ChiZo PlayersHandbook ENG

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  • 2Every once in awhile, life spills forth a bountiful harvest of good Karma andextraordinary luck . . . usually, upon the most unsuspecting individual. I think this iswhat happened to me. I have been blessed by natures finest team of individuals withtalent, experience, kindness and wisdom that I could never have previously fathomed.Had I known what it would take to create ChiZo, I might have run away, declined thechallenge, joined the Peace Corps . . . if it were not for the likes of the people that havegraced my path and supported my determination to bring this project to life. Make nomistake, what started out as a pretty good entrepreneurial idea turned into life-longfriendships, a belief in camaraderie, a sense of global family and unity . . . and the resultis ChiZo. After hours upon hours, days upon days, months upon months . . . I believethis to be the best collectible game ever.

    Temple Games is a family of committed hardworking, serious, talented,creative, intuitive, resourceful thinkers & doers and . . . (are there any more adjectivesleft?) that have pulled off the miracle of the century and then . . . they parted water, thenmade water into printing ink and then they made bread into paper and folded a napkininto a printing press . . . and then . . . and . . . play the game . . . youll see! On a seriousnote, it is with sincere and heart-felt thanks, that I humbly acknowledge everyone whohelped make this happen . . . the incredible Temple Games staff, Jeff McCarthy,Temples Guiding Light, Kilian Brucklacher and Bob OSullivan for pulling rabbitsout of a hat, 999 Games for believing and having absolute faith in our endeavor andHorst Walz for his support and pious patience and finally, The Almighty for laying thisopportunity along my life-path.

    With kind regards,

    Deborah RobinsonPresident & CEO, Temple Games, Inc.

    DDeebboorraahh RRoobbiinnssoonn

    E

  • Thank you for purchasing

    3

    Your Chizo RISING Starter Set includes everything you need tochallenge other ChiZo RISING Keepers, and begin your quest tobuild the ultimate ChiZo RISING Tile Stack! Each Starter Setcontains 3 of the 12 Mighty Creatures (Rat, Ox, Tiger, Rabbit, Dragon,Snake, Horse, Ram, Monkey, Rooster, Dog, Pig), pre-constructed in 1 of8 configurations:

    Each Chizo RISING Starter Set contains the following:

    21 Creature Tiles of the featured configurations. 11 Special Effect Tiles that suit your configuration. 2 Chizo RISING Booster Packs containing

    8 random Tiles each. 1 Chizo RISING Players Handbook

  • 41.) Forward by Deborah Robinson . . . 22.) The Story . . . . . . . . . . . . . . . . . . . . . . 53.) Introduction . . . . . . . . . . . . . . . . . . . 64.) Game Material . . . . . . . . . . . . . . . . 75.) Object of the Game . . . . . . . . . . . . . 76.) Anatomy of a Game Tile . . . . . . . . 87.) Main Rules . . . . . . . . . . . . . . . . . . . . .10

    (a.) Preparation(b.) Stack(c.) Point Pile(d.) Discard Pile(e.) Hand(f.) Playing Area

    8.) A Players Turn . . . . . . . . . . . . . . . . . 12(a.) Playing Creatures, Items or

    Obstacles(b.) Starting an Action Stack or

    Battle Action Stack(c.) Drawing Tiles

    9.) Playing Tiles . . . . . . . . . . . . . . . . . . 13

    10.) Scoring Points . . . . . . . . . . . . . . . . 14(a.) Completing a Square . . . . . . . . 14(b.) Battle . . . . . . . . . . . . . . . . . . . . . 18(c.) Special Effects . . . . . . . . . . . . . . 18

    11.) Action & Battle Action Stacks . . 20(a.) Results of a Battle . . . . . . . . . . 24(b.) Allies . . . . . . . . . . . . . . . . . . . . . 24(c.) Items and Obstacles . . . . . . . . . 26

