021010: Wow. Almost two years to the day since the Jalak Registry went into archival mode, Uru is back. Alright kids, put on your shin guards, it's game time!
You can also get valuable Jalak game resources to help you create your games, including diagrams of the playing grid, and to-scale Jalakbloc images.
~The Noble Robot



Preparation:
You start the game by setting the columns to the heights in the above picture (orientation and starting height are not important, so long as the columns are at the relative heights as those depicted) and place a small cube in the two lowest corners. A higher level board is better lit, but a lower level board allows spectators to view the game better (see attatchments).
Rules:
2. You may only move the column your cube is on up or down 1 step from the original starting position (you may move it as many times as you wish, so long as you remain in the +/- 1 step range).
3. If your cube gets caught in a corner you may stand on it closest to the edge and move the column up and the cube should be freed. If your cube falls though the column irretrievably you are entitled to stop the game until a new cube is acquired and moved to the column you lost it on.
4. You may not move any column but the one your cube is on. Moving your opponents columns will result in disqualification.
5. If you push your cube onto you opponents side at any time you immediately forfeit the game.
6. The winner is the first person to get their cube on the top column and moved the said column up one, effectively taking it out of your opponents +/- column range.
Alternative levels:
6 7 8 9 10
15 14 13 12 11
16 17 18 17 16
11 12 13 14 15
10 9 8 7 6
Also see the variation of this "Zigerat race".
Setup: Set the playing field up as shown in the picture.

Object: Push the opposing team's bridge into one of the pits, or have both your opponents fall in any of the pits.
Gameplay: There are 2 teams. Each team has its own bridge, which is the bridge closest to the side the team begins on. Teammates will start in the corners of their side.
Players may not jump the pits. The only way they can get across is by crossing the bridges.
Teams will use both offense and defense. Offense is trying to push the opponent's bridge so it falls into a pit. Defense is pushing your own bridge in a way that counters the opposing teams efforts to push it into the pit and makes the bridge more stable. A team can play with one offensive player and one defensive player, or both teammates can assume both roles if they want. Its all up to them.
If a player falls into one of the pits, they are out of the game. If both members of the same team fall into the pit, the team loses.
Basically you set it up like my diagram below shows, it can be set up at ANY preset height, (if its at ground level, raise every panel up 1 height except for the -1 panels, then follow the rest of the diagram). Each player starts at the bottom of their stairway, they will then jump up the stairs, jump the gap, then jump to the middle and knock the object towards their opponent's side and fight to get it into their opponent's basket/goal (the -1 panel). Continue till you get to 3 wins and then switch players (or not, its up to the host).
(the image below shows how to set up the grid).

the image below gives a visual on how to play the game.
(the + and - numbers represent the panel heights)

NOTE: The two varieties of "Cubes" were developed by the DRC prior to the release of Jalak, and these rules are taken verbatim from the Jalak notebook found in the Library on Ae'gura
Quick Cubes
Alright, so this is one of our favorites. Make sure the arena is level. That means all the pillars are at an equal height. Then bring in two of the big cubes [Largeblocs]. Make sure the wall [Jalakfield] is in place and set one cube on each corner of the arena.
Somebody yell go.
The rules are you can only affect the pillars directly next to you. In other words, you can only lower of raise the three or four pillars that surround you. No diagonal stuff. You can move all you want to make sure you affect the other pillars, but you have to keep to the adjacent pillar rule.
The objective is to get your cube from your corner into your opponent's corner before your opponent gets his or hers into yours.
Play offense or defense, but hurry.
Chess Cubes
This one is a little slower. Those of us who are a little more into strategy prefer this one. Same idea as before. Level the field. Two cubes. One in each corner. After they are there, hit the randomize button.
With this one, you can still only affect the pillars adjacent to you. In addition, you only get three pillar moves before its [sic] your opponents [sic] turn. Your opponent will hear the raises of lowers so don't cheat. You can move the cube all you want while your opponent is going but you can't change any pillars until it's your turn.
Same thing as before: get the cube to your opponent's corner before they do [get their cube to your corner].