161 103 97MB
English Pages [132] Year 2002
Playing with Pyramids 12 Games
for Icehouse Pieces
by Andrew Looney, John Cooper, Kory Heath, Jacob Davenport, and Kristin Looney
Published by Looney Labs PO Box 761, College Park, MD, 20740, USA
www.LooneyLabs.com
— ~
Name
Players
Stuf
lceTowers
3-5
none
Turnless, Stacking | *
Thin Ice
2+
none
Building, Party
Zendo
3-5}
Martian Backgammon|
60 stones |
2 | dice, 3 coins|
— Stashes *
Inductive, Puzzle | 3 Luck-based, Race]
2
Volcano
1-4
Martian Chess
2,4
RAMbots
2-4 | chessboard | Program, Predict | 4
Pikemen
2-4 | chessboard | Pointing Chess
Zagami
4
none
Style
Puzzle, Positional | 6
chessboard | Colorblind Chess | 3
|chessboard | Consume,
*
Exploit | 4
Icehouse
3-5
none
Turnless, Strategy | *
Homeworlds
2-6
cards
Space Opera
Gnostica
2-5]
tarot deck | Territorial, War
*
* =1 stash per player Copyright © 2002, by Looney Laboratories, Inc. PO Box 761, College Park, MD, 20740, USA
ISBN # 1-929780-28-1 All rights reserved under all International Copyright Conventions. Published in the USA by Looney Laboratories, Inc.
Icehouse was patented in 1990 (US patent #4,936,585).
IceTowers was patented in 2001 (patent number pending).
Icehouse, Icehouse Pieces, The 100,000 Year Old Game From Mars, and The Martian Chess Set are all trademarks of Looney Laboratories, Inc. All Rights Reserved.
Visit www.LooneyLabs.com today!
Table of Contents Introduction Wiat'S IGGNOUSCTT ccc sscccccnnnccaxcen renee eemmnnasinesennnen 7
A System for Inventing Games. ...............ccsseeeeeeees 8 The BaSICS .........cccceeccecceccsccecceccecenscecceeceenneeeeseseneceeonns 8 Field Guide to Icehouse PIe€CES ..............c:.seeeeesseneees 9 Jake’s Overview of the Games. ..............::scceseeeeennees 12
Starting Places ICO TOWESS. THY
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ICG ca cnsiasianincnis sss neunerwvwnnwireesevsessrenensenanenianssuununenie 23
Pebbles of Enlightenment LOWE
ssesirneyseccmewenevensciu vie vanewsomexennnn nnn des eeKeDOMNEN NEE 29
Imagine a 5x5 Grid Martian Backgammon A OTN
...........c:csssseesssssssesseesseeeseeeens 43
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Games that use a Chessboard 55 Martial GCHBSS: sisisiicepeesmessciecnsc sence RAMDOtS .......-..ccscccsscccsseccescccseccnseesesenseceetonseenaenenees 59
PIKGINION cecicnnese ewe sii vu ecmenmammnann secon en ieRMNRRNRW WEN eu NN nene 69 LAGAMA ......ccceeenenesseeesencnsssssseeeeessensseneeseccnesseusoonsnoness 73
Abstract Games of Serious Strategy
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A Landscape of Tarot Cards ee GAGSUIGS ce ensewssncceeNe
99
109
Credits
About the DeSigne®S ............ccccssessseesseneenseeeteneeeenes 126
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Introduct ion
What’s Icehouse?
by Andrew Looney
In 1987, I wrote a short story about a game that didn’t exist. It was called “Icehouse” and the story concerned a group of guys who
played
The Empty City
a certain
game everywhere they went. In order to make it sound more
unusual, I replaced the playing cards these characters had previously been using with a set of colorful pyramids, which I described in precise detail:
“Each player had fifteen such pyramids, five each of small,
medium, and large sizes, all of
one color. The colors traditionally used in a four player game
by Andrew Looney
were red, yellow, green, and
blue.” The game I described was equally intriguing, being played
without turns on any flat surface. People who read the story said they liked it OK... but what they really wanted was to play that mysterious game I had described.
Of course, there was no game, nor even any pieces to play it
with. It was just a plot device, like Captain Kirk’s Fizzbin or Harry Potter’s Quidditch. I wasn’t looking to start a game company, I just wanted to be a writer.
But my friends had other ideas, and it wasn’t too long before | was using real pieces to play a real game very much like the one
I'd described... and the next thing you know, it’s fifteen years
later, and now I runa small game company along with my wife and friends.
Playing with Pyramids: 12 Games for Icehouse Pieces
A System for Inventing Games Icehouse pyramids are like building blocks for game designers. Much like a deck of playing cards, a set of Icehouse pieces can be used to play a broad spectrum of totally different strategy games. These games are all so fun and unique, and there are
now so many of them, that anyone who likes games is certain to enjoy playing with these pyramids, in one way or another. In this book you will find rules and strategy tips for a dozen of
the best and most diverse Icehouse games we currently know how to play. But there are other games out there, many of which haven’t even been invented yet. Who knows, perhaps the next great Icehouse game will be designed by you!
As for that original story, it became the start of a short novel,
entitled The Empty City, which I finished writing in 1991. Later chapters describe the fictional origins of Icehouse, which we
learn was actually played a thousand centuries ago, in the ancient crystal cities of the planet Mars. The book tells many other stories, too: of subways and diners and donut shops, of strange dreams, time travel, broken hearts, spontaneous combustion,
and a gift-wrapped atomic bomb, to name just a few. Look for a new edition of The Empty City wherever you got this book, or visit our website (wunderland.com) to read the original novel on your computer.
The Basics In order to play any of the games in this book, you will
need at least two “stashes” of Icehouse pieces. A standard
stash consists of 15 uniformly colored pyramids, five each of three different sizes: large,
medium,
and small.
A standard Icehouse set contains 60 pyramids (i.e. four stashes), but several games in this book can be played with just two or three stashes. Others can become more fun with additional colors, while one game, Volcano, can only be played if you have six stashes of stackable Icehouse pyramids.
Introduction
In many of these games, you will control only the pieces of the color assigned to you. This means you'll need one stash for each person, and players will need to agree on who gets to be which color. But in other games, all players will draw pieces of various colors from a central pool. Some of these games can be played with no additional
equipment (other than a plain flat playing field). Others will
require extra stuff, such as dice, a chessboard, marking stones of various colors, or even a deck of tarot cards. In general, the Larges 2, and the Smalls are be called 3-Pointers, they'll be referred to
are worth 3 points, the Mediums are worth worth 1. Therefore, these pieces will often 2-Pointers, and 1-Pointers, but sometimes by their Martian names: Queens, Drones,
and Pawns. For some games, it’s best to refer to a specific type
of piece by both color and size (i.e. “Green-3” or “Blue-2”). Field Guide to Icehouse Pieces
Icehouse pieces themselves are available in several formats. Here is some information about the five basic types of Icehouse pieces
you might encounter:
Stackable Plastic: Currently
available from Looney Labs, this
is by far the best and most common type of Icehouse piece. The injection-molded pyramids
feature small pips that indicate their size, and more importantly,
they stack and nest together ina way that greatly expanded the game design possibilities for an
already versatile system. Half of
Cay
the games in this book are playable only with a set of stackable Icehouse pieces.
Playing with Pyramids: 12 Games for Icehouse Pieces
Handmade Stashes: The very first Icehouse pyramids were necessarily hand-crafted,
usually out of wood or one of
those modeling clays that bakes up hard in the oven. For years at a time,
Icehouse
sets were
not
available commercially, but even so the game continued to win
fans,
who
made
pyramids
themselves in accordance with the standard specifications. Even
today, dedicated fans continue to create personalized stashes,
often intricately decorated,
for use at tournaments
and
other
special gaming events. Visit our website to find the official piece
dimensions, photos of custom-made
info on Icehouse “pieceniking.”
