Educational Insights | Tunnelz | User manual | Educational Insights Tunnelz User manual

```Continuous Paths of Blocks
Draw
CORRECT CONNECTIONS
Here are some examples of continuous paths that start on one side of the
cube and end at the opposite side.
The game is a draw (no one wins) if both players use all of their blocks
without connecting a path of their color to the opposite side of the cube.
EI-2960
Ages 6+
Strategy Tips
INCORRECT CONNECTION
Diagonal paths are not permitted.
Tip
Rotate the cube in your hands to
see the tunnels from all angles!
• Block your opponent by inserting a block in a tunnel of the opposite
direction – but remember, your opponent may be able to push your
block out of the way!
• Remember, blocks can be inserted into any side of the cube. Inserting
blocks into the red sides of the cube may set you up for a win.
• Always look for opportunities to push a line of blocks through the
cube. Push your opponent’s blocks out of the way or push your own
• Look for ways to connect with more than just one block on a turn.
This opens up more opportunities to make connecting pathways
through the cube.
Removing the Blocks
Winning the Game
red wand
Use the red wand to push blocks out of the cube.
The first player to connect a path of blocks from his
or her side of the cube to the opposite side wins!
Black
wins!
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Distributed exclusively by Educational Insights, Inc., Rancho Dominguez, CA (USA).
™
CONTENTS
• Tunnelz cube
• 16 blocks (8 black and 8 white)
• red wand
• game guide
Object of the Game
Blocks of the same color must connect on at least one adjacent side to be
part of a continuous path. They can overlap or connect end to end.
Inserting Blocks
Connect a path of blocks from your side of the cube (white or black) to the
opposite side to win!
• A block must be pushed completely into the cube (two spaces)
unless it is blocked by another block.
Playing the Game
• You can use a block to push any
of the blocks (your blocks or
a tunnel. A row of blocks can be
pushed until half a block is
sticking out of the other end of
the tunnel.
1 Each player chooses
a set of blocks
(white or black).
3
2
Player 1 inserts a block
into a tunnel on any
side of the cube. The
block must be pushed
completely into the
cube a maximum of
two spaces.
Player 2 inserts a block into a
tunnel on any side of the cube.
It is permitted to push Player
1’s block along a tunnel (see
Inserting Blocks).
4 Players continue playing in this
manner, taking turns pushing
blocks into the tunnels of the
cube. A new block must be
inserted on every turn.
EXAMPLES OF CORRECT CONNECTIONS
• If there are three blocks already in a tunnel, no other blocks
may be inserted into the same tunnel.
• If your opponent has pushed one of your blocks two spaces
through a tunnel, you can partially undo the move by pushing
the line of blocks back one space with a new block. Neither
you nor your opponent can move this line of blocks again.
INCORRECT CONNECTION
Diagonals do not count as part
of a continuous path.
```