    12.) Summary . . . . . . . . . . . . . . . . . . 27-3013.) Compatability Quick-Check . . . 3114.) 12 Mighty Creatures . . . . . . . . 32-3315.) Credits & Special Thanks . . . .34-35

    ChiZo, ChiZo RISING, Collectible GameTiles, Collectible Tile Game and all adaptedlanguages, related artwork and associated logos aretrademarks, registered trademarks and/or servicemarks of Temple Games Inc. in the U.S. and/orother countries. 2004-2005 Temple Games, Inc.All Rights Reserved. www.templegames.com. Madein Germany. Temple Games, Inc. 2132 AdamsAvenue. San Leandro, CA USA 94577

  • The story of ChiZo RISING unfolds as adramatic set of events brings uncertainty tothe realm.

    Patriarch Khiares has died. Long revered andrespected his death sets a deadly contest inmotion. The numerous Keepers of theKingdom begin assaults on one another in aneffort to seize ultimate power.

    The Keepers summon twelve mighty classesof creatures to wage these duels. WingedDragons, Noble Tigers, and Defiant Ramsare but three which are mustered for the fieldof battle. Matched in Strength, Intelligenceand Compatibility they march at theKeeper's command!

    In the beginning . . .

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  • Introduction

    ChiZo RISING is the first set ina series of great adventures that enlistthe Twelve Mighty Creatures of theChinese Zodiac.

    This Collectible Tile Game is a newconcept in collectible gaming, callingon tactical skills, abilities and fastresponse to opponent's strategies.

    2-4 players, (Keepers of the Kingdom), command these powerfulMighty Creatures, who compete in this exciting struggle for victory!Strength, Intelligence, Mystical Items and Special Effects are invoked towin . . . or to play into an opponent's hands!

    Designed in the U.S.A., ChiZo RISING Game Tiles feature artworkfrom masters around the world and are meticulously produced inGermany by Ludo Fact GmbH, a world renown leader in gamemanufacture.

    Prepare yourself for the next level in Collectible Games TILES!

    6

  • Game Material

    Every player uses a personal STACK of ChiZo Collectible GameTiles. The composition of a STACK is entirely up to the player . . .there are some restrictions however: You may only have between 30 and 60 Tiles in your Stack. You may not have more than 3 of any one Tile, with the exception of

    Basic Creature Tiles. (You may have an unlimited number of BasicCreature Tiles, i.e. Ram, Monkey, Dragon, etc.)

    The playing area is any flat surface.

    Object of the Game

    A player wins the game by scoring 12 points.To score points, capture Mighty Creaturesand battle enemy Creatures by skillfullyplacing Tiles in a playing area. Bycapturing Creatures, a player mayscore four, six, or even nine pointsin a single catch!

    Tactics, Skill and fair Battle . . .Thats how a game of ChiZoRISING is WON!

    7

  • 8ELEMENT

    STRENGTHVALUE

    TILE EFFECT

    INTELLIGENCEVALUE

    TILE ICON

    COMPATIBILITYICONS

    TILE NAME

    Creature Action Reaction Action/Reaction Item Obstacle

    COMPATIBILITYICONS

  • Creature Tiles can be identified by their color.For example the RAM tiles are all light Grey.You will find an overview with all 12 creatureson pages 32-33.

    Tiles that have values for STR (Strength) andINT (Intelligence) can be played in theplaying area. You need the others for the"Action Stack" during a match.

    All beige-colored Tiles and the redObstacles are universal and can beused by every Creature Class andevery Player.

    YY

    Y

    9

  • Pages 10 26 explain the Main Rules of ChiZo Rising. Most pages on the leftshow text, and pages on the right show examples. Pages 27-30 contain furtherinformation about situations that may occur during game play. We recommendreading the rules thoroughly before starting to play ChiZo Rising.