Icehouse sets, and other
Vintage Editions: For almost a
| decade, the original game was | the only one you could play with
| a set of Icehouse pieces, and in those days no one even wanted
| hollow pyramids, since lighter| weight pieces are not ideal for
| that first Icehouse game. The
} earliest Icehouse sets were made and sold by a hobby-level enterprise called Icehouse
Games,
which
released
three
different editions of the game between 1989 and 1996 (after which the company was dissolved and reborn as Looney Labs). The
first of plastic stained in very
these editions featured solid, hand-poured transparent pyramids; eventually, these were replaced by colorfullywood pieces. All of these versions were manufactured small quantities (and are now valuable collector’s items).
Introduction
Paper Icehouse: Originally
published at a time when Icehouse Games couldn’t afford to manufacture more
substantial pyramids, these cardboard punch-out-andfold-together Icehouse pieces have proven to be an
attractive starter edition for budget-minded newcomers
to the games. Think of these as being like the shareware
edition. Paper Icehouse pieces can be filled with gravel and glued shut for long-term use, or the bottoms can be trimmed to make them suitable for use in playing Icehouse games
that depend on stacking.
Giant Pyramids: For really big fun, a small number of
Icehouse sets have been made for use on a roomsized scale, featuring
pyramids eight times bigger than the standard. What's particularly cool is that a turnless Icehouse game (i.e. IceTowers
or
Icehouse)
becomes something more like a sport than a board game when played with one of these jumbo-sized sets. Giant
cardboard Icehouse pieces are great for promotional use at gaming conventions and other public events.
11
Playing with Pyramids: 12 Games for Icehouse Pieces
Jake's Overview of the Games The first two games are the fastest to learn and require just one stash per player. We recommend you start with those two and then move on to whichever games interest you. IceTowers has no turns and no board. Players stack their pieces
on each other's towers, take pieces from the middles of towers, and split towers in two. Although there are no turns, neither speed nor dexterity is required. Three to five players take about 10 minutes to play a game, longer as they improve.
Thin Ice is a party game of building precarious structures. Players make separate piles of pieces on top of three base pieces, without using simple stacking. Everyone adds more pieces each turn, and the person with the last pile standing wins. Two or
more players take a minute to play the first time; but once they get the hang of it, games take about 10 minutes.
Many people count this next game as their favorite Icehouse game; some even say it’s their favorite game of any type. Zendo is a logic game that requires three or more people and three different types of markers. One player becomes the Master,
who thinks up a secret rule; the other players are Students, who
take turns setting up groups of pieces in order to figure out the
rule. As the game progresses, the Students will earn guessing
stones which they can spend to try to guess the rule. The first student to guess the rule correctly wins. A game can take 5
minutes, or more than an hour, depending on the rule difficulty.
The next two games are played on a5 x 5 grid of 1” squares, but it’s
easy enough to visualize this grid if you don’t have a board.
Martian Backgammon is a fast two-player game that needs just two stashes and two dice. Several small objects are also used to define the center of the game’s imaginary 5 x 5 grid. It’s similar
to Earth Backgammon, but shorter and easier, and has other differences, like the ability to move backwards. Games typically last less than 15 minutes.
Volcano requires six stashes and is played on a 5x5 grid formed
by making a square with 25 stacked groups of pyramids. Players take turns "erupting" these stacks, collecting pieces that land on
12
Introduction
same-sized pieces, scoring higher for collecting sets of each size, and higher still when they are the same color. Volcano is a turn based puzzle, and thus not the aggressive war that many other games are. It is best with two players but handles more, and takes about 25 minutes. It’s also fun as a solitaire activity.
The next four games require a chessboard, and all play best with four players and four stashes, although some can be played with fewer players. Martian Chess is one of the fastest to learn, but surprising strategies emerge with experience. Pieces move like chess
queens, limited rooks, or limited bishops. The twist is that you control pieces on your corner of the board, regardless of color.
Move your queen to take someone else's piece, and it becomes
his queen. It looks and feels like chess, but is fundamentally
different in a refreshing way. Games take about 30 minutes. RAMbots is a programming game, often compared favorably
to RoboRally™. You set up instruction pieces that tell your RAMbot to push, pull, shoot, dodge, and zoom across the
playing field; your goal is to touch four colored beacons in a
specified order, and to bash any other player who gets in your way. Players program simultaneously in secret, and then run
their programs according to simple precedence rules. While there
are many rules to learn before starting, they become intuitive after a few rounds of play. Games take about 40 minutes.
Pikemen is more like regular chess than Martian Chess, with
each player controlling one color. Pieces start upright, and each turn you point a piece one of the eight directions, or move an
already pointed piece. Although the rules are simple, complicated pins and forks emerge. Games minutes.
take about 20
Zagami is a Martian asteroid with four microorganism colonies fighting for control. Each turn you move one of your organisms and eat another player's, and soon you start to exploit that food
source to spore new organisms, grow small ones larger, move pieces around quickly, and attack enemies. The last player left wins. Games take about 40 minutes.
I3
Playing with Pyramids: 12 Games for Icehouse Pieces
14
The next two abstract board games are played on any flat surface and require almost no equipment other than a set of pyramids.
Icehouse is the original game, and requires nothing more than a flat table and a hidden timer of some sort. Players don’t take turns as they place their pieces on the table in either of two ways:
as defenders, standing upright, or as attackers, lying down and pointing at somone else’s defending piece. Rules allow some
attacks on your defenders to be rearranged in ways that might make them ineffective. Icehouse occasionally requires some dexterity and speed, and despite the simplicity of the rules, the strategies are quite sophisticated. Three to five players take at
most 15 minutes to play, as the timer limits the game.
Homeworlds
uses upright pieces as star systems and lying-
down pieces as spaceships, with the direction they are pointing
indicating ownership. Before starting, players are secretly assigned to play either "Good" or "Evil." The goal of all Good
players is to eliminate all Evil players and share the win. The goal of each Evil player is to eliminate any other player, Good
or Evil. Piece colors represent technological powers such as construction, trade, movement,
take 40 minutes.
and attack. Two
to six players
The final game is played on a dynamic gameboard made up of tarot cards. See page 111 for advice on finding and choosing a tarot deck. Gnostica is an abstract war game that requires a tarot deck. The cards represent territories of the board, and players also
hold cards. Pieces move about the board, occupying cards worth different numbers of points. Each card has a power it can impart to your pieces, either those occupying the card on the board, or the pieces you designate when you play a card from your hand.
You can play Gnostica with any standard tarot deck, and after just a few games you'll be able to remember what most of the
cards do without looking anything up. To make it easier, you
will find a Gnostica reference page at the end of this book, and you can even customize your deck with Gnostica icon stickers. Two to five players take about 45 minutes. These twelve games alone could keep you busy for years, but more are available and are being invented all the time. Visit LooneyLabs.com to find complete rules for a growing list of Icehouse games —and be sure to let us know if you invent one yourself!
Starting Places
Ice Towers
by Andrew Looney
IceTowers is a fast-paced game of pyramid stacking, played
‘Stuff You Need
Everyone
| @)| 3+ players
without turns on any flat surface. plays
at once, by
“capping” other pieces with those of their own color. If yours is the top piece on a tower at the end of the game, you get points for the whole tower. As towers grow
taller, you can “mine”
pieces out and replay them, or
even “split” some towers in two.
5-10 minutes
I
1 stash per player No extra equipment
The game ends when no more plays are possible.
Setup Randomly scatter a set of Icehouse pieces across the tabletop,
then stand them all upright where they lie. Assign a color to each player. No Turns IceTowers is unlike most games in that everyone plays
all at once... there’s no waiting for your turn. As soon as
everyone is ready to begin, you can start playing. At any time you choose, you may carry out any of the three play options
listed on the next page.
lf
Playing with Pyramids: 12 Games for Icehouse Pieces
Play Options There are three legal actions in this game: Capping, Mining, and
Splitting. You may only perform one option at a time.
