“Our family really had a great time playing Mondrian together! We loved how social and casual it was and how even when it wasn’t your turn you were trying to solve the puzzles that the other players were dealing with. We loved the very dynamic gameplay from beginning to end and the beautiful end result of the artwork generated by playing!”
— Tyler S.
1-5 players
Capture the most markers.
Shuffle the deck and deal three cards to each player. Each player secretly views their own cards. Take the top card from the deck and place it face up in the center of the playing area. This is the card that the first player builds on. Place the deck face down, outside the playing area. Place the markers in a community pile where all players can easily reach them. Choose which player will go first.
There are four steps to each player’s turn:
Proceed to the next player in a clockwise pattern. If a player cannot play a card, or chooses not to play a card, they must skip their turn and they cannot draw another card, nor discard a card from their hand.
Each of the 80 cards has three colored squares. Cards must be placed on top of other cards so that at least one square overlaps the same color square underneath,
Cards may overlap multiple squares as long as they match the squares underneath.
If a new square is being placed over an empty space, any square that shares an edge with that empty space must match the color on the new square.
Players put down a white marker wherever a colored square from their card overlaps a matching colored square on the play area. Players may put down up to 3 markers in one turn, if they play a card that overlaps 3 matching squares.
Players get points by jumping and capturing markers. A player can jump a marker over any other marker next to it (in any direction) as long as there is an empty square to jump onto.
Players can make multiple jumps in one turn. This is an example that shows several jumps a player might make in one turn.
There are other jumping combinations not shown. Players can make jumps anywhere on the board during their turn and are not limited to using only one marker to make all the jumps in a single turn.
The game ends when all the cards are placed, including those in the players’ hands. The player who captured the most markers wins.
Players can predetermine a number of markers to capture (30 is recommended) instead of playing all the cards for a shorter game.
The game can be played with a single player. The player is competing with themselves to see how high they can score on captured markers in a single game.