Overview
Polarity is a two-player dexterity game played with magnetic discs on a canvas play mat. Players attempt to place all their discs onto the mat by balancing them on magnetic cushions created by other discs. Discs that “float” on magnetic fields are called Leaners. Players score points by capturing opponents’ discs into Towers through Faults (chain reactions). The player who plays all their discs or accumulates the most Tower points wins.
Components
- 1 canvas play mat (with a center dot and boundary circle)
- 52 black and white magnetic discs (26 per player)
- 1 red center disc
- 1 carry bag
- Rules
Setup
- Lay the canvas play mat on a sturdy, level, non-metallic surface.
- Set aside the red disc. Divide the 52 black/white discs into two equal stacks of 26.
- Flip the red disc like a coin; the other player calls “bar” or “dot.” The winner chooses White (plays first) or Black (plays second).
- Place the red disc on the center dot with the result of the flip showing.
- White places 5 Foundation Discs (white side up) anywhere inside the circle, not touching any other disc or the red disc.
- Black then places 5 Foundation Discs (black side up) following the same rules.
Turn Structure
Starting with White, players alternate turns. On each turn, a player takes one disc from their unplayed stack (the Action Disc) and places it on the play mat, their color facing up.
Placing a Leaner
- The Action Disc must not simply be laid flat. Instead, use magnetic forces to make it float/lean on the magnetic cushion of one of your own Foundation Discs or Towers.
- Hold the disc at approximately 45 degrees and slowly approach one of your discs until it rests on the magnetic field.
- You may take as much time as needed. If the disc falls flat without disturbing other discs, try again.
Faults
If placing the Action Disc causes any reaction among other discs, a Fault occurs and your turn ends immediately. Reactions include:
- Two or more non-touching discs snapping together
- A Leaner falling flat
- A disc snapping onto the Action Disc still in hand
- A Foundation Disc or Tower moving more than its own diameter
- A disc moving entirely outside the circle
Actions
Conversions
You can deliberately create a Fault by using the Action Disc to push one of your own Leaners flat, converting it into a Foundation Disc. Approach the Leaner from above; once it falls flat, quickly remove your hand. Your turn ends (it is a Fault), but you gain a new Foundation Disc to play future Leaners off of.
Capturing (at the start of your turn)
If any discs are connected together from a previous Fault, you must attempt to capture them before your normal turn:
- Grab one disc or Tower section and lift it so the other discs snap up to form a Tower in your hand.
- Place the new Tower anywhere on the mat (inside the circle) with your color facing up.
- If the Fault is already a Tower with your color up, declare it captured and leave it.
- If capturing causes another Fault, your turn ends and normal Fault rules apply.
Towers
Towers are stacks of two or more discs, formed through captured Faults. You can play Leaners off of Towers just like Foundation Discs.
Scoring / Victory Conditions
The game ends when one player runs out of discs in their stack.
Scoring:
- Count the number of discs in your Towers.
- Subtract any discs remaining in your unplayed stack.
- The player with the higher score wins.
Instant loss conditions:
- Causing any disc to touch the red disc.
- Causing the red disc to move completely off the center dot.
- Having no discs on the play mat with your color showing.
Special Rules & Edge Cases
- The Action Disc can only be played on your own discs (your color).
- Foundation Discs and Leaners are only your discs (your color showing).
- After a Fault: Leaners that fell flat and are not touching other discs stay where they landed. If an opponent’s Leaner flips to your color, the opponent captures that disc.
- Discs that snap onto the Action Disc in your hand go to your unplayed stack.
- Discs snapping together on the mat are captured by your opponent at the start of their turn.
- Discs moved outside the circle go to that player’s unplayed stack.
Player Reference
| Term |
Definition |
| Foundation Disc |
Flat disc on the mat; 5 placed during setup, more created via conversion |
| Leaner |
Disc floating on magnetic cushion of a Foundation Disc or Tower |
| Action Disc |
The disc you play from your stack each turn |
| Tower |
Stack of 2+ captured discs; scores points |
| Fault |
Any unintended reaction among discs; ends your turn |
| Conversion |
Deliberately pushing your own Leaner flat to create a Foundation Disc |
Score = Tower discs - Remaining stack discs