[CAPPING 7
Capping: Stacking one of
your
pieces
someone
00
up
on
else’s to take
control of it is the most
00
common
action
in
IceTowers. You may only pick up and move freestanding pieces of your own color. In order to cap, your piece must be the same size or smaller and a different
color than the piece you are capping.
MINING
Mining:
If you
don’t
control a tower (i.e. you don’t have the top piece),
but two or more of your pieces are inside the tower, you may open up
the stack and remove one of your pieces (your choice). Reassemble the rest of the tower
and continue playing (but see the No Minebacks rule below).
OPLIT TING
Splitting: Whenever two
pieces
of
any
other
player’s color are next to
each other in a tower, you may split the tower in two, by separating the pair of
000
same-colored
pyramids.
However, you cannot split
your own pieces, so if no one else chooses to do so, a tower may
remain unsplit at the end of the game.
18
Ice Towers
Restrictions No Two-Handed
Play: Sometimes it will be necessary to use
both hands (notably when mining), but as a rule, you can only use one hand while playing this game. In other words, you can only conduct one play option at a time.
No Minebacks: When you mine out a piece, you must immediately use it to cap a different tower. If there are no legal plays available, you must set the piece down in the open. Post-Mining Etiquette: It’s OK to take a moment after mining
to consider your options, but you should then come to a decision
and play the piece. You can’t sit holding onto it, waiting for
something better to come up; rather, others may insist that you play the piece before they take their next actions.
Renée Camus looks on as John Cooper, Alison Frane, and Liam Bryan compete in an IceTowers tournament at the Looney Labs Big Experiment in July, 2000.
Lg
Playing with Pyramids: 12 Games for Icehouse Pieces
Ending the Game The game ends when all players agree that no more plays will be made. Often this will happen automatically, when no more moves are possible, but generally the players will need to agree that the game is over, since not all Splitting opportunities need
be taken advantage of. Also, games may sometimes terminate due to a Stalemate Condition (see below).
Scoring When the game is over, collect up all the towers you control and put them in front of you. You get three points for each large piece you end up with, two points for each medium, and one point for each small piece. Whoever has the highest score wins. Stalemate Conditions During the endgame, a couple of forms of deadlock are possible,
although unlikely. If a stalemate situation arises, the game ends and the deadlocked pieces are dealt with as described below. Final Piece Showdown: At the end of the game, you could wind up with an unplayed piece in your hand and nowhere
attractive to put it. If there's someone else in the same situation, neither of you will want to set down your last piece, for fear of
it being capped by the other player. In this case, the game ends and the players just set their pieces down. Pieces left freestanding in this way are scored as usual. Tower Wars: Occasionally, an infinite loop situation may arise, in which several players can mine pieces and use them to take
control of other towers, in a way that seems unending. Should this occur, the first thing to do is to keep playing for a while
longer, since an ending may still be possible. Think of it as a
puzzle, and seek out the solution. For example, look for a chance
to mine out a piece that will cause two pieces of one color to
come together, thus allowing you to split the tower and break
up the situation. If no resolution can be found to a Tower War,
however, the game terminates and all towers involved in the war are removed, scoring no points.
20
IceTowers
Strategies
Start Big: The most powerful pieces in the game are the 1pointers, which can be used to capture anything, so save them until the end. Play the 3-pointers first. Invest in the Future: Set up mining opportunities for yourself
by getting a piece in on the lower levels of a tower. Later, if you cap that tower with a small piece, you'll have a lock on it, since you'll be able to mine the piece out again if someone else caps
the tower. Limit Your Opponents’ Options: By the same token, if you cap towers indiscriminately, you'll just create mining opportunities
for others. Look for towers in which the top piece is the only one of its color, and be especially careful not to cap a tower ina way that allows someone else to mine out more than one piece. Look Before You Mine: The No Minebacks rule requires you
to replay what you mine without too much delay, so figure out
what you'll do with a mined piece before you get it into your
hand.
Mine With Splitting in Mind: Splitting a tower can often stop
your opponent cold, so watch for chances to remove a piece that
will create a splitting situation. But don’t split up a pair at the
top of a tower... you'll just be giving another player a free piece.
7
>
21
Playing with Pyramids: 12 Games for Icehouse Pieces
Two-Player Variant IceTowers is best when played by three or more, but it can also
be played with two. Each person plays two colors. The game proceeds as if there were four people in the game, with each player carrying out actions for both of the colors they are assigned. At the end, you get points for towers controlled by both of your colors, the winner being the player with the highest combined score.
Note that the two colors assigned to a player are still considered
to be distinct, while the person who plays them is considered to
be a single player. You may cap one of your colors with the other. You can mine one color out of a tower controlled by your other color. In order to split, two adjacent pieces must still be the same color, but only your opponent can split pairs in either of your colors.
Sortable List of lcehouse’s Cool Kindred An easy-to-use
list of all posted Icehouse games
built and maintained by Liam Bryan surf on in via
lcehouseGames.com 22
/ * and counting!
Thin Ice
by Jacob Davenport
When most people first see an Icehouse set, they find themselves just playing with the pieces — stacking them up and making Icehouse sculptures. This short party game allows
Stuff You Need 2+ players 5-10 minutes
you to test your balancing ability
against others. Pile up your pieces without letting them fall and without stacking them. The last pile standing wins!
1 stash per player KS |
No extra equipment
Setup Make Icehouse pieces readily available to all players on a flat surface. All players should play on the same surface. One with
high friction is the most fun.
How to Play Pick someone to start. The player whose turn it is calls one or
two Icehouse pieces to be included in each player’s structure. For example, you might call one large piece, or two medium pieces, or a small and a large piece. Color is irrelevant.
20
Playing with Pyramids: 12 Games for Icehouse Pieces
All players must pick up pieces of the called size to add to the structure in front of them. When each player has either added those pieces to his or her structure, or has been eliminated, the turn passes to the left. When adding to your structure, you may rearrange the pieces that you’ve already placed, as long as you do not meet any of the criteria for elimination.
Elimination There are three ways to lose a game of Thin Ice. Note that you
will lose if any of these happen at any time during the game.
Four on the Table: If, at any time, you have four or more pieces touching the table, you are out. This
usually happens when your structure collapses, but it could happen by accident (e.g., you drop the pieces you picked up while placing them). Three in the Hand: If, at any time, you have three
or more pieces air-borne (not touching the table or other pieces in the pile) you are out. This means that you may have to place a new piece
before rearranging old pieces.
Two Pieces Nested: If, at any time, you have
the point of one of your pieces clearly touching the inside point of another piece, you are out. This means that you cannot “nest,” or stack, pieces in your sculpture.
Scoring Many people enjoy playing game after game of Thin Ice without keeping score. Your group may choose to play a series of single games without keeping score; or you may play a match, keeping a running score and playing to a predetermined total.
24
Thin Ice
If you wish to keep score, the first player out receives one point, the second two points,and so on. If two or more players crash
on the same turn, whoever had a turn more recently gets the
lower score.
Often the game just devolves into making neat stacks. That's
OK too. If you make a good one, in play or otherwise, send us a picture!
Strategies After playing a few times, you will notice that certain structures are more stable than others. Here are some examples of great
structures that our play testers have created. A massive ice crystal (right) is stable,
but if the next player calls a large piece,
it might be difficult to place.
In this large ladder with cubby holes (left), the player has placed medium and small pieces inside large ones
without the inner tips touching. Remember that if the tip of one piece touches
the inner tip of another piece,
you lose.
25
Playing with Pyramids: 12 Games for Icehouse Pieces
In this tower, small pieces
are used to stabilize larger
pieces as they are added to the structure. It takes
some practice and a good sense of balance! 26
Pebbles of Enlightenment
Zendo by Kory Heath Does a Dog have Buddha-nature? This is the most serious question of all. If you answer yes or no You lose your own Buddha-nature. - Ancient Zen Koan
Stuff You Need AX |
3-5 players (one will
\-d// | be the Master, the
others are Students) 5-60 minutes
Zendo is a game of logic in which one player, the Master, creates a
rule that the rest of the players,
3-4 stashes
as Students, try to figure out.
