows. Finally, time is called and the next phase of the game begins. If you solved your puzzle now you must look at the tile you chose and place it, and possibly a networker, to create the best score possible; taking away opportunities from other players or having them taken from you.
You have to be reactive and tactical but definitely be planning ahead to the next round. The rule book makes a valiant and very creative effort to instill a theme in this very abstract experience.
It challenges you to…. This game is IN your head, and at times IN your face and because of its amazing challenge and unique game experience it should be IN your collection.
In Enigma, players are exploring an ancient temple, solving different problems to make their way from room to room. Problem solving is done simultaneously in four different categories — tangrams, block-stacking, canal-building and balance problems — and those who succeed expand the temple with the problem tile they solved, thus adding a new chain of rooms inside the temple or extending an existing chain of rooms.
After placing a tile, a player can occupy a room on that tile with one of his three archaeologists as long as no other room of the same color is already occupied in that chain. When the chain is closed — that is, when the chain has no "loose ends" that can be expanded upon — any archaeologists in that chain's room return to their players, and players score 1 point for each archaeologist they receive. The game ends when somebody reaches 15 points, and the player who has the most points wins.
All the game play elements work very well together creating a game that will challenge you with every decision. A conduit system consists of power cells that are connected to each other through conduit channels. A conduit system is considered open if it contains at least one conduit channel that does not yet have an end.
A conduit system is considered closed if all its conduit channels have an end. Immediately after placing the tile on the table, you may take a networker from your supply, and put it in one of the power cells of the tile you just placed - provided there is no other networker in a power cell of the same color inside this conduit system! Note 1 : According to the above-mentioned placement rule, normally a single conduit system can hold only 1 networker per power cell color.
However, if two existing conduit systems become connected through the placement of a tile, it is possible that there will be more than one networker in power cells of the same color inside the same conduit system. Note 2 : If you have no networkers left in your supply after placing a tile, you cannot place a networker on it.
After that, Black takes a networker from his supply and places it on a power cell on the tile placed. Now, all closed conduit systems are scored. Each player scores points for each networker that they have placed in the closed conduit system. You earn one point for each power cell of the closed conduit system that has the same color as the power cell on which one of your own networkers is located. Black has placed the tile in such a way that a conduit system is closed.
He scores 2 points for the two red power cells in the closed conduit system. You try to balance the scales by placing weight pieces in the cups of the scales. The small number below a cup indicates how much a piece in a cup weighs.
You have to place the pieces in the cups in such a way that the total weight on both sides of the scales is equal. The number of weight pieces you have to use is depicted in the lower right corner of the tile.
You must use all weights shown there! Example: This tile shows that the player has to use 5 weights to solve the puzzle. The scales are now correctly balanced and the puzzle is solved.
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