    Preparation

    Terms you should know:

    Stack ~ The tiles the player has selected to play with; A minimum of 30 Tiles and amaximum of 60 Tiles are required. Tiles are drawn from a players STACK duringgame play.Point Pile ~ Once captured, tiles are placed in the POINT PILE, face-up. Each Tilerepresents one (1) point.Discard Pile ~ All Tiles that have been used or that have been removed from playare placed into the DISCARD PILE, face up, so as not to be confused with tiles in play.Hand ~ A hand is made by drawing 5 Tiles from the shuffled STACK. The HANDis held until ready to be played.

    First, every Player shuffles their STACK and places it face-down infront of them. They may have a single Stack or multiple Stacks ofapproximately the same height, leaving some space to the left and rightof their Stack(s) for their POINT and DISCARD PILE. All players havethe option to shuffle or cut their own Stacks and/or the Stacks of theiropponent(s).

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  • 11

    In this example, youcan see the position of3 Players in a game.The Players place theirStack(s) in front ofthem with the PointPile on their left andthe Discard Pile ontheir right.

    PLAYER 2

    PLAYER 1

    PLA

    YE

    R 3

    PLAYINGAREA

    Point Pile STACK Discard Pile

    Po

    int

    Pile

    STA

    CK

    Dis

    card

    Pil

    e

    Point PileSTACKDiscard Pile

  • A Players Turn

    On their turn, each Player has two (2) actions and three (3) possibilitiesto choose from:

    1. Play a Creature, Item or Obstacle by putting it next to other Tilesalready in the game area.

    2. Start an ACTION STACK or a BATTLE ACTION STACK with Tilesfrom their own hand.

    3. Draw two additional Tiles from their own Stack.

    Every action is optional and can beskipped, or may even be chosen

    twice. A player may not pass ontheir turn by not performing

    any action. At least oneaction has to be performed.

    After every turn the gameproceeds clockwise.

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  • All Tiles played in the Game Area must be placed in a NEIGHBORINGposition with another Tile, with the exception of the first Tile played.

    A Player should make sure that when placing Tiles in the playing area,the Tiles should always face them, allowing all Players to determinewho controls the Tiles. This also makes it easier to return the Tiles totheir proper owner after the game.

    NOTE: A neighboring space must behorizontal or vertical, never diagonal!

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    As you can see, thisis a game with 3players. You arePlayer 1 and youwant to play aCreature. All greyspaces areneighboring emptyspaces. The Horsecan be placed on theempty space underthe Rat.

  • Scoring Points

    Points can be scored in three (3) different ways:1. Completing a Square; 2. Battle; and 3. Special Effects.

    1. Completing a Square of Compatible Creatures: The last player toplace a Tile in a position to form a square that is made of CompatibleCreatures takes all of the Tiles in the Square and puts them in theirPoint Pile. Regardless of who controls the Tiles, they score one point foreach Creature captured.

    NOTE: Each Tile shows the iconsof the Creatures that it iscompatible with. To complete asquare, all 4 Tiles must becompatible with each other, notjust their neighbors! Otherwise,the Tiles remain in the game! Page31 of this rulebook provides anoverview for quickly matching thecompatibilities. Use it in everymatch!

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  • 15

    PLAYER 2

    PLAYER 1

    Imagine you are Player 1. By placing the Pig in the neighboring emptyspace, you complete the square. The Pig is compatible with your Rabbitand both are compatible with the Pig and the Ram of your opponent, too.You score four points!

  • Creatures that are not compatible may also be placed next to eachother to block opponents from completing a square . . .because

    squares are not the only way to score points in ChiZo!

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  • 17

    PLAYER 2

    PLAYER 1

    Imagine you are Player 1. The Tiger is compatible with yourMonkey and the Monkey of your opponent, but not with anotherTiger. No points! The Tiles remain in the Game Area, but you shouldprepare for BATTLE.

  • 2. Battle: Every Creature defeated in a Battle is considered to becaptured and can be added to the Point Pile. 1 point is scored for eachCreature captured.