They do this by building and
studying configurations of Icehouse pieces. The first person
to guess the rule wins.
Glass stones or marking chips,
of 3 different colors
(about 20 of each)
Setup Choose someone to be the Master; the other 2-4 players are Students.
Put all of the stones in front of the Master; the black and white
stones are “marking stones,” and the stones of the third color are
“guessing stones.” Give each student a black and a white stone, to
serve as “answering stones.” Put all of the Icehouse pieces near the playing field, within everyone’s reach. The Master should then choose a rule and create two initial koans. Koans
Over the course of the game everyone
will be setting up _ different configurations of one or more Icehouse pieces on the table. Each configuration is referred to as a “koan,” pronounced
“KO-ahn.” Koans can be set up in any fashion, as long as they don’t touch other objects or koans. 29
Playing with Pyramids: 12 Games for Icehouse Pieces
Choosing a Rule When you are selected to be the Master, your first task is to come
up with a secret rule that will be used during this game of Zendo. According to your rule, some koans will “have the Buddha-
nature,” and others will not. For the students, the object of the
game is to try to figure out what your secret rule is. As the Master, your job is to act as facilitator; you are not actually a player, and
you are not in competition with any of the players. An example of a simple rule is “a koan has the Buddha-nature if and only if it contains one or more green pieces.” An example of
a very difficult rule would be “a koan has the Buddha-nature if
and only if it contains an odd number of pieces pointing at other pieces.” You are also allowed to create “negative” rules: “a koan
does not have the Buddha-nature if it contains exactly three
pieces touching the table, otherwise it does.” At the end of these
rules-of-play are some examples of good Master’s Rules for your first games, and notes about certain kinds of rules that are not allowed.
Initial Koans As the Master, start the game off by building two koans in the
middle of the playing field. One should have the Buddha-nature according to your rule; place a white stone next to it. The other should not; place a black stone next to it. You will be marking
all of the koans in this way throughout the game. Choose a player to go first. Play proceeds clockwise.
Turn Order for Students 1. Build a Koan
Create a new koan using one or more pieces from the global stash. 2. Call “Master” or “Mondo” If you call “Master,” the Master will
immediately mark the new koan with a black or white stone. If you call “Mondo,” all students must guess if the
30
Zendo
new
koan
has
the
Buddha-nature or not. Pick up your own answering stones and
|
hide your answer (black or white) in one fist. Hold that fist out over the playing field, and wait for all of the other students to do the same.
When everyone is ready,
reveal. The Master will
mark the koan with the
correct answer, and will award a guessing stone
to
each
answered correctly.
player the
who
Mondo
3. Guess the Rule (optional) At the end of your turn, if you have any guessing stones, you
may choose to spend one or more of them to try to guess the
Master’s rule. Give a single guessing stone to the Master and
then state your guess as clearly as you can. It may help to preface
your guess with the phrase “a koan has the Buddha-nature if...” If the Master does not fully understand your guess, or if it is ambiguous in some way, the Master will ask clarifying questions until the uncertainty has been resolved. Your guess is not considered to be official until both you and the Master agree that it is official. At any time before that, you may retract your
guess and take back your stone, or you may change your guess. If any koan on the table contradicts your guess, the Master must point this out, and you may take back your stone or change your
guess. It is the Master’s responsibility to make certain that a
guess is unambiguous and is not contradicted by an existing
koan; all students are encouraged to participate in this process.
After you and the Master agree upon an official guess, the Master
will disprove it, if possible, either by building a koan which has
the Buddha-nature but which your guess says does not, or by 31
Playing with Pyramids: 12 Games for Icehouse Pieces
building a koan which does not have the Buddha-nature but which your guess says does. Once the Master has built a counterexample and marked it appropriately, you may spend another guessing stone, if you have one, to take another guess. You may
spend as many of your guessing stones as you would like during this portion of your turn. When you are finished, play passes to the student on your left. If the Master is unable to disprove your official guess, you have
achieved “satori” (enlightenment) — you have discovered the Master’s secret rule and have won the game! You are now ready to play. What follows
are rule clarifications and examples. The Master should at least skim the sections
below before starting the game, and should provide information to the players as needed.
Selecting a Master
cg
There are no official rules about selecting a Master. If one person has many new rules to try out, that person may be selected as
the Master for the entire evening. If everyone has rules to try out, you may simply take turns being the Master, or you may
specify that the winner of each game gets to become the next
Master. If possible, select a Master who’s played as a student a few times. If you have one experienced player in a group of
new players, that player ought to be the Master, at least for the first few games.
Illegal Master’s Rules When you are the Master, you may use any rule that you can imagine, though you should always try to select a rule that is not too difficult for the current group of players. When in doubt,
use an easier rule. However, there are some official restrictions,
which are all consequences of a basic relational property of koans: a koan is not allowed to refer to anything outside of itself, in space or in time.
What does this statement imply? First, you may not make a rule that has anything to do with whether or not a piece is pointing a2
Zendo
at one of the players, because players are things that exist outside of koans. Similarly, you may not make a rule that has something to do with whether or not a piece is pointing in an absolute
direction (say, toward one side of the room), because absolute
directions are also things that exist outside of koans. Here is a good rule-of-thumb: you should be able to rotate a table full of koans, or move it into another room, without changing the status of any of those koans. Furthermore, you may not make a rule in which the status of a koan is affected by the contents of other koans on the table. For instance, the rule “a koan has the Buddha-nature if it contains
the same number of pieces as any other koan on the table” is illegal, because koans cannot refer to each other in this fashion. Think of each koan as a tiny microcosm —
a small, isolated
universe that cannot refer to anything but itself.
Koans are isolated in time as well as space. You may not make a
rule that has something to do with which pieces used to be in a koan, because a koan’s past state is something that exists outside of that koan in time. You may not make a rule that has something to do with the order in which pieces were added to a koan, or what hand a player used to add the pieces. Here is another good
rule-of-thumb: as the room while a student mark it properly when koans differently, you
Master, you should be able to leave the is setting up a koan, and still be able to you return. If you ever mark two identical have done something wrong. Note that
all pieces of a given size and color are considered to be identical
and interchangeable. The playing surface itself is considered to be part of a koan — it
is legal, for instance, to make a rule that has something to do
with whether or not certain pieces are touching the table.
However, you may not make a rule that refers to some pattern or design on the playing surface, nor may you make a rule that
refers to the edges of the surface. Consider the playing surface
to be a flat, featureless plane that extends outward in all
directions, “whose center is everywhere and whose circumference is nowhere,” as the philosophers might say. Finally, note that the black and white marking stones are not actually contained within koans, so you may not make a rule
that refers to them.
33
Playing with Pyramids: 12 Games for Icehouse Pieces
Terminology There are several properties of koans and pieces that are frequently used as a basis for rules. It often helps to have naming conventions that everyone understands, so we have provided
definitions for these terms. Be aware that these definitions are
merely conventions, and are not mandatory. When you are the Master, feel free to use whatever concepts you would like in
your rule. When a student takes a guess, ask that student to define his or her terms, and make sure you interpret the guess based on that student's terminology, not your own. Size and Pips: Smalls are worth 1, mediums 2, and larges 3. Orientation: A piece is “upright” when it is pointing straight
upward, with its base parallel to the table, either on it or above
it. A piece is “flat” when its lowest triangular side is parallel to the table, either on it or above it. A piece is “weird” when it is
neither upright nor flat.
Pointing: Every piece has an imaginary “pointing ray” that
shoots directly out of its tip and extends outward into space. The pointing ray passes unhindered through any other piece. However, if the ray hits the table, it bends to skim along the table’s surface. A piece is pointing at all of the other pieces that its pointing ray touches. Grounded: A piece is “grounded” if it’s touching the table in
any way, and “ungrounded” if not.
