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(Created page with "1. Objective INK is a tile-placement and pattern-building race game. The main goal is to be the first player to place all of your ink bottles onto your growing tableau (painting).  2. Setup Player Components: Each player receives a Palette Card, a Starting Tile, and 25 Ink Bottles.  12 bottles are assigned to specific color pairs matching your Palette Card.  12 bottles act as Wild/Joker bottles and can go on any color.  1 bottle is used as your Lead Marker o...")
 
(The last edit show the riles of INK which is a different game than Inkwell.)
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1. Objective
On Your Turn
INK is a tile-placement and pattern-building race game. The main goal is to be the first player to place all of your ink bottles onto your growing tableau (painting). 
You have two options:
2. Setup
Player Components: Each player receives a Palette Card, a Starting Tile, and 25 Ink Bottles. 
12 bottles are assigned to specific color pairs matching your Palette Card. 
12 bottles act as Wild/Joker bottles and can go on any color. 
1 bottle is used as your Lead Marker on the central Rondel/Quill Wheel.
Central Market: Tiles are drafted around a circular Quill Wheel (rondel). 
Bonus Objectives Board: Four random Bonus Action cards/tiles (assigned to objective numbers 4 through 7) are revealed and placed on the objective board. 
3. Turn Structure
On your turn, perform the following steps in order:


Step 1: Draft a Tile
Take supplies: Choose an inkwell and take all supplies from it. Supplies must be placed on matching spaces on your page during the same turn. Taking from a diamond also gives you its Technique card, which goes to your Workspace. You must be able to place everything you take.
Advance your marker clockwise around the Quill Wheel to choose a available tile. 
Turn your page: Score your current page and receive a new one, ending your turn.
The "X Space" Penalty: If moving around the wheel causes you to pass the Starting Space (marked with an X), you must draw and place a Negation (X) Token. 
Placing & Scoring
X tokens must be placed on your painting to cover up 2 spaces (at least one matching the specified color of the X token). This breaks up connected areas and obstructs future placements. 
Cubes must go on matching spaces. Gold can go anywhere, while ? spaces accept any color.
Cubes cannot be moved once placed.
Step 2: Place the Tile
Completed illustrations score their indicated points; incomplete illustrations score nothing.
Attach your newly drafted tile adjacent to your existing painting. Once placed, tiles cannot be moved.
Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations.
Gold counts as every color and works with every multiplier.
Your Workspace Technique also provides scoring when you turn.
Turning the Page
When you turn:


Step 3: Complete Objectives & Place Ink
Score completed illustrations, the multiplier, and your Workspace ability.
Tiles & Objectives: Each tile contains four colored squares. Some spaces contain Objective Numbers (e.g., 3, 4, 5, etc.) or white spots. 
Flip the current page face-down.
Return your cubes to the appropriate supplies.
Choose the next available page.
If you chose to turn voluntarily, take a gold cube and immediately place it on the new page.
Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques.
Refilling the Board
When an entire inkwell type is empty:


Fulfilling Requirements: An objective is completed if you have a connected group of matching-color squares equal to or larger than the Objective Number. 
Advance the Abbot.
Add a common cube to each inkwell that still contains something.
Refill completely empty inkwells and Technique spaces according to the setup rules.
Techniques
Techniques are optional abilities that can alter gameplay. They may be used immediately unless specified otherwise. Some are one-time effects, while others remain active.


Placing Ink:
The Abbot
1. Place 1 ink bottle face-down directly on the Objective Number space to lock it. 
When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn. Forced turns do not provide the bonus gold cube.
2. Place additional ink bottles on any available white spots within that connected colored group. 


Bottle Placement Limits: Palette-restricted bottles must match the color of the area; Joker/Wild bottles can be placed anywhere. 
End Game
When someone turns their Page III, the end game begins.


Triggering Bonus Actions: Fulfilling objectives numbered 4 through 7 unlocks powerful one-time Bonus Actions (e.g., placing extra white spots, manipulating bottles, or taking an immediate extra turn). 
Players who have finished their pages score 3 points instead of taking another turn and advance the Abbot when possible.
The game ends when everyone has turned their final page or the Abbot crosses the final arrow.
4. Game End & Winning
The highest score wins.
End Game Trigger: The game ends immediately at the end of the round when a player places their final ink bottle. 
Ties go to the player who turned their Page III first.
Reserve Bottles: If you complete an objective that requires placing more bottles than you have left in your supply, you use neutral Black Reserve Bottles for the excess. 
Tie-Breakers: If multiple players finish their supply during the same round, the player who placed the most neutral black reserve bottles wins.

Revision as of 02:08, 10 September 2026

On Your Turn You have two options:

Take supplies: Choose an inkwell and take all supplies from it. Supplies must be placed on matching spaces on your page during the same turn. Taking from a diamond also gives you its Technique card, which goes to your Workspace. You must be able to place everything you take. Turn your page: Score your current page and receive a new one, ending your turn. Placing & Scoring Cubes must go on matching spaces. Gold can go anywhere, while ? spaces accept any color. Cubes cannot be moved once placed. Completed illustrations score their indicated points; incomplete illustrations score nothing. Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations. Gold counts as every color and works with every multiplier. Your Workspace Technique also provides scoring when you turn. Turning the Page When you turn:

Score completed illustrations, the multiplier, and your Workspace ability. Flip the current page face-down. Return your cubes to the appropriate supplies. Choose the next available page. If you chose to turn voluntarily, take a gold cube and immediately place it on the new page. Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques. Refilling the Board When an entire inkwell type is empty:

Advance the Abbot. Add a common cube to each inkwell that still contains something. Refill completely empty inkwells and Technique spaces according to the setup rules. Techniques Techniques are optional abilities that can alter gameplay. They may be used immediately unless specified otherwise. Some are one-time effects, while others remain active.

The Abbot When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn. Forced turns do not provide the bonus gold cube.

End Game When someone turns their Page III, the end game begins.

Players who have finished their pages score 3 points instead of taking another turn and advance the Abbot when possible. The game ends when everyone has turned their final page or the Abbot crosses the final arrow. The highest score wins. Ties go to the player who turned their Page III first.