Contents
- 1 The Rules of the Polarity Game
- 1.1 What is Polarity?
- 1.2 How Does the Game Work?
- 1.3 Why Should I Play?
- 1.4 Ready to Get Started?
- 1.5 The Goal of the Game
- 1.6 An Overview
- 1.7 How to Set Up the Game
- 1.8 Understanding Foundation Discs
- 1.9 Game Play
- 1.10 Leaners (also known as “Standing Discs”)
- 1.11 Faults: When Things Go Wrong
- 1.12 After a Fault
- 1.13 What Happens When a Fault Occurs?
- 1.14 How to Capture Faults
- 1.15 Conversions
- 1.16 Game Over
The Rules of the Polarity Game
Hey there! So you’re curious about the Polarity Game, huh? Well, I’m here to tell you all about it! This game is all about understanding the idea of polarity and how it affects our lives. Sounds interesting, right? Let’s dive in!
What is Polarity?
Picture this: life is full of opposites. We have day and night, hot and cold, happy and sad. These are all examples of polarity. Polarity is the concept of having two opposite or contrasting forces, ideas, or emotions. It’s like a seesaw – when one side goes up, the other goes down.
How Does the Game Work?
In the Polarity Game, you’ll be presented with a series of scenarios. For each scenario, you’ll have to choose which option aligns more with your personal preference. There are no right or wrong answers here – it’s all about what resonates with you!
Why Should I Play?
The Polarity Game is a fun and interactive way to explore your own preferences and values. By reflecting on your choices, you can gain a deeper understanding of yourself and what matters most to you. Plus, it’s a great conversation starter – you can play with friends or family and learn more about each other along the way!
Ready to Get Started?
Alright, now that you know the basics, it’s time to dive into the Polarity Game! Just click on the “Play Now” button below to begin your journey. Remember, there are no right or wrong answers – just go with your gut and have fun!
Play Now

Note: It’s important to remember that Polarity contains magnets, so make sure they don’t touch anything that can be affected by magnetic fields.
The Goal of the Game
Your goal is to play all your discs on the play mat and score as many points as possible. Strategically place your discs in positions that will make it challenging for your opponent to do the same. By doing this, you can capture discs and build Towers.
An Overview
Polarity is a game that is simple at its core, although it may seem complicated if you haven’t played before. Here is a summary of how to play the game, which will help you understand the rules better.
The secret to Polarity is to try and get all your discs onto the table, but there’s a specific order you need to follow. First, you start with a disc on the mat – that’s called a Foundation Disc, and at the beginning of the game, everyone has five of these.
For your first turn, you’ll need to place another disc called a Leaner near a Foundation Disc. This is what makes Polarity so different and interesting. The Leaners “float” on the magnetic cushion of the Foundation Disc, like you can see in the picture on the right.
Once you have at least one Leaner, you can start turning them into Foundation Discs. To do this, you use the magnetic field of a disc in your hand to make a Leaner fall flat on the table.
When playing Polarity, it’s easy to get caught up in making mistakes and ending your turn with a “Fault.” But here’s the secret: making Faults is actually important for winning! It gives you more pieces to play with and opens up new possibilities.
Once you’ve turned a Leaner into a Foundation Disc, you can play another Leaner on top of it. Then, you can convert that second Leaner, and keep going! It’s a chain reaction that can lead to victory.
Once you’ve mastered this technique, you can start exploring advanced strategies in Polarity. Some of these involve making your opponent make non-advantageous Faults, rather than just converting Leaners. This adds a whole new level of depth to the game.

How to Set Up the Game
- First, find a flat surface to play on. Make sure there are no metal objects nearby.
- Next, take the red disc and set it aside. You will need it later. Then, divide the 52 black and white discs into two equal stacks. Each player gets one stack.
- Now, one player should toss the red disc into the air, just like flipping a coin. The other player must choose either “bar” or “dot” while the disc is in the air. The winner gets to decide if they want to play as White (going first) or Black (going second).
- Take the red disc and place it on the dot in the center of the playing surface. This shows the result of the coin flip.
- Starting with the player who chose to play as White, both players take turns placing their Foundation Discs on the playing surface. Read on to learn more about Foundation Discs.
Understanding Foundation Discs
When you start playing Polarity, one of the first things you’ll encounter are Foundation Discs. They’re really important! After the colors have been determined and the red disc is on the mat, it’s time to begin the game.
As the white player, you’ll need to take five of your discs from your stack and place them on the board with the white side facing up. Just make sure they don’t touch any other disc, including the red one. You have the freedom to place them anywhere inside the circle.
Now it’s Black’s turn! They also get five discs, which they’ll place following the same rules as you did, but with the black side showing. Once all ten Foundation Discs are on the board, the game officially starts.