Zendo Stones Ideal markers are glass or stone pebbles of three different colors:
black, white, and some other color. Pennies, dimes, and quarters
will do in a pinch, but glass stones are more aesthetically pleasing
and can be obtained cheaply at any craft or pet store. Twenty of
each type is plenty. Another nice option is a set of Go stones along with some pennies or other small coins.
Number of Players It is possible to play Zendo with more than four students, but
with that many people we recommend splitting the group into
multiple games. Three students of roughly equal skill is best. 34
Zendo
Sample Rules If your group has never played Zendo before, Masters should be instructed to start with the easiest rules they can come up with. Beginning Masters vastly underestimate the difficulty of
most rules, and players do not enjoy games where the rule is
too difficult. To give you an idea of where to begin, we have
provided some sample rules that would be suitable for your first games of Zendo. These are listed easiest to hardest.
A koan has the Buddha-nature if and only if... e e ¢ e e e e
it jt it it it it it
contains contains contains contains contains contains contains
at least one red piece. four colors. at least one flat piece. at least two upright pieces. at least one weird piece. at least one medium piece. an odd number of pieces.
e it contains all three sizes.
e it contains at least one ungrounded piece.
e jt contains less than four points worth of pieces. e at least two of its pieces are touching each other.
e it contains a piece that is pointing at another piece. e it contains two identical pieces. e it contains exactly two sizes.
e it contains exactly three colors.
e it contains more yellow pieces than blue pieces.
Rule Clarifications
Building Koans: When you build a koan, you may arrange the pieces in any fashion, as long as they don’t touch another koan’s
pieces or any other foreign objects, including marking stones. It is legal to lean a koan’s pieces against each other or to balance
them precariously on top of each other. The Master may move any existing koan in order to help distinguish it from another one or to clear space for more of them; the Master should make
the moved koan as similar as possible to the way it was before. The Master may disallow a koan from being built if there is not
enough space for it.
30
Playing with Pyramids: 12 Games for Icehouse Pieces
Marking Difficult Koans: The Master’s rule must provide an answer for any koan that a student could possibly build, and should always provide the same answer for two identical koans. Sometimes the Master has difficulty deciding how a certain koan ought to be marked, because of some physical ambiguity, such
as “is that red piece just barely pointing at that blue piece, or is it just missing it?” In such cases, the Master must make a silent
judgment call, and then mark the koan appropriately. The Master must not indicate that a judgment call has been made.
Asking About Koans: Players are always free to ask the Master clarifying questions about the physical features of existing koans,
such as “Master, is that small green piece pointing at the medium red piece?” or “Master, which pieces are touching that yellow
piece?” These questions are free, may be asked out of turn, and the Master must always answer them, even if they have no
bearing on the actual rule. In all matters of uncertainty, the Master’s judgments are final.
Breaking Down Old Koans: If, when building a new koan, the
pieces you'd like to use are not available, tell everyone which
pieces you’re looking for. The Master must decide which koan
or koans to break down, if any, taking into account the input of
all of the students as much as possible. If all of the students
agree to allow a
certain koan to be broken down, the Master
should always do so. To break down a koan, the Master must
simply remove the koan’s marking stone; its pieces are now considered to be part of the global stash, and you may use them
in any way that you’d like. If, when building a counter-example koan, the Master wants to use pieces that are not available, the
Master will tell everyone which pieces are needed, and will decide which koan or koans to break down, taking into account
the input of all of the students as much as possible.
Katsu: As a student, you are never allowed to touch a marking stone, or a koan that has a marking stone next to it. If you ever accidentally knock over or disturb a koan’s pieces, someone
should say “katsu!” in order to indicate that the board has been disturbed. The Master must then restore the table to its previous state. There is no penalty for katsu.
Previously-Existing Koans: If none of the koans on the table
can disprove a particular guess, but a previously-existing koan 36
Zendo
that has since been broken down would disprove the guess, the
guess still stands and the guessing stone is not returned. Only koans actually in play are used to determine whether a guess is
valid. The Master can build the previous koan again as the counter-example, or may build something entirely new.
Master’s Mistakes: Sometimes the Master will mark a koan incorrectly and will fail to fix it before the next player has taken a turn. When this unfortunate event occurs, the Master should
fix the mistake as soon as it’s noticed. At that point, any player may demand that the game be scrapped. As Master, be careful
when you mark koans.
Strategies for Students Positive and Negative Rules: Any rule can be stated positively
or negatively. “A koan has the Buddha-nature if it contains at
least 3 medium pieces” can also be stated as “A koan does not
have the Buddha-nature if it contains fewer than 3 medium
pieces.” Some rules are easier to think about in positive terms,
and some in negative terms; learn to think fluidly in both styles. Figure Out What Matters: In the early stages of a game, try to determine which of the basic types of features the rule seems to be about. Is this a color rule, or a pip-count rule? Does it have something to do with pointing, or touching? You can answer
these questions by making copies of existing koans and only changing one type of feature. For instance, make a copy of a
koan which is identical to an existing one, and then change some
of its colors. Or, turn one piece slightly so that it’s pointing at
something else.
Pay Attention to Single-Piece Koans: Single-piece koans are
extremely useful, because they’re so simple. Ina four color game, there are only 24 possible single-piece koans — they’re made up of the twelve unique Icehouse pieces, which,
in isolation, can only be placed in one of two positions: upright or flat. If you find that some single-piece koans are marked white, and some black, you can easily determine that color, size, or orientation matters.
37
Playing with Pyramids: 12 Games for Icehouse Pieces
Whole-Patterns and Half Patterns: At all times throughout a game of Zendo, you should be scanning the koans on the table and asking yourself the following question: what is it that’s true
about all of the white koans on the table, and is not true about any of the black ones (or vice-versa)? If you can find an answer
to this question, you’ve come up with a “whole-pattern” which
may be worth spending a guessing stone on. If you can’t find a
whole-pattern, try concentrating on half of the question: ask
yourself, “what is it that’s true about all of the white (or black) koans on the table?” If you find an answer to this question,
you've found a “half-pattern.” It’s a half-pattern because, even
though all of the white (or black) koans contain a certain feature, some black (or white) koans contain this feature as well. Focus
your attention on those koans that are keeping the pattern from being a whole-pattern. Try to look for similarities between these troublesome koans, with the aim of coming up with a deeper theory that incorporates them and explains them.
Answering Mondo: The strategy here is pretty simple — answer a mondo according to all of the information you’ve gathered so far during the game. If you’ve found a working whole-pattern,
answer the mondo according to that. If you’ve found multiple
whole-patterns, answer according to the one that you think is
most likely to be true. If you haven’t found any whole-patterns,
answer according to any applicable half-patterns you’ve found.
If you haven’t even found an applicable half-pattern, you'll have
to fall back on your intuition. Keep in mind What Matters, and try to answer based on similar koans you’ve seen already. As a
last resort, go with the odds. Most rules do not generate an equal
number of black and white koans; some rules tend to make more
black koans than white ones, and some the reverse. Use this
information to your advantage when answering a mondo. If
there are six black koans on the table and only one white one, the answer to a mondo is more likely to be black than white. When to Call Mondo: Don’t call Mondo unless you have at least one whole-pattern that works for everything on the table. The best time to call Mondo is when you’re about to spend a stone on a guess, because if the mondo supports your guess you
will win a stone to pay for it. If you have no guessing stones and
are desperate to take a guess, you should still perform an
intelligent mondo that attempts to test your theory. If your theory 38
Zendo
is correct, you will win the stone that you need. If you don’t win the stone, that means that your theory was incorrect, so you no longer have a desperate need for the stone. If you choose to do an “easy” mondo which guarantees you a stone, you'll be
providing free stones for everyone else as well, and you'll be forced to state your theory out loud (since you’ve made no
attempt to test it with your play). If your theory is correct, this
won’t matter, but if it’s not correct, this is the worst possible
outcome of a Mondo.
