Pünct is a great addition to the Project GIPF line. It extends the set to connection games, a fairly important subgenre of abstract two-player games. Kris Burm’s take on connection games is, once again, interesting and novel.
Unfortunately I have such a deep dislike towards connection games that even if Pünct is best in it’s breed, I still can’t find myself enjoying it a lot. Sure, I’ll play if someone wants to, but I would definitely not buy a copy or suggest the game myself. However, I still think it’s a pretty good game, just not for me.
So, what Pünct does? The board is a hexagon; the goal is to connect two opposing sides with a chain of pieces. Pieces are formed of three points and are either straight, v-shaped or triangular. One of the points is marked and called a Pünct — that’s the centerpoint.
In addition to placing pieces on the board, they can be moved and rotated. They rotate around the Pünct and move in straight lines. Piece can land anywhere, where it’s Pünct is on free space or on one’s own piece. You can pile the pieces up and cut opponent’s chains that way.
There’s definitely a lot going on. Development of pieces on the board is a must, because running out of pieces to move can be fatal. I’m quite sure this is going to be another game with a good level of difficulty: easy to grasp, but hard to really figure out.
I applaud Kris Burm. Even if I don’t find all of his games brilliant (Zèrtz, Dvonn and Yinsh are, Tamsk, Gipf and Pünct aren’t), the series as a whole is a masterpiece of modern abstract game design. Well done, well done — and that’s without his work outside Project Gipf!