    3. Special Effects: Some Tiles effects can also score points . . . if playedsuccessfully, they are added (or some others from the Discard Pile) tothe Point Pile to represent the actual score. All Tiles collected orcaptured as Points are added to the Point Pile.

    NOTE: Remember to put all Tilesin the Point Pile in the correctposition facing its owner! Thisway they can be sorted easily andreturned to their rightful ownerafter the game. Tiles neverchange ownership! If you scoreby a Special Effect, add the Tilethat caused the effect to yourpoint pile. If you need more Tilesto show your actual score pickthem from your discard pile!

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  • 19

    You are Player 1. Lets have alook at your Point Pile. Youalready have six (6) points. Youcaptured a Rat and twoDragons of yours. Youcaptured a Rat of player 3, aDragon of player 2 andscored with the effect ofUndue Prejudice.

  • Action Stack and Battle Action Stack

    An ACTION STACK is a Stack of Tiles that is separate from the playingarea. It starts with an Action Tile, and Reaction tiles are placed on top ofit. A player can start an ACTION STACK during their turn by playing anAction, an Action/Reaction or by starting a Battle.

    Once started, all other players have the option of adding a Reaction orAction/Reaction to this Stack. Order of play is always clockwise. The Tilesare played face up to give each player the chance of thinking about theirnext possible Reaction. The turn is finished when the last player whoadded a Tile to the ACTION STACK passes on playing another Tile.

    NOTE: Reacting to an ACTION STACK is not anAction.All players have to be asked if they wantto add a Tile to the ACTION STACK after everynew Tile that is added to it. If it gets back to theplayer who added the last Tile, that player candecide to finish the ACTION STACK by notadding another Tile!

    Then, working from the top Tile down, performthe Special Effects explained on the Tiles,

    placing completed Tiles into the Discard Pileof the players who played them.

    20

  • This was a simple Example. But it is the same thing with ACTION STACKSincluding more than two Tiles.

    NOTE: Effects are alwaysresolved top to bottom. If aneffect has a target, you choosewhen it becomes effective inthe ACTION STACK. If thereare no more possible targets,that Effect does not resolve.

    Its a 2 Player match, you are Player 1. As an Action, Player 2 playedGolden Egg to get some points. You react by putting Toasted on the

    ACTION STACK and covering the 1st Tile.

    Player 2 passes on adding another Tile on Toastedbecause they do not have anything appropriate intheir hand to react.

    You were the last who added a Tile to the ACTIONSTACK. The Action Stack is over because youpass on placing another Tile.

    Now the ACTION STACK resolves top to bottom. Toasted steals theRooster and you score a Point. Now Golden Egg comes into effect, butbecause there is no more Rooster in play, it has no target and is put intothe Discard Pile.

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  • A BATTLE ACTION STACK works like an ACTION STACK.

    As an action, a BATTLE may be announced by choosing theATTACKER (under the announcers control) and the DEFENDER(controlled by an opponent). The chosen Tiles must be Neighbors.Then the BATTLE ACTION STACK is started.

    The first Tile to start the BATTLE ACTION STACK is played face downby the Attacker. It shows that the Battle is an "Action" and that aReaction or an Action/Reaction can now be played by the others. Itdoesn't matter which type of Tile is chosen to start; that is why it isplayed face down. This is the only difference from an ACTION STACKand is actually a great opportunity to get rid of Tiles with effects thataren't useful at the moment.

    If no one wants to add further Tiles to the BATTLE ACTION STACKthe effects are resolved from top to bottom like an ordinary ACTIONSTACK. The result of the BATTLE becomes effective if you reach theface down Tile at the bottom. If the BATTLE ACTION STACK endsbefore that Tile, there is no result.