When to Guess: In general, if you have a theory that works for
everything on the table, it’s probably worth spending a guessing stone on it. If you take a guess, and the Master falsifies it, don’t
just pass your turn on to the next player. Study the new koan, and see if you can come up with a new guess that incorporates it. You may be able to take a few guesses in a row and win — a process known as the “guess barrage.” Your chances of success are greatly increased if you’re willing to take “show-me” guesses:
guesses that, while they work for everything on the table, are so inelegant and full of exceptions that they’re unlikely to actually
be correct. When you take a “show-me”
guess, you aren't
expecting to win with that guess. You’re expecting the Master to “show you” another counter-example that may give you enough information to come up with a real guess. You may end
up taking more than one “show-me” guess in a row, but it’s all (hopefully) leading up to a theory that has a real chance of being the correct answer. Be Inscrutable: If you suddenly come up with an extremely good theory during someone else’s turn, conceal your excitement at all costs. It is a fascinating fact of human psychology that people are much more likely to solve a problem if they know
that someone else has already solved it. By signaling that you’ve made a major discovery, you are greatly increasing the chances that someone else is
going to steal the win away. Learn to cultivate your “Zendo
face”
— =
an
inscrutable mask worthy of a Zen Master. Only gloat after you toss in your stone and win.
o 39
Playing with Pyramids: 12 Games for Icehouse Pieces
Sample Koans Throughout this text you'll find pictures of sample koans, which
should give you some idea of the variety of configurations that
you can build. These pictures also highlight the fact that a single
group of koans can suggest many possible rules. There are a number of simple rules that fit all of the koans pictured. You may want to stop reading for a moment to look for a few. Here are six that work. A koan has the Buddha-nature if (and only if):
e it contains a medium piece. ¢ it contains no flat pieces. e it contains an odd number of pieces. e it contains only one grounded piece. ¢ it does not contain a large piece being pointed at. e if it contains an even number of pieces being pointed at, and at least one
. 4 Rr, |
a,
piece not being pointed at. These rules are ordered from the simplest to the most convoluted.
If you wanted to spend a guessing stone on one of these, it would be best to try the simplest one first. However, even a convoluted
guess is worthwhile if other possibilities have been eliminated. Such a rule is not likely to be correct, but the Master will provide a counter-example that may give you insight.
Further Enlightenment Although you now know all you need to know in order to play
Zendo, much more has been written about the game, including
information about additional terminology, variations on the
rules-of-play, how to be a good Master, how to be a good student,
history of the game’s design, and more. You can also find the
40
rules for the 2-player version of this game, called Dharma Duel, in which both people are simultaneously Master and Student. Enlightenment awaits at: http://www.wunderland.com/WTS/Kory/Games/Zendo/
Imag ine a 5x5 Gr id
Martian Backgammon
by Kristin Looney
Although luck is not a factor in most of the games in this book, there are times when you crave a game where your fate hinges on a roll of the dice. This can be particularly true when you're looking for a game that can be
Stuff You Need | 2 players 15-20 minutes
enjoyed equally by intellectually unmatched opponents, or when
2 stashes
without having to concentrate too fully on the game, as in a bar or restaurant setting. Martian
2 dice 3 small objects an imaginary 5x5 grid of 1” squares
you want to play with pyramids
Backgammon is a short, easy, luck-based game for two that can be played just about anywhere, requiring just 2 stashes, 2 dice, and 3 coins or other small objects, which will be used to define the center of the imaginary board.
Setup Begin by stacking up all of the pieces into “trees”, these being towers consisting of a Pawn atop a Drone atop a Queen. Now
push these towers together into two lines of five, with a gap in-
between and with the two colors alternating, as shown in this
photo. Place the three small objects in the gap, as shown.
These will not move nor be interacted with in any way; they just help to define the playing
field. Finally, move the first Pawn off of the tower nearest
the Exit Portal for each player, and roll to see who goes first.
43
Playing with Pyramids: 12 Games for Icehouse Pieces
e
See
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oe%~e
21@)
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FEOe a oe
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:
° e @ Seoe seonene Seacevoveceses :® e J e e e e e . e e e 98
be
e ®
‘
TAP
~
Routes of Movement
This game doesn’t require a game board, but it helps if you
visualize one, as shown in these illustrations, which depict the
pathways you'll be moving pieces along during the game. The diagram above shows where your pieces go and where you want
to move them; your opponent will be doing the same oppose thing on the puiloways other side, with your
= |
interweaving, as showninthe second
|_[
“safe spot” in the center row for each
:- =
enter at all.
»
diagram. Also notice that there’s a : | player, which the other player cannot
i (ON: ow
3 ia
ee.
a
pettenmeperenmehnlll an
Saeneneee
Moving Your Pieces Your pieces are all waiting in line, in teams of three, in a long
hallway with a U-turn in the middle. Your goal is to move all of your pieces out through the Exit Portal at one end, following after your first piece. However, pieces can only leave through the Exit Portal in a sequence that causes them to stack into "nests,"
these being the opposite of trees — stacks consisting of a Queen atop a Drone atop a Pawn. Also, when your pieces move forward
Martian Backgammon
(or back) through the hallway, they can only stop when landing in an empty space, atop a piece of the same color which is of the same size or larger, or when stepping on a singleton (see below).
Rolling the Dice
On your turn, roll the two dice. (Be careful not to let the dice crash into the game pieces... We suggest tossing the dice into a
bowl to prevent collisions.) For each die roll, you may move
one of your pieces, up to that many spaces along the track. You
need not use all of your pips. A piece may move forwards or backwards. Doubles: Whenever you roll doubles, it counts as triples. Thus,
when you roll doubles, you get to move 3 pieces. (You could also move one piece 3 times.)
Sliding Down the Stockpile As your pieces move out through the Exit Portal, they must stack into finished nests. Whenever a Pawn exits, slide the last
completed nest down one space, pushing any others ahead of
it, to make room for the assembly of the next nest.
Stepping on Singletons
When possible, you want to keep your pieces together in teams as they wait in the hallway. If you leave a solitary piece unattended (i.e. with no other pieces on or under it) and your opponent lands on that piece, it gets moved to the Re-Entry Point, a spot opposite your Exit Portal, at the other end of the Hallway. When stepping on another player,
you
must
end
your
movement there, leaving the piece in the newly-emptied location (unless your other die roll is available).
Winning the Game Whoever gets all 15 pieces through their Exit Portal first wins! 45
Playing with Pyramids: 12 Games for Icehouse Pieces
Strategies It's OK to Waste Pips: While you should always look for moves
that make the best use of high die rolls, don't resist throwing
away movement points you don't need. Your best move might be turning a 6 into a 1. Stack Same-Sized Pieces Together: As you move your pieces
down the hallway, try to set up a stack of Pawns in one spot near the door, and a stack of Drones in another, so that you have
easy access to the type of piece you need as you move them out.
Don't Forget to Think Backwards: It's easy to forget that you're
allowed to move backwards in this game, particularly for those more familiar with Earth Backgammon. However, sometimes it's just the thing — like when your opponent leaves a singleton
open after your pieces are all out of the back hallway. Similarly,
don't make the mistake of assuming your pieces are safe when your opponent could still get to them by moving backwards.
Stragglers are Good: Don't be in a hurry to move the last of your pieces out of the back hallway. As long as you have some
pieces in the back, your opponent will need to be careful about leaving singletons open. Remember too that in this game you
are not required to empty the Re-entry Point before moving other
pieces, so if you get stepped on, feel free to leave the piece back there for awhile, to deter your opponent from leaving a singleton open. Another great place to keep a straggler is in your Safe Spot, since you can move backwards from there just one pip to step on an opponent's doorway piece, then move forward again to safety.
Think Before You Step: Don't assume it's a good idea to step on a singleton, just because you have an opportunity to. If doing So means you'll leave a piece of your own in the open, it may
cost you more than it's worth, since you might get stepped on next. Also, location is everything. It may not be worthwhile to step on a singleton located near your opponent's re-entry point,
since it only pushes that piece back a couple of spaces. On the other hand, if your opponent leaves a singleton open near the exit, it might be worthwhile to leave your own piece open to send a ready-to-exit piece back to the start.
