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Rating: 8.1 Very Good
Players: 2-4 players
Playing time: 90-10 minutes

Created by:

Published by: (Self-Published)


Gridopolis is a three-dimensional strategy game. If you have ever played checkers or chess, you get the idea. Only now, we are playing in 3D. This means you can move and jump and play in any direction!

You can move horizontally, vertically, and diagonally - plus across multiple levels. Using an innovative (yet amazingly simple) structural system, game play happens in a three-dimensional space called a grid-set. And, unlike other games, the grid-set is dynamic and changes during play.

The Gridopolis game - and system - is also flexible, modular and expandable. Grid-sets can be re-configured at any time to expand the game, change the rules, or even invent your own brand new game from scratch. The only limit is your imagination!

The goal of Gridopolis is to capture your opponents until you are the last one left or time runs out. You capture others by jumping over them.

Any marker that gets jumped is captured and comes out of the game. Use a multi-jump to capture more than one opponent on a single turn!

Starting markers are called pawns. These can only move one pad at a time and never go backwards.

A pawn becomes a king when it reaches the opponent's home-row, marked by a kingerizer. Flip your pawn and you are now a king. A king gets to move two pads at a time AND can move in any direction. Wow.

Any jump-capture move must follow the 'straight-line' rule. Think of three points (or pads) in a row: your starting point, the opponent you are jumping over, and your landing point.

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  • 63 pads
  • 88 links
  • 16 connecting pads
  • 12 kingerizers
  • 6 hyper pads
  • 8 blockers
  • 12 markers
  • Instructions

Game Elements

Building Parts

The Gridopolis system is built with three simple pieces that connect together. The pad and link connect horizontally, and the post connects vertically.

Node Parts

The nodes modify the normal pads so that they do something extra or special. …

Hyper-pad Tips

Hyper-pads do not count as part of your 'move.' If you land on one, the next jump is free!

When you land on a hyper-pad, you must 'beam-out' to any other un-occupied hyper-pad. Pawns are not restricted by direction.

If you land on a hyper-pad when all other hyper-pads are blocked with markers ('fully-corked') then you stay on that hyper-pad with no 'beam-out.'

After you arrive at your destination hyper-pad, you will need to leave that hyper-pad and re-enter (or land on another hyper-pad) to 'beam-out' again. …

More Designs

The grid-set in this manual is just a starting point. Have an idea for your own design? Try it out!

Matrix is incredibly flexible and modular. Modify the grid-set and test out new designs at any time.

The rules are also totally flexible. As long as all players agree, feel free to tweak and test. Share your best inventions at the Gridopolis website!

More Players

The instructions show how two to four people can play together. But - that is not the limit! …

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