Game Play
When we start playing the game, we take turns placing our discs on the Polarity play mat. We call the disc we put down the Action Disc. It’s important that we always play the Action Disc with our color facing up, and we can only play it on top of our own discs.
But here’s the thing: we can’t just place the Action Disc on the play mat like we did with the Foundation Discs at the beginning. We need to use the power of magnetism to make the Action Disc float in the air. The other discs create a magnetic cushion for it to rest on. When we successfully do this, we become Leaners.
Don’t worry if it takes a few tries to make the Action Disc stay on the magnetic field of another disc. You can take as much time as you need. If the Action Disc falls off, just try again.
But here’s the thing: sometimes when I try to put the Action Disc in its place, it makes other discs do stuff. Like, maybe two discs come together real fast, or maybe one of them just falls down. Anyway, if that happens, my turn is over. You can check out the Faults section for more on that.
Leaners (also known as “Standing Discs”)

When I’m playing the game, I use the magnetic fields from the Foundation Discs (and later the Towers) to make myself float in the air. To put a Leaner in place, I hold the Action Disc in my hand with my color facing up.
I tilt the disc at about a 45-degree angle and slowly bring it closer to one of my Foundation Discs.
As I get closer, I can sense the magnetic force between my disc and the Foundation Disc. It’s like a cushion that allows the Leaner to hover.
Now let’s talk about Towers. These are made up of two or more discs stacked on top of each other, and they score points at the end of the game. Towers are created when we capture Faults.
Once there are Towers on the board, I can play Leaners off of them, just like I would with a single-disc Foundation Disc.
Faults: When Things Go Wrong
So you want to place the Action Disc, but beware! If you accidentally cause other discs to react, that’s called a Fault, and your turn ends right there. Here are some things that count as Faults:
- If you make two or more discs that were not touching suddenly touch each other
- If you make a Leaner that was already placed fall and lay flat on the play mat
- If a disc on the play mat jumps up and attaches itself to the Action Disc
- If you move a Foundation Disc or Tower more than its diameter
- If you make a disc move entirely outside the circle, out of bounds
If any Faults occur before your opponent touches the circle, they will count against you.
After a Fault
When I make a Fault, my turn ends and the Action Disc, if I still have it, goes back to the stack of unplayed discs. After that, a few different things can happen:
- If the Fault makes Leaners fall onto the play mat but they’re not touching any other discs, they stay where they landed. But if one of my opponent’s Leaners flips over to my color, they get to take that disc.
- If the Fault causes discs to snap onto the still-in-hand Action Disc, I get to add those discs to my unplayed stack.
- If the Fault causes discs to snap together on the play mat, my opponent can capture those discs.
- If the Fault makes a Foundation Disc or Tower move more than its diameter but no discs touch each other, nothing else happens.
What Happens When a Fault Occurs?
When a Fault occurs in the game, it can drastically change the dynamics and strategy. A Fault happens when discs are moved completely outside the circle by a player. When this occurs, the player adds those discs to their unplayed stack, creating new possibilities for both players.
How to Capture Faults
Now, here’s where things get interesting. At the start of your turn, if there are any connected discs due to a Fault (excluding previously captured Towers), you must try to capture them before making your regular move. This rule applies even if the connected discs are already in Tower form.
To capture the Fault, you need to grab one disc or Tower section and lift it off the play mat. As you lift, the other discs in the Fault will snap together, forming a Tower in your hand. Then, you can place this new Tower anywhere within the circle on the play mat, making sure that your color is facing up. Simple as that! But, if the Fault is already fully in Tower form with your color on top, you can leave it as it is and declare it captured.
Note: I need to mention something important before we start. If you do something wrong and cause another problem, your turn is over and we have to follow the normal rules. If a disc comes loose during your attempt, that also counts as a new problem.
Conversions
Sometimes it can be useful to create problems on purpose. You can use the Action Disc to make a leaning disc fall flat on the table, creating a new strong base. This is called a conversion.
To do a conversion, carefully bring the Action Disc down on top of the leaning disc. Right when it falls flat, quickly move your hand away so you don’t cause any more problems.
It’s important to know that your turn ends right away (because you made a disc fall, and that’s a problem), but now you have another strong base to play with.
Game Over
The game comes to an end when one of us runs out of discs in our stack. To find out who’s victorious, we have to count the number of discs in our Towers (not including Foundation Discs or Leaners).
After that, we need to subtract any discs we still have in our hand. The one of us with the highest score gets to claim the victory!
But there’s also another way to lose. You see, if any of us:
- accidentally make any disc touch the red one,
- knock the red disc right off the center dot,
- or end up without any discs showing our color on the play mat,
We’ll immediately be declared the loser. So, be careful and stay focused!