46
Volcano
by Kristin Looney
Volcano is a clever, puzzle-style
game in which players move
caps around on top of a group of volcanoes, triggering eruptions
which cause colored streams of lava
to flow
out
across
the
playing field. The object of the game
is to capture
as many
pieces as possible, with bonus points
awarded
for
special
combinations. Each player attempts to accumulate the
highest score and then bring the game to a close before another
Stuff You Need 1-5 players
“~¥ | 20-30 minutes 6 stashes (one preferably black) No extra equipment
player has a chance to steal the
lead away. Multi-player Volcano supports any number of players, though between 2 and 5 is best. It can also be played by a single player as a solitaire
challenge.
Setup Using all of the pieces except the
black ones, create 25 solid-color "nests" and arrange them into a
5x5 square. (A nest is a large on top of a medium on top of a small.) The diagram shows how we like to arrange
the colors, with
the
diagonal stripe in the middle
forming a "lava flow" of red pieces, but feel free to experiment with setup patterns.
Set aside the medium and large black pieces — they will not be
used during the game. Then place the five small black pieces on top of the five red nests forming the lava flow. Feel free to try other setups after you've gotten the hang of the game. 47
Playing with Pyramids: 12 Games for Icehouse Pieces
How to Play Each stack of pieces within the 5x5 grid represents a volcano,
and the five small black pieces represent “caps” which keep the
volcanoes beneath them from erupting. On your turn, you may direction (horizontally, of one space. You may and you may not move
other move is legal.
move any one of the five caps in any vertically, or diagonally) for a distance not place a cap on top of another cap, a cap outside of the 5x5 square. Any
Eruptions Whenever you move a cap off of a volcano, that volcano erupts
outward in the same direction in which you moved the cap. To execute the eruption, take the top piece of the uncovered volcano, move it directly toward and over the cap which you just moved, and then place the erupting piece on the volcano (or empty space) which is just beyond the cap. Then take the next piece off of the erupting volcano, move it over the cap and the volcano beyond
it, and place it on top of the volcano (or empty space) which is beyond both of those. Continue erupting pieces outward in this fashion until one of the following occurs: e The erupting volcano is completely spent, leaving an
empty space in its place. Remember that this empty space is still part of the playing area. Black caps may be moved into it, and erupting pieces may land in it as normal.
¢ The eruption runs up to the edge of the 5x5 playing field.
Since pieces cannot be placed outside the bounds of the original 5x5 square, an eruption must stop when it
reaches this limit. ¢ The eruption runs up against another black cap. Since you cannot put any other pieces on top of black caps,
they block the flow of eruptions in much the same way that the edges of the playing field do.
After you've finished executing the eruption, you may capture
any erupting piece which has landed directly on top of a piece
of the same size. Keep all of your captured pieces in front of you,
to be tallied at the end of the game for your final score.
48
Volcano
Examples of Eruptions
Stage 1 - A black cap is moved off of the rightmost volcano, causing it to erupt.
Stage 2 - The the erupting over the black the volcano in
top piece from volcano sails cap to land on the middle.
000
Stage 3 - The next piece from the erupting volcano sails over two volcanoes to land on the one beyond.
000
Stage 4 - The next and final erupting piece sails even further to land on the leftmost volcano.
000
\fooo
\/o0o0
\/000
Now, you get
oe
Stage 5 - One of the erupting pieces has landed on a piece of the same size. You get to capture it!
A
to capture
this piece!
000
49
Playing with Pyramids: 12 Games for Icehouse Pieces
Non-Eruptions It is possible to move a black cap without causing an eruption.
For instance, if you move a cap from the middle ring of the board
to the outer edge, the uncovered volcano will not erupt, because its pieces are not allowed to flow off the edge of the board. Similarly, other black caps may block eruptions before they even start. Finally, a cap sitting in an empty space may be moved
without causing an eruption, because there is nothing beneath it which can erupt.
During your turn, you may continue to move black caps until you cause a volcano to erupt. With practice, you can learn how to position the caps just so, in order to capture the exact piece
you’re hoping for.
Scoring As the game progresses, you should attempt to arrange your
captured pieces into as many solid-color trees as possible. (A “tree” consists of a small piece on a medium piece on a large
piece.) These trees are worth extra points when you tally your score at the end of the game. You should arrange the rest of your
captured pieces into as many mixed-color trees as possible; they’Il be worth extra points as well. At the end of the game, your total score will be tallied as follows:
e 7 points for each solid-color tree e 5 points for each mixed-color tree
¢ 1 point for each of the rest of your pieces You're free to rearrange your captured pieces at any time during or after
the game, in order to create the best possible score.
50
CANO\ dn
Volcano
Ending the Game The game ends as soon as any single player has captured one or
more pieces of each color. After the game ends, make sure you’ve arranged your captured pieces into as many solid-color and mixed-color trees as possible. Then tally up your final score. The
player with the highest score wins.
Alternate Ending Condition Volcano is best with just two or three, since with more players there are fewer pieces to go around, and towards the end it can be hard to capture the pieces you need in order to end the game.
For this reason, there's an alternate way to bring the game to a
close. If each player in turn makes a move without capturing a piece, the game immediately ends.
Solitaire Challenges Volcano is also great as a solitaire activity. (In fact, Kristin initially envisioned it as a solitaire game.) Solitaire Volcano is more like
a puzzle than a typical solitaire game; the trick to these solitaire challenges lies in developing your ability to move the black caps
around, so that you’ll be able to take the specific piece(s) you
desire. It may take a few games, but once you get a perfect score
you'll probably want to tackle a new challenge (or find other players) rather than solve the same puzzle again. These challenges make excellent training for multi-player Volcano. e Try to capture all of the red pieces with a minimum of other colors. You get one point for each piece you take
that isn’t red. Assuming you begin with a black cap ona red piece, you should be able to get a perfect score of 0.
e Try to capture all of the large pieces with a minimum of
other sizes.
e Try to capture exactly one complete tree of each color. To
make this even more challenging, capture first a large piece of each color, then a medium
of each color, then
finally a small of each color, with no other pieces being taken at any point. To make this challenge even harder, capture these pieces in the same color sequence each time.
a
Playing with Pyramids: 12 Games for Icehouse Pieces
Strategies First Find Your Move, Then Make It Possible: You can move
the black caps as many times as you want as long as you don't
trigger an eruption, so start by figuring out which piece you'd like to erupt, then move the caps around until you get one onto
your target piece. It won't always be possible to get a cap into
the ideal location, but it frequently will be. Always Grab Smalls: Since they start on the bottom layer, small pieces are the hardest to capture. Thus, it's almost always good
to capture one if you can, even if you're just taking the piece away from an opponent. Multi-Piece Capture Good, Matching-Piece Capture Better:
Always look for moves that will let you capture more than one piece at a time, but don't forget that the size and color-match
bonuses can make it even better to go for a single piece, if it rounds out one of your trees.
Be Cautious, But Not Paranoid: Each eruption changes the
landscape, and sometimes you'll make a good move that sets up an even better play for whoever goes next. While this is obviously frustrating, you can drive yourself crazy trying to
avoid making a move that will have this effect. Sometimes you
need to just take your own best move and hope your opponent doesn't notice any opportunities your play may have created. Mum's the Word: If it's not your turn, and you see that a good move is available, keep quiet about it. If your opponents know
that a good move has been spotted, they will continue scanning the board until they too discover it. However, if you keep your
mouth shut, the next player may settle for an inferior move, on the assumption that nothing better exists.