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  • Player 2 started the BATTLE ACTION STACK with theTile face down to show that the BATTLE is an ACTION.You react by playing Feather Flurry. Player 2 passeson adding another Tile on Feather Flurry, they knowyou will escape. You were the last who added a Tile tothe BATTLE ACTION STACK. The Action Stack is overbecause you pass on placing another Tile.

    23

    Its a 2 Player match, you arePlayer 1. Your Rooster isunder attack.

    Player 2 declared his Horse theATTACKER and your Roosterthe DEFENDER.

    Now the BATTLE ACTION STACK resolves like anormal ACTION STACK. When you reach the last facedown Tile in the BATTLE ACTION STACK, the actualvalues of STR and INT of both sides involved in theBATTLE show the result. In many cases (like here) theBATTLE is over before you reach the face down Tilebecause of powerful Reactions that have alreadybeen resolved. These BATTLES are over and the restof the Tiles are discarded.

  • Result of a Battle

    For the result, the STR (Strength) and INT (Intelligence) values of both creaturesmust be compared. The creature with the greatest STR and INT values wins thebattle. A higher STR or INT value is not necessarily enough . . . If both creatureshave equal STR and/or INT values, then the Battle is a draw. If a Creature isdefeated, the winner adds it to their Point Pile.

    NOTE: The DEFENDER can also win the battle! The STR and INT values arecompared, if the BATTLE ACTION STACK is worked down to the Tile faceddown and the ATTACKER and the DEFENDER are still Neighbors!

    .. .. .. bbuutt,, bbeeffoorree tthhee BBaattttllee ssttaarrttss,, bbootthh AATTTTAACCKKEERR aanndd DDEEFFEENNDDEERRmmaayy aasskk ffoorr AALLLLIIEESS .. .. ..

    ALLIES

    After the ATTACKER and the DEFENDER are chosen, but before the firstAction Tile is played, both players may ask for Allies.

    The ATTACKER is the first to ask. In order to be an Ally, the Allying Creaturemust be a Neighbor to the defending Creature.

    If the ATTACKER or the DEFENDER has an Ally, the STR and INT values areadded to the Attacking Creature when a Battle takes place.

    NOTE:An Ally need not be a Compatible Creature! If a Battle is lost all ALLIESare captured by the winning side, too! All Neighbors are possible Allies buteach Player may support only one side, the ATTACKER or the DEFENDER!

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  • 25

    PLAYER 2

    PLAYER 1

    PLA

    YE

    R 3

    Its a 3 Player Match, you arePlayer 1: If you choose yourHorse to be the Attacker and theRat of Player 3 to be theDefender, you can pick your Dogas an ALLY in that BATTLE.Player 3 is on its own. TheBoulder is an Obstacle whichcan not be an Ally. Player 2 cannot be asked for help. The Tigeris not neighboring theDEFENDER (Rat).

    Result:You win the BATTLE. Your STR of5 and INT of 7 (added together)are both higher than the two valuesof the Rat. You score one point bycapturing the Rat of Player 3.

  • Battle against Items and Obstacles

    Item and Obstacle Tiles also have a STR and INT value. They can beplayed like Creatures and therefore be attacked like Creatures as well.

    Items and Obstacles can neither be chosen to be the ATTACKER in aBATTLE nor be used as an Ally. But you can ask for Allies if you attackan Item or Obstacle or one of your Items and Obstacles is attacked.

    26

    These are the main rules of ChiZoRising. The following Pages, 27 30,will give you additional informationconcerning questions that may occurin the game. Page 31 shows anoverview for a quick check of theCompatibilities. Use it all the timewhen you face an opponent, it willhelp you win!

  • A Tile laid is a Tile played: Once a Tile has been placed in the playing area,the Tile is considered played. A player may not retract a Tile after releasing it.

    Completing a Square: The player who controls the last Tile that completesa Compatible Square gets the Tiles. If a player completes a square with a Tilethat an opponent controls, the opponent gets the square. On a similar note,if a Compatible Square is formed during an ACTION STACK or a BATTLEACTION STACK, the square is not removed until it is completely resolved.

