Game Info
5-10 Minutes
Level 1
6 Blinks
2 Players
Strategy
Game Designer:
Nick Bentley
Jonathan Bobrow
Justin Ha
Game Artists:
Denis Bauser
5-10 Minutes
Level 1
6 Blinks
2 Players
Strategy
Nick Bentley
Jonathan Bobrow
Justin Ha
Denis Bauser
Mortals is a fast-paced turn-based strategy game played with Blinks.
Each Blink (tile) starts with 60 seconds to live and players take turns stealing life from opponents tiles.
If a tile moves alone it goes into attack mode and with each move, it can steal life from opponents connected tile.
The attacking piece gains 5 seconds per connection.
An attacking tile will steal from every tile including its own team. Sacrificing one tile to prolong the life of others is a common tactic.
Turns proceed into all Blinks are dead.
As each Blink begins to die, each tile becomes a zombie and drains life from any connected tile.
Cluster all Blinks start into the starting arrangement (see setup diagram). Long-press changes a Blink’s team color.
Each Player chooses a color and orients the board so that their color faces them.
Each Blink, or “Mortal”, starts with 60 seconds of life. The only way to extend a Mortal’s life is to steal seconds from others.
Players take turns removing an accessible Mortal from the cluster and placing it in a new location on the cluster. Mortals must be reconnected in a way that does not require It is important to note that any single Mortal that is removed from the cluster goes into ‘attack’ mode; when it rejoins the cluster, it will steal 5 seconds from each of the surrounding Mortals, including from its own team.
Not all Blinks can be legally removed from the cluster at the start of a turn. Blinks with neighbors on opposing faces are locked as are Blinks that if removed would fracture the cluster into more than two pieces
Examples of locked Blinks
Fracturing the cluster to move several tiles at once is a legal move, as long as the fracture results in two smaller clusters and is recombined into a single cluster. These fractures will not send any Mortals into attack mode.
Mortals display their remaining life on their face, counting down from 6 segments to 0, with each segment representing 10 seconds of life. When a tile has no life remaining, it becomes a ‘zombie’ tile that accelerates the death of surrounding tiles. Use this to your advantage — the more zombies present, the faster their neighbors decline. (1 zombie = 2x death rate, 2 zombies = 3x death rate)
Life Cycle of a Mortal
The player with the last living Mortal remaining is the winner.