KALIKO the GAME
These rules adapted from an original
text by Future Classics, Inc., ©Kadon Enterprises, Inc., used by permission.
The game of Kaliko™ is a colorful blend of chance and skill for two
or more players. During play a fascinating, intertwining pattern of red, white and blue paths
grows out from the starting tile. In each turn players try to earn high scores by connecting or
closing up paths in the pattern.
The Kaliko Tile Set
The Kaliko set consists of 85 unique hexagonal tiles. Each tile has three
path-segments; each segment joins two sides of the tile. The three segments are
completely separate; one may cross over another, but they do not join. There are five different
sorts of tiles:

These tiles are then colored red, white and blue in all possible ways so that no two
have the same design.
Rules of the Game
Object
To connect like-colored paths and earn high scores.
Basic Rules and Definitions
- The tiles in the playing area at the start of a turn form the pattern. At the
beginning of the game, the starting tile is the pattern. The pattern grows as the game
progresses.
- A path consists of one or more segments in the pattern, all the same color;
each segment connects at the tile edge to the next segment. A path either has two open
ends, or forms a complete loop and is closed.
- Each scoring play adds tiles to the pattern. The colors on each tile played must match the
colors on every adjacent tile.
- A scoring path is formed by connecting two open path-ends in
the pattern with the new tiles' segments. The path may be extended as well, by adding
segments to the ends of the new path. The path is closed if it forms a complete
loop.
- Players score by forming one or more paths. All the tiles played on a single turn must
form one main path; other scoring paths may be formed incidentally, and
count towards the score.
Notes:
- Segments not connecting existing paths do not score, even if they happen to form a closed path
on their own.
- A single path may be formed by joining more than two existing paths; path A can be connected
to path B, then the other end of B connected to path C, and so on.
- A closed path may be formed by joining the two ends of a single existing path, or by joining
two or more paths: A connects to B, the other end of B connects to C, and the other end of C
connects back to the other end of A.
Scoring
After each scoring play, the player receives one point for each segment in each scoring-path
formed, plus these bonuses:
- Three points for each time the path crosses over itself.
- Double points (including the cross-over bonus) for each path that is closed.
Turn
In each turn a player may do one of three things:
- Make a scoring play: Play any or all tiles to form at least one
scoring-path. After the play, draw new tiles so as to again have seven. (If not
enough tiles remain, take them all.)
- Exchange any or all tiles: Show the tiles to be exchanged to all players, draw an equal
number of new tiles, and then return the exposed tiles to the bag.
- Pass: The player may simply pass, for any reason.
End
The game is over when a player goes out and there are not more tiles in the bag; or, when all
players pass in succession. The player with the highest score wins.
Return to Kaliko Home
Examples of Legal Plays and Scoring
Using the Software