Indigo
Overview
A tile-laying game where players place hexagonal path tiles on a board to guide gemstones toward the edges. Gems move along paths created by tile placement. Players earn points by collecting gems that reach exit gates they control. The game features shared gates between adjacent players, creating tension over gem routing. Sapphires are worth the most, followed by emeralds, then amber. The player with the most points wins.
Components
- 1 Game board (hexagonal grid)
- 4 Player screens (with player aide)
- 7 Treasure tiles (1 center tile + 6 edge tiles)
- 54 Path tiles (hexagonal, with various path configurations)
- 24 Colored chips (6 per player color, for marking gate ownership)
- 24 Glass gems: 12 amber (yellow), 10 emeralds (green), 2 sapphires (blue)
Setup
- Place the board in the center of the table.
- Place the dark blue center treasure tile with 1 sapphire and 5 emeralds on the central hex space.
- Place the 6 light blue edge treasure tiles around the board perimeter, each with 1 amber gem.
- Each player chooses a color and takes 6 chips. Place chips on the goal circles around the board edge according to player count configuration:
- 2 players: Each player owns alternate gates exclusively.
- 3 players: Each player shares some gates with neighbors.
- 4 players: Most gates are shared between adjacent players.
- Shuffle path tiles face down. Each player draws 1 tile to form their hand.
Turn Structure
On your turn:
- Place a tile – Place your path tile on any vacant hex space on the board.
- Move gems – If any gem is adjacent to the newly placed tile and a path now connects to it, the gem moves along the path until it reaches a dead end, exits the board, or meets another gem.
- Draw a tile – Draw a new path tile from the supply.
Actions
Placing Tiles
- Place 1 path tile from your hand onto any vacant hex space.
- Restriction: You may not place a curve tile directly blocking two exits simultaneously.
Gem Movement
- After placing a tile, any gem adjacent to the new tile that now has a connected path begins moving.
- Gems follow paths automatically, moving through connected segments until they reach a dead end (path ends without an exit), exit the board edge, or meet another gem.
- Gems never reverse direction or make sharp turns.
- A gem exiting through a gate is collected by the player(s) who own that gate. If the gate is shared, both players receive a gem of that type (each takes one from the supply or scores equivalently).
Gem Collisions
- When two gems meet on the same path, both are removed from the game without scoring.
Collecting Gems
- When a gem reaches a gate on the board edge, the player(s) owning that gate collect it.
- At shared gates (in 3-4 player games), both players score for that gem.
Scoring / Victory Conditions
The game ends when no gems remain on the board (all have been collected or removed via collisions).
Point values:
| Gem | Points |
|—–|——–|
| Sapphire (blue) | 3 |
| Emerald (green) | 2 |
| Amber (yellow) | 1 |
The player with the most points wins. Tiebreaker: the player with more total gems collected.
Special Rules & Edge Cases
- You cannot place a tile that would simultaneously block two exits with a single curve.
- When a gem exits through a shared gate, both players who own that gate score the gem’s value.
- Gems that collide (two gems meeting on the same path) are both removed without scoring.
- Multiple gems may be moved by a single tile placement if the new tile creates paths connecting to more than one gem.
- If no valid placement exists, you must still place your tile.
- The center treasure tile starts with 6 gems (1 sapphire + 5 emeralds); gems move outward as paths connect to the center.
- Edge treasure tiles each start with 1 amber gem; these gems move inward as paths connect to them.
Player Reference
| Step |
Action |
| 1 |
Place 1 path tile on a vacant hex |
| 2 |
Move any gems that now have connected paths |
| 3 |
Draw 1 new path tile |
| Gem |
Points |
| Sapphire |
3 |
| Emerald |
2 |
| Amber |
1 |
Game end: All gems collected or removed. Highest score wins.