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Rules

2 to 4 players · 15 minutes · +14 · Strategy · Expert

Introduction

«Quantum»? Did you say «quantum»? With |Hop>, come and explore the world of atoms. Move your electrons, use physical properties and discover the exciting world of physics!

You are physics researchers. An accident occurred at the university: a cutting-edge experiment machine was fried because the energy was not controlled. Each person is trying to prove that it was the others who made the mistake.
Grants are at stake! So, roll up your sleeves and heat up the electrodes!

Game principle

In turns, players will move their color electrons across the sites that form the board in an attempt to reach another player’s source. They will have 2 actions to choose from among several possible types of movements. The player whose source is reached has lost; the others are safe… for this game!

Components

3 foldable boards

1 Effects board

1 Hamiltonian board

1 Movement board

7 Effects Cards

36 Site Cards

4 Electrode cards

2 Hamiltonian Cards

8 Energy tokens

28 electron tokens (7 per electrode's color)

15 effect tokens (3 per type)

Levels

|Hop> offers three game levels: Bachelor, Master, and Doctorate. The first two levels (Bachelor and Master) allow you to learn the game techniques.
The third level (Doctorate) allows you to use the subtleties of physics!

Expert

Beginner

Game setup

Create a game board by placing the site cards in a 5 site cards by 5 site cards grid.
Place the Electrodes in place of a site according to the number of players according to one of the three possibilities. Place the 10 electron tokens of the same color on their card.

Game setup

With 4 players, create two teams of two players each.
Create a game board by placing the site cards in a 6 site cards by 6 site cards grid.
Place the Electrodes in place of a site as indicated on the image. Place the 10 electron tokens of the same color on their card.

Place the Energy tokens around the grid so that they are
easily reachable by everyone. Each player starts with 1 Energy, 2 if you are only 2 players.

Position the Mouvement, Hamiltonian and Effects boards around the game grid as shown in the image.

Place the Energy tokens around the grid so that they are
easily reachable by everyone. Each player starts with 1 Energy, 2 if you are only 2 players.

Position the Mouvement, Hamiltonian and Effects boards around the game grid as shown in the image.

Place the Energy tokens around the grid so that they are
easily reachable by everyone. Each player starts with 1 Energy, 2 if you are only 2 players.

Position the Mouvement, Hamiltonian and Effects boards around the game grid as shown in the image.

Game round

Choose your level

Warning
Make sure the Movement and Effects boards are on the Bachelor/Master side!
The Hamiltonian board is empty. Energy is not considered in this level.

Place each player’s pawn on the Movement board.

You only need to place at least one electron in an opponent’s electrode to win the game.

Warning

Make sure the Movement and Effects boards are on the Bachelor/Master side!
Add the Magnetic Field and Interactions cards to the Hamiltonian. The side of the Interaction card now defines the energy changes when particles are in pairs.

Place each player’s pawn on the Movement board.

You only need to place at least one electron in an opponent’s electrode to win the game.

Warning

Make sure the Movement and Effects boards are on the Doctorate side!
Add the Magnetic Field and Interactions cards to the Hamiltonian. The side of the Interaction card now defines the energy changes when particles are in pairs.

Place each player’s pawn on the Movement board.
Randomly place the Effects cards on the Effects board.

You only need to place at least one electron in an opponent’s electrode to win the game.

 

  1. Each participant takes turns playing.
  2. At the beginning of the turn, the opponent on the left blocks one action of the active player on the Movement board, which cannot be used this turn. The same action cannot be blocked twice (two turns) in a row.
  3. On each turn, the active player can make two movement actions from those that are not blocked on the Movement board. He/She can play the same action twice.

Note for experienced players
If you are used to strategy games, skip to the next level : this version’s goal is to learn Movement mechanisms.

  1. Each participant takes turns playing.
  2. At the beginning of the turn, the opponent on the left blocks one action of the active player on the Movement board, which cannot be used this turn. The same action cannot be blocked twice (two turns) in a row.
  3. On each turn, the active player can make two movement actions from those that are not blocked on the Movement board. He/She can play the same action twice.
  4. For each movement action, the player must balance the energy level of the table according to the Hamiltonian. If they do not have sufficient energy, they cannot perform their movement.

Note for experienced players

If you are used to strategy games, skip to the next level : this version’s goal is to learn Energy mechanisms on top of Movement mechanisms.

You can spice up the game by changing the number and layout (square, triangle, hexagon, etc.) of the cards forming the board.

  1. Each participant takes turns playing.
  2. At the beginning of the turn, the opponent on the left blocks one action of the active player on the Movement board, which cannot be used this turn. The same action cannot be blocked twice (two turns) in a row.
  3. On each turn, the active player can make two movement actions from those that are not blocked on the Movement board. He/She can play the same action twice.
  4. For each movement action except the Thesis Defense, the player must balance the energy level of the table according to the Hamiltonian. If they do not have sufficient energy, they cannot perform their movement.
  5. When the active player uses the Thesis Defense, they can play one or more Effects cards as long as they have enough available Energy to pay the cost. This cost is indicated on the Effects board.
    Effects cards are not subject to the Hamiltonian.
  6. After their turn, the Effects cards used are moved to the most expensive positions on the Effect board. The other cards are shifted to less expensive positions. Any movements of electrons due to Effects cards tokens apply at this time.

General Rules

Unique Spins

The site cards are divided into two parts. A positive spin and a negative spin. There can only be one electron, regardless of its color, per spin.

SPIN CONSERVATION

Except through the “spin inversion” action, an electron never changes spin.

CRYSTALLINE NETWORK

Two action tokens (Vortex, Resistance, Cavity) cannot touch the same cards of the network or touch an Electrode card.

ENERGY CONSERVATION

Each time an electron is moved thanks to a Movement action, the complete energy of the board must be conserved according to what the Hamiltonian indicates. (see. Hamiltonian chapter)

Movements

Reminder: all movements except the Thesis Defense are subject to the law of energy conservation, including when they involve bringing an electron into an opposing source.

Effects

There are two types of effect cards. Orange cards have a long-term impact on the board using tokens, while blue cards have an instant effect.

Hamiltonian

The Hamiltonian defines the interactions between electrons. It is chosen voluntarily or drawn randomly at the beginning of the game. It is made up of one or two cards (contributions):

Magnetic Field

This card indicates how individual electrons will modify the overall energy of the system. If there is no way to balance the energy, the movement is impossible.

Exemple 1

Dans le cas d’un champ positif, amener un électron d’une source sur un spin positif obligera la personne qui a déclenché l’action à prendre une énergie sur le bord du plateau de jeu. S’il n’y a pas d’énergie disponible, alors cette action est impossible.

Exemple 2

Sortir une paire d’électrons depuis la source sur les deux spins d’un site ne change pas l’énergie du système selon le champ magnétique.

Exemple 3

Déplacer un électron depuis un spin positif jusque dans une source adverse demande de dépenser une énergie. Si la personne qui a initié le mouvement n’a pas cette énergie disponible, alors le mouvement est impossible.

Exemple 4
Inverser le spin d’un électron d’un état positif à un état négatif nécessite de dépenser deux énergies pour équilibrer l’énergie.

INTERACTIONS

This card indicates how electrons behave when they are in pairs (positive and negative spins of an occupied site). The color of the electrons is irrelevant to this rule. If there is no way to balance the energy, the movement is impossible.

Exemple 1

Dans le cas d’une interaction attractive, créer une paire d’électrons rapporte une énergie à la personne qui a initié le mouvement.

Exemple 2
Dans le cas d’une interaction répulsive, briser une paire d’électrons rapporte une énergie à la personne qui a initié le mouvement.