    Remove From Play: The phrase "remove from play" means placing the Tileinto the Discard Pile of the player who put it into play. If a Creature iscaptured, it is not considered removed from play since it ends up in a player'sPOINT PILE.

    NOTE: The Controller of a Tile maychange during a game! RemovedTiles are put into the Discard Pile ofthe player who put the tile into thegame first . . . the Point Pile works thesame way. If you control anopponent's Creature and complete aCompatible Square with it, turn itback in the correct direction beforeputting it into your Point Pile so itcan be returned to its proper owner!

    27

  • Attached Tiles: If a Tile is placed on top of or under another Tile, it isconsidered "attached" to the Tile it was placed on or under. If somethingcauses the Tile to move, then the tile attached to it moves as well.

    NOTE: Only one Tile can be attached to another Tile. Each attachedTile is removed from play if another Tile comes into play and is goingto be attached to the same Tile!

    Draw in a Battle: Not every Battle has a winner! If the BATTLEACTION STACK has been worked down to the first Tile played face

    down, and the ATTACKER and the DEFENDER are nolonger neighbors, the Battle is a draw . . . no Creatures are

    captured. There are some Special Effects that cause adraw even though the ATTACKER and the

    DEFENDER are still Neighbors.

    Allies no more: If the first Tile in aBATTLE ACTION STACK is reached, andan Ally asked for help isn't neighboringthe DEFENDER anymore, the tile nolonger counts as a neighbor nor as an ally.The Tile is no longer involved in theBATTLE. It can not be captured and itsvalues are not added to the result of theBATTLE.

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  • Empty Space: Some effects allow you to moveTiles in the playing area. The limitations for thatmovement are the Empty Spaces. An EmptySpace is every free neighboring space includingthe diagonal corners. A player may only usetheir effects for jumping over, pulling, orpushing Tiles in this setting.

    NOTE: "Empty Spaces" are an exception for movement caused bySpecial Effects. Never forget: playing Creatures, Items or Obstacles,or while in a Battle, only the neighboring spaces are relevant!

    PUSH, played as an Action, maymove the Ram and the Rabbitup to three empty spaces.

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  • Replacing Tiles: Some Tiles Action Description are to replace anotherTile to be put into play. Players may only replace Tiles in their control.

    Strength of 0 (Zero): If any Creature's STR ever reaches 0, immediatelyremove it from play. It is not considered captured.

    Team Play: 4 Players can also play "2 on 2." . . . the members of a teamshould sit across from each other to ensure that each player gets a turn.Every team shares one Point Pile, and the final score is still 12 points.

    Fair Play: Always play fair! Chizo RISINGis an exciting game, but not a pro-sport.Players may team up against each other, but

    there can only be one winner. Being aplayer's Ally on one turn and thenattacking them on the next is

    considered fair play.

    The Temple Games Team wishes you lots offun and exciting matches! Visit the officialChizo RISING web site to learn more about

    the different Creatures, theirCompatibilities, and the bestStack Strategies!

    30

  • 31

    RAT

    OX

    TIGER

    RABBIT

    DRAGON

    SNAKE

    HORSE

    RAM

    MONKEY

    ROOSTER

    DOG

    PIG

    Compatibility QUICK CHECK

    31

  • 32

    Learn more about the Creatures on the web at www.

  • 33

    .chizorising.com and find out what you are by birth!

  • 34

    ChiZo Rising is the culmination of Deborah Robinsons interest in Chinese Astrology, lifeexperience, support of friends, family and colleagues and lots of other details she could write a bookabout! The concept of a Tile game vs. a traditional TCG intrigued her enough that along with thestaff of EKOS-USA and Temple Games, ChiZo was born!

