English

Worker step and build

Move a worker, build one level and distinguish a climb from a tower being built.

Logic & rule checking

Players
2
Time
15–25 minutes
Materials
4×4 height grid, four worker tokens

Prepare

Start every height at 0. W workers start A1,D1 and B workers A4,D4. Two players alternate; the eight surrounding cells count as adjacent. Heights are 0,1,2,3,4, where 4 is a closed dome.

Play

Choose one own worker and move it to an adjacent unoccupied non-dome cell. It may climb at most one level; a downward move has no height limit. Immediately after moving, build one level on an adjacent unoccupied cell of height 0–3. The vacated cell is allowed.

Worked example

Moving from a height 2 cell onto height 3 wins immediately, before building. Merely building a height 3 cell does not win. Moving from 0 directly onto 2 is illegal even if the destination is empty.

Finish and check

For a starting W turn, move A1 to B2, then raise A1 from 0 to 1. Record both actions. Later a worker at height 1 may step to height 2 but cannot step straight to height 3.

Adaptation and limits

A normal turn requires both a legal move and a legal build. If no worker can complete one, the active player loses. Stop after 50 complete turns with no win as a draw. Keep heights written visibly; use paper numbers instead of unstable physical towers.

Purpose, observation and provenance

Within this activity: Move a worker, build one level and distinguish a climb from a tower being built.

A partner can replay each legal action and explain the stopping condition; this is an observable task, not evidence of lasting improvement.

Our rules, examples and printable diagrams are separately prepared. The earliest inventor of the broader mechanism is not established here.

Free alternative: Copy the supplied grids, labels and cards onto reused paper. No specialist product is needed. Adults may prepare pieces or act as a scribe.

Printable materials

Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.

Rules to keep beside the materials

  1. Start every height at 0. W workers start A1,D1 and B workers A4,D4. Two players alternate; the eight surrounding cells count as adjacent. Heights are 0,1,2,3,4, where 4 is a closed dome.
  2. Choose one own worker and move it to an adjacent unoccupied non-dome cell. It may climb at most one level; a downward move has no height limit. Immediately after moving, build one level on an adjacent unoccupied cell of height 0–3. The vacated cell is allowed.
  3. Moving from a height 2 cell onto height 3 wins immediately, before building. Merely building a height 3 cell does not win. Moving from 0 directly onto 2 is illegal even if the destination is empty.
  4. For a starting W turn, move A1 to B2, then raise A1 from 0 to 1. Record both actions. Later a worker at height 1 may step to height 2 but cannot step straight to height 3.
  5. A normal turn requires both a legal move and a legal build. If no worker can complete one, the active player loses. Stop after 50 complete turns with no win as a draw. Keep heights written visibly; use paper numbers instead of unstable physical towers.

Worker step and build — player materials

ABCD1234
CellHeight0–4
A10
B10
C10
D10
A20
B20
C20
D20
CellHeight0–4
A30
B30
C30
D30
A40
B40
C40
D40
W1
W2
B1
B2
MoveFrom/to heightsBuild cell/new height
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________

Host check — keep separate

Start A1→B2 then build A1 to 1; only a 2→3 climb wins.

Examples are stipulated model cases, not measured experimental or learning outcomes.

Related activities

Activity library · Wall-detour race