The rules can be summarized in a few sentences, and a nearly finished game is visible on the box cover:
On a turn, a player chooses a marble on the perimeter of the board, then moves it as many spaces as they wish across the board. If other marbles lie in this line, push them ahead of this marble, with the only restriction being that you can't push a marble so far that other marbles are pushed into the perimeter of play. Keep taking turns until no player can go. Whoever has the largest orthogonally connected group of marbles wins.
Alternatively, you can decide before starting that a player's score will be the product of the sizes of all of their groups. In this situation, the maximum score is 81 (3x3x3x3).
Maybe I missed out on this playground game, or maybe it's only a German thing — in either case, this design fits nicely into the category of "Is this a game?":
Who will take down the trash?
Who will pay for the next round?
Who is calling the mother-in-law?
Play Tip-Top to decide all of these important questions in your daily life — or compete solely for fun, of course! Each player has a pair of shoes, and starting from a distance of the players' choice, they move toward one another turn by turn, heel to toe, the distance becoming smaller with each step. Crossing your feet is fine, but cheating is prohibited! Whoever fits in the last gap wins. The loser has to...well, what was the challenge again?
I've greatly enjoyed TA-KE, and this is the incentive I need to record an overview video about the game since my coverage would now be covering a new release instead of something ancient. (I've liked Fenix as well, but my feelings about that game are less certain; again, this is an incentive to bring it back to the table. Sad that I need such things...)
• And to turn back the clock a dozen years, I'll highlight Cameron Browne's Boloko, a two-player-only backgammon variant that exists only on a page of Browne's website, but that's existence all the same, right? Anyone can make a game board on their own, grab suitable bits, and play, so here's how it works:
On a turn, a player rolls two six-sided dice, then uses the numbers rolled to move forward one or more pieces; if you roll doubles, you receive double movement, as if you had rolled four of that number. If you roll a 1, you can move a piece forward on the track like normal or move it over an adjacent wall so long as it moves toward the end of your track. If you land a piece on a lone opponent's piece, that piece is pinned until you move all of your pieces off of it.
If all of your pieces form a single connected group, with part of that group on the final space on your end of the track, you win.