Overview
Rumis (also published as Blokus 3D) is a three-dimensional building and strategy game designed by Stefan Kogl. Inspired by Inca architecture, players take turns placing polyomino-shaped 3D blocks onto a building scenario, trying to maximize the number of their colored faces visible from directly above. Each scenario board depicts a different Inca structure with specific height limits and shape constraints.
Components
- 3 double-sided building scenario boards (6 scenarios total: Chullpa, Pirka, Tambo, Pisac, Coricancha, Cucho)
- 44 Rumis stones (blocks) in 4 colors (11 unique polycube shapes per color, composed of 2, 3, or 4 unit cubes)
Setup
- Each player receives all 11 stones of one color.
- Choose a building scenario and place the corresponding board in the center of the table.
- Note the maximum height allowed for the chosen scenario and player count (printed on the board).
- Determine the starting player.
Turn Structure
On each turn, a player places one of their stones onto the building area following the placement rules. Play proceeds clockwise. If a player cannot legally place any stone, they are eliminated from further placement for the rest of the game.
Actions
Place a Stone: Place one of your 11 polycube stones onto the building scenario board.
Placement Rules:
- First Stone (first player): May be placed anywhere within the building boundaries, resting on the base.
- First Stone (subsequent players in round 1): Must touch at least one unit cube of an already-placed stone of a different color AND rest on the base board.
- All Later Stones: Must touch at least one unit cube of your own color (same color adjacency required).
- Physical Support: Every unit cube of the placed stone must rest on either the base board or on top of an existing stone. No overhanging cubes with empty space beneath.
- Building Boundaries: No part of the stone may extend beyond the building scenario’s outline.
- Height Limit: No part of the stone may exceed the maximum height for the chosen scenario and player count.
- No Gaps: Stones may not create unfillable gaps when viewed from above (no covered empty spaces that cannot be filled).
Scoring / Victory Conditions
The game ends when no player can place any further stone.
Scoring: Each player counts the number of their colored unit-cube faces visible from directly above the completed structure. Each visible face = 1 point. A single stone can contribute up to 4 visible faces (one per unit cube, when viewed from above).
Penalty: Subtract 1 point for each stone remaining in a player’s supply (unplaced stones).
The player with the highest score wins.
Special Rules & Edge Cases
- Different scenarios have different shapes (rectangular, pyramidal, wedge-shaped) and height limits, creating varied strategic challenges.
- Height limits change based on player count (fewer players = higher allowed structures).
- Two of the 4-unit polycubes are chiral (mirror images of each other), providing asymmetric placement options.
- A player who cannot legally place any stone loses all future turns but still scores their visible faces.
- Blocking opponents by covering their visible faces while maximizing your own is the central strategic tension.
- Stones from different colors may touch, but you can only build off your own color (after the first stone).
Player Reference
Scoring: Count your colored faces visible from above. Subtract 1 per unplaced stone.
Placement: Must touch own color (after first stone). Must rest fully on base or existing stones. Must stay within building outline and height limit.
Scenarios: 6 total (Chullpa, Pirka, Tambo, Pisac, Coricancha, Cucho), each with unique shape and height rules.
Stones: 11 unique polycube shapes per player (2-4 unit cubes each).