PÜNCT
Overview
PÜNCT is the fifth game in the GIPF project, a two-player abstract connection game. Players attempt to connect two opposite sides of a hexagonal board by placing and moving three-dotted pieces. The game features a unique stacking mechanic where pieces can jump on top of others, blocking opponents and creating bridges. The standard game adds a secondary win condition based on central hexagon control.
Components
| Component |
Quantity |
| Game board |
1 |
| White pieces (3 dots each) |
18 |
| Black pieces (3 dots each) |
18 |
| White PUNCT-piece (marker) |
1 |
| Black PUNCT-piece (marker) |
1 |
| Bag |
1 |
| Rulebook |
1 |
Piece types per player (18 total):
- 6 straight pieces
- 6 angular pieces
- 6 triangular pieces
Each piece has 3 dots: one colored dot (the “PUNCT”) and two minor dots. The PUNCT-piece is a round marker with one dot, used as a movement aid.
Setup
- Place the board between players with its long side (marked with letters) running from one player to the other.
- Draw lots for color. White begins.
- Place your 18 pieces in front of you, visible to your opponent at all times.
Turn Structure
On your turn, you perform exactly one action: add a new piece, move a piece, or jump onto other pieces.
Actions
1. Adding a Piece
- Choose a piece from your set and place it on the board so each dot covers a space (always occupies 3 spaces).
- New pieces must be placed on the first level (board level) – never on top of existing pieces.
- Basic game: The first player may not place their first piece in the central hexagon.
- Standard game: No new piece may ever be placed directly in or partially in the central hexagon; only pieces already on the board may be moved into/out of it.
2. Moving a Piece
- Only move your own pieces.
- The PUNCT (colored dot) must be moved in a straight line, any number of spaces, over other pieces, and in/out of the central hexagon.
- After moving, you may rotate the piece using the PUNCT as the axis (minor dots swing around).
- Moving + rotating = one turn. You may also rotate without moving or move without rotating.
- All dots must remain on the board after rotation (no dots hanging off edges).
- Use the PUNCT-piece marker to mark the origin space for easier visualization.
3. Jumping on Top of Pieces
- Move a piece (already on the board) so its PUNCT lands on one of your own pieces (never on an opponent’s piece).
- After landing, you may rotate; minor dots may land on any pieces (yours or opponent’s).
- Covered dots are blocked: a piece with even one dot covered may not be moved or rotated.
- Pieces must land on 3 dots at the same level, unless making a bridge.
- Levels are unlimited: jump up or down any number of levels freely.
- Pieces on top always have precedence (they can cut connections).
4. Making a Bridge
- Straight and angular pieces can bridge a gap: their two end dots rest on other pieces while the middle dot is unsupported.
- Triangular pieces cannot bridge – they must always rest on 3 dots.
- The end dots must be at the same level for stability.
- A dot under a bridge is blocked; you cannot slide pieces under a bridge.
- The space under a bridge is also blocked.
Scoring / Victory Conditions
Basic Game
- Win by connecting two opposite sides of the board with a continuous chain of your visible dots (viewed from above).
- Dots are connected if they occupy adjacent spaces, regardless of level.
- Both PUNCT and minor dots count for connections.
- If all pieces are placed and no connection is made, the game is undecided.
Standard Game (two differences from basic)
- Placement restriction: New pieces may never be placed in or partially in the central hexagon.
- Tiebreaker: If neither player completes a connection when the last piece is placed, count visible dots in the central hexagon (viewed from above). The player controlling more spaces wins. Equal = draw.
Special Rules & Edge Cases
- PÜNCT is not a memory game: you may pick up one piece at a time to see what is underneath.
- The PUNCT-piece marker must be removed after each move – it cannot be left on the board or count as part of a connection.
- A connection can run in any of 3 directions (the board has 3 pairs of opposite sides).
- Only visible dots (from above) count for connections.
Player Reference
| Action |
Key Rule |
| Add piece |
Board level only; 3 dots cover 3 spaces |
| Move piece |
PUNCT moves in straight line; then optional rotation around PUNCT |
| Jump onto pieces |
PUNCT must land on own piece; minor dots may land on any |
| Bridge |
Straight/angular only; ends must be supported at same level |
| Win (basic) |
Connect two opposite sides |
| Win (standard) |
Connect sides OR most dots in central hexagon when all pieces placed |