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Publish sugargliders rules from repository GAMEHELP.wiki
Publish sugargliders rules from repository GAMEHELP.wiki
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= Sugar Gliders =
==Goal==


''A strategy board game for 2 to 4 players by '''Néstor Romeral Andrés'''. Published by '''nestorgames''' and '''Grok Games'''.''
'''Sugar Gliders''' is a strategic foraging board game for 2–4 players designed by Néstor Romeral Andrés. Guide your sugar glider leaping through the tree canopy to collect fruit tiles. The player with the highest total fruit point value in their reserve at game end wins!


== Overview & Objective ==
==Components==
Each player controls a '''Sugar Glider''' leaping through the branches of a lush tree canopy to forage for nectar and fruit.
The player with the highest total fruit point value in their reserve at the end of the game wins!


== Components & Values ==
{| class="wikitable"
* '''Tree Board''': A hexagonal grid depicting a tree canopy with 61 spaces (or 37 spaces in the 2-Player Compact variant).
! Component !! Icon !! Value !! Description
* '''Food Tiles''' in 5 types:
|-
** '''1 pt''' (White Seed)
| '''White Seed''' || [[File:Sugargliders_tile_1.png|28px|middle]] || 1 point || Lowest-value food tile; starting launchpad for gliders during setup.
** '''2 pts''' (Yellow Seeds)
|-
** '''3 pts''' (Acorns)
| '''Yellow Seeds''' || [[File:Sugargliders_tile_2.png|28px|middle]] || 2 points || Common nectar seed tile.
** '''4 pts''' (Red Berries)
|-
** '''5 pts''' (Purple Fruit)
| '''Acorns''' || [[File:Sugargliders_tile_3.png|28px|middle]] || 3 points || Mid-tier nutrient acorn tile.
|-
| '''Red Berries''' || [[File:Sugargliders_tile_4.png|28px|middle]] || 4 points || High-value sweet berry tile.
|-
| '''Purple Fruit''' || [[File:Sugargliders_tile_5.png|28px|middle]] || 5 points || Premium large fruit tile (absent in 2-Player Compact variant).
|-
| '''Tree Board''' || — || — || Hexagonal tree canopy grid with 61 spaces (or 37 spaces in the 2-Player Compact variant). Center space is the special tree hollow nest.
|}


== Setup ==
==Setup==
# The center nest space starts empty.
# All other spaces are randomly populated face-up with 1 fruit tile each.
# Starting with the first player, each player places their sugar glider on any available space containing a '''1-fruit tile'''. That tile remains under the glider as their initial '''jumping tile'''.


== Turn Structure ==
* The center tree nest space begins empty.
On your turn, you must choose exactly one of two actions: '''JUMP''' or '''TORPOR'''.
* All other tree canopy spaces are populated face-up with one random fruit tile each.
* In turn order, each player places their sugar glider on any available space containing a 1-fruit tile [[File:Sugargliders_tile_1.png|18px|middle]]. That tile rests beneath the glider as their initial jumping tile.


=== Action 1: JUMP ===
==Your turn==
# '''Determine Jump Distance''':
#* If you have a '''tile underneath''' your glider: You must move in a straight line an exact number of spaces equal to that tile's value.
#* If you have '''no tile underneath''' your glider: You must spend and discard one tile from your reserve. You then jump in a straight line equal to the spent tile's value. (The spent reserve tile is permanently discarded and cannot be used again).
# '''Take the Used Tile''': After leaping, collect the tile from your takeoff space and add it to your reserve (these are your points!).
# '''Landing''':
#* If you land on a space with a fruit tile, that tile remains on the board underneath you and becomes your new jumping tile for your next turn.
#* If you land on an empty space, you will have no tile underneath on your next turn (requiring a reserve tile to jump).


==== Jump Exceptions & Movement Rules ====
On your turn, choose exactly '''one''' of two actions:
* '''No Leaving the Tree''': Sugar gliders cannot jump off the edge of the board.
* '''No Jumping Over Gliders (Blocking)''': A sugar glider '''cannot move through or land on another sugar glider'''. Placing your glider in front of an opponent to block their straight-line jump paths is a core strategic tactic.
* '''Center Nest Space Exception''': A sugar glider resting on the center space can jump to '''any unoccupied space on the entire board''' by spending any tile from their reserve (ignoring straight-line and distance constraints).


=== Action 2: TORPOR ===
===1. Jump===
# Do not move your sugar glider.
* '''Jump Distance''':
# If there is a tile underneath your glider, eat it: take it and add it to your personal reserve.
** If you have a '''tile underneath''' your glider: You must leap in a straight line along any of the 6 hex directions by '''exactly''' that tile's point value (no turning).
# On your following turn, since you now have no tile underneath, you may spend any tile from your reserve to jump in any direction, or torpor again.
** If you have '''no tile underneath''' your glider: You must spend and discard one tile from your reserve, jumping in a straight line equal to the spent tile's value. The spent reserve tile leaves the game.
* '''Collect takeoff tile''': After leaping, collect the tile from your takeoff space into your personal reserve (this adds to your score!).
* '''Landing''':
** Landing on a space with a fruit tile keeps that tile under you to dictate your next jump distance.
** Landing on an empty space leaves you with no tile underneath for your next turn (requiring a reserve tile payment to jump).
* '''Restrictions''': Gliders cannot jump off the board, nor move through or land on another glider.
* '''Center nest space''': A glider taking off from the center nest space may spend any tile from their reserve to jump to '''any unoccupied space on the entire board''' (ignoring straight-line and distance rules).


