Game

RULES

Instructions for use

 
Mastering the Magnet

General Rules

For 4 players, the use of the steel ball is recommended.

A complete game consists of 4 rounds. Points are awarded at the end of each round, and the player who has accumulated the most points after the 4 rounds wins the game.

The point distribution at the end of each round is as follows:

Winner4 points
Second3 points
Third2 points
Loser1 point

 

In case of a tie at the end of the 4 rounds, a 5th round called “Sudden Death” is organized to break the tie among players (see sudden death rules below).


Course of a Round

The engagement is carried out by a randomly chosen player, who gently sends the ball to the opponent in front of them.

When the ball falls into a player’s gutter, that player loses a point, which they move as illustrated in the photo (the player now having only 4 points).

The act of scoring a point in one’s own gutter due to a clumsy gesture also leads to a deduction of one point.

The player who loses a point gently relaunches the ball in front of them, restarting the game.

When a player has lost all 5 points, they are designated as the loser. The other players count their remaining points and are designated as the winner, second, or third based on the remaining points. In the absence of ties, a new round can begin.

  • In the event of a tie between three players, a rubber band is stretched to block the side of the loser. The round continues with three players using the steel ball until a new player loses all their points, then being designated as the third. This leaves only two players who face each other in a duel mode with their remaining points.
  • In case of a tie between two players, they face off in a duel mode with their remaining points.

Rules of Duel Mode

In duel mode, the use of plastic balls is recommended. The two players position themselves face to face, blocking the other two sides with the help of rubber bands.

Randomly chosen or coordinated, one of the players is designated as the attacker, and the other as the defender. The game is slightly inclined using adjustable suction cup feet, with the slope directed towards the defender.

The attacker can initiate more powerful strikes, but the defender more often has the ball to initiate strikes. The initial engagement is carried out by the attacker, who gently sends the ball to the defender in front of them.

The round ends when one of the two players has no more points.


Rules for Sudden Death

It is possible for players to be tied at the end of the 4 rounds; here are the probabilities:

4 players tied1 in 131 chance
3 players tied1 in 33 chance

2 players tied and 2 other players tied

If this probability occurs, a double sudden death in duel mode is applied, one sudden death to determine the third from the loser, and another to determine the winner from the second.

1 in 20 chance
2 players tied1 in 2 chance
No tie1 in 2 chance

In case of a tie at the end of the 4 rounds, the sudden death rule is applied to determine the final ranking, whether it is among 4, 3, or 2 players.

In sudden death, all tied players have only one point.

With each player’s elimination, their side is blocked by a rubber band.

When only two players remain, they face each other with their last point, following the rules of duel mode.

General Rules

In the case of a four-player game, in a team of two against two, the use of a steel ball is recommended.

Team members stand side by side rather than facing each other. The points of teammates are pooled, thus attributing 10 points to each team. If one player on a team loses their 5 points, they remain in the game, but their lost points will later be subtracted from those of their teammate.

A complete game consists of three rounds, and the team winning two out of three rounds is declared the winner.


Course of a Round

The initial engagement is carried out by a randomly selected player, who gently sends the ball in front of them, towards the opposing team.

When the ball falls into a player’s gutter, that player loses a point, which is moved as indicated in the photo (the player ending up with only 4 points and their team with 9 points). If the point is scored by a teammate, it is an own goal, resulting in a loss of two points instead of one.

The act of scoring a point in one’s own gutter due to a clumsy gesture does not lead to a deduction of two points.

The player who loses a point gently relaunches the ball in front of them towards the opposing team, thus restarting the game.

When a team reaches 0 points, it is designated as the loser.

A new round can then begin.

General Rules

For 2 players, the use of plastic balls is recommended.

A complete game consists of three rounds, and the player winning two out of three rounds is declared the winner.

The two players stand facing each other, blocking the other two sides with the help of rubber bands.

Randomly chosen or coordinated, one of the players is designated as the attacker, and the other as the defender. The game is slightly inclined using adjustable suction cup feet, with the slope directed towards the defender.

The attacker can initiate more powerful strikes, but the defender more often has the ball to initiate strikes.

Course of a Round

The initial engagement is carried out by the attacker, who gently sends the ball to the defender in front of them.

When the ball falls into a player’s gutter, that player loses a point, which is moved as illustrated in the photo (the player ending up with only 4 points).

The act of scoring a point in one’s own gutter due to a clumsy gesture also leads to a deduction of one point.

The round ends when one of the two players has no more points.

A new round can then begin.