PYRAMINX DUO - THE GAME - INTRODUCTION

Feedback?
Below described game is still in pre-testing base as I haven't gotten around to try it. So the numbers 5-15 minutes, 5 cards to win and 7 cards per hand are purely theoretical numbers that I thought would work by intuition. If you have tried it yourself, please send me feedback on oscarrothandersen@gmail.com . This website will be kept up to date, so if I decide to change something in the rules it will be changed here.

Sales speech
This game is made for kids, adults, elderly or anyone that wishes to play it! In order to play it, you don’t necessarily need to understand how the puzzle works, you just need to be able to look at it and recognize patterns. While playing the game, you will slowly get an understanding of how the puzzle works, which will allow you to solve it intuitively in just four moves, without ever having tried to actually solve it! By playing this game, you will train your brain to understand how piece move and permute in three dimensions.
Furthermore, the way this puzzle works and moves is very similar to the Pyraminx puzzle, which is a very good puzzle to start with to enter the cubing world and begin solving more and more complex puzzles.
But no matter how good you become at solving puzzles, there’s no way to force a win in this game, so it will always be fair and fun for everyone to play it.

Where to buy it?
The case cards for the game is not yet available for purchase, but the puzzle can be bought on Meffert's Website. (If you use any of these links when you order you also support me, yay!)
Pyraminx Duo (black plastic).
Pyraminx Duo (white plastic).
Pyraminx Duo (twins).

PYRAMINX DUO - THE GAME - RULES

Suitable for
2-5 players
Everyone can play it
each game takes around 5-15 minutes (has not yet been tested, but these are rough estimates, it will probably be closer to 5 than 15)

Items needed to play the game
1x Pyraminx Duo.
38x Case cards. A case card is a card with a picture describing a position of the Pyraminx Duo

Goal of the game:
Be the first Player to get 5 case cards turned over.

How to Play
- Preparation -
Before the game can begin every player draws 7 cards without showing them to the other other players.
- A turn -
Player A throws the Pyraminx Duo like he would throw a dice. When the Pyraminx Duo has stopped moving Player A then turns the top corner either clockwise or counterclockwise (he may not turn any other corners, and he HAS to apply a turn to it.
After his turn every player will have a look at the new state of the puzzle looking from above.
If a player has a card that has a pattern that is matching the current state of the Pyraminx Duo he can flip over that card so every one can see that this case has been reached.
If no one has won the game yet it is now the Player sitting to the left of Player A's turn.

How to compare case-card with case:
The red on the case pictures represents the colour that is NOT represented on the top corner, so if the top corner is Blue-red-orange, the red on the pictures is green on the actual Pyraminx Duo.

NOTE: If a player's case has been reached BEFORE the turn has been applied it DOESN'T give him the rights to turn over this case card. (This happens because the throwing changes the orientation of the puzzle, hence changing the case)


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Since the different players can't possibly know what the other players have of cards they can't force a never-ending game

PYRAMINX DUO - THE GAME - CASES

Below listed are all the cases for the case cards grouped by the "center"-constellation. The proper case cards will be available for purchase later this year.

Case group: 0-0-0 (probability: 1/27)

Case group: 0-0-1 (probability: 1/9)

Case group: 0-0-2 (probability: 1/9)

Case group: 0-1-1 (probability: 1/9)

Case group: 0-1-2 (probability: 1/9)

Case group: 0-2-1 (probability: 1/9)

Case group: 0-2-2 (probability: 1/9)

Case group: 1-1-1 (probability: 1/27)

Case group: 1-1-2 (probability: 1/9)

Case group: 1-2-2 (probability: 1/9)

Case group: 2-2-2 (probability: 1/27)

PYRAMINX DUO - THE PUZZLE

God's Number for the Pyraminx Duo is 4 moves. This means that any position of this puzzle can be solved in at most 4 turns! Actually, everything required to solve this puzzle is to solve one face, solving a face will always result in the puzzle being at most 1 move away from the solved state.

If we were to take center orientation into account we would have this Distribution table:
Moves Positions
0 - 1
1 - 8
2 - 48
3 - 288
4 - 1436
5 - 4286
6 - 2636
7 - 45
Everything on this website belongs to Oscar Roth Andersen, so please don't steal without asking.