== Game End & Scoring ==
===2. Torpor===
The game ends immediately when either:
* Do not move your glider.
# '''Consecutive Torpor''': All players take the Torpor action in succession without any player making a jump (e.g. 2 consecutive torpors in a 2-player game).
* If a fruit tile is underneath your glider, eat it: pick it up and add it to your reserve.
# '''Empty Tree''': All fruit tiles on the tree have been collected.
* On your next turn, you will have no tile underneath and must spend a reserve tile to jump, or take torpor again.


=== Final Scoring ===
==End of the game and scoring==
# At the end of the game each player also collects the fruit tile their glider is sitting on.
# Each player's score is the total value of all fruit tiles in their reserve.
# The player with the highest score wins. In case of a tie, the tied players share the victory.


== 2-Player Compact Variant ==
The game ends immediately when:
* Played on the inner board (radius 3, 37 total spaces).
* All players take the Torpor action in succession without anyone jumping.
* All 5-point purple fruit tiles and 3 tiles of each other value are removed.
* All fruit tiles on the tree canopy have been gathered.
* A faster, highly tactical duel.
 
===Final scoring===
* Each player also collects the fruit tile their glider is currently resting upon.
* Sum the values of all fruit tiles ([[File:Sugargliders_tile_1.png|16px|middle]] to [[File:Sugargliders_tile_5.png|16px|middle]]) in your reserve.
* The player with the highest total score wins! Ties share victory.
 
===2-Player Compact Variant===
* Played on the inner board (radius 3 / 37 spaces).
* All 5-point purple fruit tiles [[File:Sugargliders_tile_5.png|18px|middle]] and 3 tiles of each other value are removed.
 
==Controls on BGA==
 
* '''Jumping''': Valid destination spaces display a dashed highlight ring. Click a highlighted space to stage your leap, then click blue '''Confirm'''.
* '''Torpor''': When you cannot or choose not to jump, click the red '''Torpor''' button.
* '''Tooltips''': Hover over any tree space or reserve tile to inspect point values and coordinates.

Revision as of 11:46, 2 November 2026

Goal

Sugar Gliders is a strategic foraging board game for 2–4 players designed by Néstor Romeral Andrés. Guide your sugar glider leaping through the tree canopy to collect fruit tiles. The player with the highest total fruit point value in their reserve at game end wins!

Components

Component Icon Value Description
White Seed 1 point Lowest-value food tile; starting launchpad for gliders during setup.
Yellow Seeds 2 points Common nectar seed tile.
Acorns 3 points Mid-tier nutrient acorn tile.
Red Berries 4 points High-value sweet berry tile.
Purple Fruit 5 points Premium large fruit tile (absent in 2-Player Compact variant).
Tree Board — — Hexagonal tree canopy grid with 61 spaces (or 37 spaces in the 2-Player Compact variant). Center space is the special tree hollow nest.

Setup

  • The center tree nest space begins empty.
  • All other tree canopy spaces are populated face-up with one random fruit tile each.
  • In turn order, each player places their sugar glider on any available space containing a 1-fruit tile . That tile rests beneath the glider as their initial jumping tile.

Your turn

On your turn, choose exactly one of two actions:

1. Jump

  • Jump Distance:
    • If you have a tile underneath your glider: You must leap in a straight line along any of the 6 hex directions by exactly that tile's point value (no turning).
    • If you have no tile underneath your glider: You must spend and discard one tile from your reserve, jumping in a straight line equal to the spent tile's value. The spent reserve tile leaves the game.
  • Collect takeoff tile: After leaping, collect the tile from your takeoff space into your personal reserve (this adds to your score!).
  • Landing:
    • Landing on a space with a fruit tile keeps that tile under you to dictate your next jump distance.
    • Landing on an empty space leaves you with no tile underneath for your next turn (requiring a reserve tile payment to jump).
  • Restrictions: Gliders cannot jump off the board, nor move through or land on another glider.
  • Center nest space: A glider taking off from the center nest space may spend any tile from their reserve to jump to any unoccupied space on the entire board (ignoring straight-line and distance rules).

2. Torpor

  • Do not move your glider.
  • If a fruit tile is underneath your glider, eat it: pick it up and add it to your reserve.
  • On your next turn, you will have no tile underneath and must spend a reserve tile to jump, or take torpor again.

End of the game and scoring

The game ends immediately when:

  • All players take the Torpor action in succession without anyone jumping.
  • All fruit tiles on the tree canopy have been gathered.

Final scoring

  • Each player also collects the fruit tile their glider is currently resting upon.
  • Sum the values of all fruit tiles ( to ) in your reserve.
  • The player with the highest total score wins! Ties share victory.

2-Player Compact Variant

  • Played on the inner board (radius 3 / 37 spaces).
  • All 5-point purple fruit tiles and 3 tiles of each other value are removed.

Controls on BGA

  • Jumping: Valid destination spaces display a dashed highlight ring. Click a highlighted space to stage your leap, then click blue Confirm.
  • Torpor: When you cannot or choose not to jump, click the red Torpor button.
  • Tooltips: Hover over any tree space or reserve tile to inspect point values and coordinates.