To set up, shuffle the deck of 16 task cards and give half to each player, each of whom reveals three cards face up. Players take turns placing items one at a time on the placemat, which has room for five settings on it. You can mix or match colors as you wish, but two of the same item (saucer, cup, spoon) can never be on the same setting. On a turn, you take 1-3 actions, with an action consisting of moving any one item from one setting to another or swapping items on one setting for items on another setting. After your actions, you score coffee beans for whatever task cards you can, with some cards scoring multiple times if the conditions are right.
As soon as a player has scored all eight cards, the players swap their decks of task cards, shuffle them, then reveal three task cards and continue playing. Once a player has scored eight cards in the second round of play, the game ends and whoever has collected the most coffee beans wins.
In any case, I can present an overview of how to play since you can refer to it anytime regardless of your ability to visit Essen, Germany:
Tholos is a game of majorities for two players with high interaction. On a turn, you take one of two actions:
—Take stones of one color from the quarry into your workshop, with each workshop holding at most three stones. You can take up to three stones of your color (black/white), up to two neutral stones (gray), or one stone of your opponent (white/black).
—Play any stone from your workshop onto the game board. The board has seven locations, each with a unique power, and each location can have a column of at most five stones. If you place a stone of your color in a location, then you take the special action associated with that location, e.g., moving the top stone of a column to another location, moving a stone from the opponent's workshop to your workshop, placing a second stone from your workshop, or returning a played stone to the quarry.
When all seven columns have five stones on them, the game ends and players receive points for each column where they have more stones than the opponent — but this isn't necessarily a good thing. When you score a column, you receive 1 point for each stone of your color, 3 points for each stone of the opposing color, and -2 points for each neutral stone. each column awards points to the player who has the most stones of their color in that column.
In the advanced mode of Tholos, you place one or more ornament tiles on the game board, each in a different location. Each ornament tile has a power that changes the rules of the game, such as activating the power of a location with gray stones, awarding a column to the player with fewer stones than the opponent, or raising the maximum number of stones in the location's column to seven.
I first mentioned INSERT in an April 2020 round-up of Bruno Cathala designs, and in a December 2019 article on TricTrac he described the game as follows:
To set up, arrange the four 3x3 tiles at random into a 6x6 grid. Each square of the grid has a vertical, horizontal, or diagonal line on it. The first player places one of their rings on any unoccupied space, and the line in that space indicates the direction in which the opponent must place their ring: vertically, horizontally, or diagonally in line with the ring just placed. If the opponent can't place a ring in this direction because each square in this line is occupied, then the opponent can place a ring in any unoccupied square.
If you manage to insert a ring between two rings owned by the opponent — whether by placing your X piece in a space like this O_O or in a space like this OXX_O — then you change those opposing rings to your color.
If the board is full and no one has managed to create a row of five rings in their color, then the player with the largest orthogonally connected group of rings wins.
—Make moves that the other player must follow with a forced play. In the game below, for example, my opponent led with the piece at 1-2 (row-column) in the first row, thereby forcing me to play in 2-1. Was that good for him? Not immediately, but he knew where I had to go, which meant he knew what the options were for his next turn.
—If you can force the opponent into making a move that would give you a free move, take it. Instead of being limited in what you can do, you can go anywhere — and often that one free move will be all you need to win.
—Edge spaces are not necessarily good. My opponent mentioned that his time playing Othello was working against him, and I could see that was the case because he would often overlook a move that would set up an insert on my part. In Othello, you must surround a piece to flip it, which means that a corner position is invulnerable and an edge space is often secure. In INSERT, you want to be the meat in an opponent's bread sandwich because then you transform that whole shebang to meat, which means that claiming an edge space (often) locks in one piece of bread, which you must then play around in the future so that you don't lose it.
In the game above, I had flipped two of my opponent's pieces, and my most recent play had set up a winning position. If he played in the leftmost space, I could play at 5-5, flipping his two pieces and creating a row of five; if he played on the rightmost space, I could then play at 6-6, giving him no viable winning moves after that: A play at 1-6 gives me a free placement; a play at 2-6 lets me complete a row of five at 3-5; and a play at 4-6 will let me play at 5-5 to win (or drag things out by playing at 6-4, after which the opponent goes 5-5, giving me a free placement).
Bottom line, the game is simple and clever, and I'm glad that I can play it on BGA until Swiss publisher Hurrican brings the physical game to market. Maybe I'll see you play there at some point...