    TEMPLE GAMES, Inc. would like to thank Jeff McCarthy, Mr. Big Business and Guiding Light;Bob Graphic Genius OSullivan a.k.a. the man that never sleeps; Kilian Brucklacher the face ofChizo; Horst Walz for his vision and support in making ChiZo happen; Jack Roberts for staying byBobs side, his inspirational and artistic guidance while designing the look of ChiZo, and great insightduring game testing and development; Everyone at EKOS-USA, Inc., who ran the show whileDebbie was away knocking on doors in Europe; Karen Strengers and the 999/Phalanx crew . . . Karenis the oasis of positive and a true team partner; Michael Bruinsma for giving us our first opportunityto demonstrate the game in Europe, joining up as a partner in the earliest hours and believing in thepotential of the product; Donny Phan from Hayward Digital Print Center for holding down the fortwhile Bob worked on ChiZo for months and months; The Peter Helman connection; AndrewMcCarthy, organizational commander; Terry Aleith for letting Bob be Bob; The Artists: EckhardFreytag whose artwork should be in a museum and Volkan Baga for pushing the look of the gamebeyond state of the art. Also, Dave Wolf, Phillip Hua, Norman Quiros, Jerry Seltzer, Klaus Schrer,Will Elder-Groebe, Alex James, thanks for your patience through all the turmoil; The TelepathicBrothers for their round the clock brilliance; Dr. Jur. J. Caspari for linking Temple Games to Europein the most professional and conscientious manner.

    Kilian Brucklacher, European Director and Director of Product Development I would like to thank Verena for her love, support and patience. My parents and brother forbeing the strongest back-up one can imagine. Michel, Neffs, Eckhard and Volkan for just beingfriends, too what a lucky person I am! Jrgen Caspari, more than a father in law . . . I willnever forget your help - Danke Jrgen! Jeff McCarthy, 9 lives are not enough to learn all youcould teach! And finally Deborah oh, he must be a Dragon Robinson, thank you for yourbelief in all of my decisions and many funny hours on the road and the Golden Tulip. ThePink Bunny Connection is dead!

  • Bob OSullivan, Art DirectorI am greatful to Terry Aleith, the love of my life, for enduring another episode of Bobs WackyAdventures, Jack Roberts for being Johnny on the spot, his friendship, patience, eternaloptimism, enthusiasm, undeniable dedication, creativity, insightfulness and amazing support,(by the way Jack, have you seen my keys or my checkbook or my pen or my desk or my cellphone or my digital print company or my . . . ?) Donny Phan for holding Hayward Digitaltogether with nothing but chewing gum and paper clips while I ChiZoed out, Deborah for thisincredible opportunity and Kilian for being the front-man and taking the heat for my mess-ups,and Doug and Todd of Bay Reprographics in Redwood City, CA for having the most grace andpatience I have ever seen exhibited. The list goes on indefinitely, but Im out of space . . .

    Game Design:The Crew at EKOS-USA, Inc.

    Development:Michael Palm and Sebastian Neffs Jakob (a.k.a. theTelepathic Brothers)

    Kilian Brucklacher, Jack RobertsArt Direction:

    Bob OSullivan, Deborah Robinson, Kilian BrucklacherGraphic Design:

    Bob OSullivan, Eckhard Freytag, Peter HelmanRules:

    Kilian Brucklacher, Michael Palm, Sebastian Neffs Jakob,Jack Roberts, 999 Games and Phalanx Games

    Story Line:Andrew McCarthy, Jack Roberts

    Production Managers:Deborah Robinson, Kilian Brucklacher, Bob OSullivan

    35

  • ChiZo, ChiZo RISING, Collectible Game Tiles, Collectible Tile Game and all adapted languages, relatedartwork and associated logos are trademarks, registered trademarks and/or service marks of Temple Games Inc. in theU.S. and/or other countries. 2004-2005 Temple Games, Inc. All Rights Reserved. www. templegames.com. Made inGermany. Temple Games, Inc. 2132 Adams Avenue. San Leandro, CA USA 94577

    E-062005-V6