Get Four Colors: As soon as you have four colors in your
collection, you can end the game on your turn just by capturing
a piece of the fifth color. At this stage, you should count the scores on each turn and end the game as soon as you are ahead
on points.
a2
Games that use a
Chessboard
Martian Chess
by Andrew Looney
Martian Chess is a chess-like strategy game in which location, rather than piece color, determines which pieces you may move. Like Chess, each type of piece has its own way of
Stuff You Need | 7) )|
moving, and you capture by moving onto an opponent's
20-40 minutes
square; but unlike Chess, you
2 or 3 stashes
can only move pieces sitting in
your own quadrant, and only
attack those in other quadrants which may include your own former pieces. The game ends when someone runs out of pieces, and the winner is the player who captured the most
2 or 4 players
A chessboard
|
points.
Setup Each player starts by setting up nine Icehouse
pieces, three of each size,
in their own corner of the
board,
piece
as shown.
color
is
Since
of
no
significance in this game, each player should select
a variety of colors to start out with, in order to make
it easier to disregard the color of the pyramids.
55
Playing with Pyramids: 12 Games for Icehouse Pieces
The Pieces Queens: The large pieces may move in any direction, horizontally, vertically, or diagonally, as far as you like (without
jumping over any pieces), just like a Queen in regular chess.
Drones: The medium pieces move only on horizontal or vertical
paths (never diagonally), one or two spaces at a time, like a Rook
in regular chess, but with a limited range. (Again, no jumping.)
Pawns: The small pieces move one space at a time, in any of the
four diagonal directions. Pawns in Martian Chess are like a cross between the Bishop and the Pawn in regular chess.
Canals To play Martian
Chess,
you need
to imagine
a pair of
perpendicular dividing lines which split the board into fourths. These dividing lines are called Canals. During the game, each player will have complete control of one of the four zones separated by canals.
How to Play Color is meaningless in Martian Chess. The way you know which pieces you control is determined instead by the location of the pieces at any given moment.
Any piece located in your zone of the board is yours; only you
may move it. The upshot of this is that anytime you move a piece across a canal, it changes ownership and becomes one of your opponent's pieces. When you move a piece from one place to another within your own territory, of course, the piece remains
yours.
An enemy piece is captured by moving your piece onto its
Square, just as in normal chess. This means that whenever you
capture, you give control of your piece to the opponent whose piece you took.
Determining Who Goes First The player whose hair color is closest to red shall go first. 56
Martian Chess
Field Promotions If you no longer control any Queens, you can move a Drone
into the same space as a Pawn (or vice versa), remove both pieces
from the board, and replace them with a Queen. (Or you can
just stack one piece on top of the other.) Similarly, if you have no Drones, you can create a new one by merging two Pawns.
Ending the Game The game ends as soon as one player runs out of pieces, 1.e. as
soon as one quadrant of the board is completely empty. Note
that a player with only one piece remaining can force the end of the game by moving that piece across a canal.
Scoring Whoever has the highest score wins.
Points are awarded as follows for all captured pieces, regardless of color: e Queen: 3 points e Drone: 2 points e Pawn: 1 point
Rules for 2-Player Games If you are playing with only two
players, then you will only use half
of the regular chessboard. The other half should, if possible, be folded out of sight. The pieces are then set up in opposing corners as shown. No Rejections: In a 2-player game, a player may not reject the move of the opponent. If a player moves a piece across the canal, the opponent cannot simply move it back to its original square. Example: If John moves a Queen from square A
(in his zone) to
square B (in Lisa’s zone), Lisa can’t just move it back to square
A. She can move it to any other square, but she can’t simply “reject” John’s move. Lisa can move it back to square A later on, because the rule only applies to a pair of sequential moves. oy
Playing with Pyramids: 12 Games for Icehouse Pieces
Strategies Beware the Double Whammy: Whenever you capture a piece,
make sure the piece you used for capturing isn’t in a position where it can immediately capture one of your own remaining
pieces (unless you’re happy enough making an exchange...). Remember the Bottom Line: Keep in mind that the goal is points, not position (i.e. there is no checkmate). This is particularly vital in a four-player game, when two people can
use the Double Whammy on each other to quickly trade pieces for points. Run for the Border: If you're ahead on points and low on pieces,
try to end the game quickly by pushing your last few pieces across a canal.
Four-Player Team Variation For this alternate version of the game, the two players facing each other diagonally across the board will be considered a team.
Play is then conducted as usual, except that at the end of the game, the pair of players with the highest combined score wins.
The Martian Archeological Society If you like this game, be sure to visit our website, where you can
read about the secret society named above, learn the rules for
the predecessor game Monochrome Chess, and download
Eeyore’s Chessboard wedge, which you can use to play Martian
Chess with an odd number of players.
Nonfiction 55 word short stories
>
The 100,000 Year Legacy The festival featured tripod races, Icehouse tournaments, singing flower concerts, and moonlit fondue feasts. Afterwards, the Emperor of Mars issued a challenge to his Science Council: invent a system for mass
emigration, within 33 years. Sadly, all that
remains of their ancient civilization is rules for a game, not their technology for inter-dimensional doorways.
N 58
www.wunderland.com/Andy/
#7
RAMbots by Kory Heath Deep
in
the
heart
of The
Complex — a sprawling and seemingly infinite maze of
gleaming corridors and whirring bots — the Master Priority Scheduler has awakened you for
20-45 minutes
3
glowing beacons floating near the center. Looks like data | a5
collection again — typically the’ simplest of tasks. However, as your sensors sweep across the
expanse of the chamber, you
register the existence of other bots hovering out on the perimeter.
Need
2-4 players
yet another task. You find yourself in a wide metallic
chamber, featureless save for the
|
Stuff You =
Sie
4 stashes
as chessboard
4 shields or screens (large enough to hide a handful of Icehouse
pieces)
|
Uh-oh. A Multi-Task. Time to check the precedence stack and
get going. But you pause to wonder, as you have so many times
before: what is this Master Priority Scheduler? What is the Ultimate Task, of which your own is but a tiny, insignificant fraction? How big is this Complex? What's Outside? Is there an Outside? Sadly, the answers to these questions a simple RAMbot is not given to know. All you
know is the task that has been set before you: to collect your
precious data; to collect it in the proper order; to collect it as quickly as possible.
And, of course, to RAM the electrons out of anyone who gets
in your way...
oY
Playing with Pyramids: 12 Games for Icehouse Pieces
Overview and Equipment RAMbots is an Icehouse game for two to four players. Each player controls a single RAMbot, and lays out strings of instructions which tell the RAMbot how to move and shoot
beams of colored energy. The first player to tag four goals in a specified order wins the game. RAMbots requires an Icehouse set, a chessboard, and some kind of shield or screen for each
player — anything big enough to hide a handful of Icehouse pieces
behind.
Setup Step 1: The easiest way to begin setting up RAMbots is to build
five trees of each color. A “tree” is a small piece stacked on a medium stacked on a large, all of the same color. Each player should gather an initial “code-pool” of pieces by selecting four
trees, one of each color. A tree of each color should also be placed on the board. The large pieces on the board represent RAMbots,
the medium pieces represent the “precedence stack”, and the small pieces represent beacons. Assign a RAMbot to each player,
and place each one upright near its owner, in the spaces shown in the diagram. If there are fewer than four players, set aside the unused RAMbots and code-pool pieces for the duration of the game. 60
RAMbots
Step 2: Arrange the four beacons as shown in the diagram, lying down on their sides (it doesn’t matter in which direction), and
in random color order. Arrange the four medium pieces into a stack which, from top to bottom, matches the color ordering of the RAMbots on the board, beginning with a random color and moving clockwise around the board. This ordering is not strictly necessary, but it will make the process of executing programs
during the game a bit easier. The precedence stack should not
actually occupy spaces on the board, but it can be placed in the center intersection so that it will be easily visible to all players. Step 3: Select one piece of each color from your code-pool (of
whatever sizes you choose) and create a “goal stack” for the player on your left. This stack will represent the order in which that player needs to tag the four goals to win the game; the top
piece represents the color that needs to be tagged first, and so on. Keep the goal stack you create hidden until all players have
created one; then place the goal stack on the corner nearest your neighbor’s RAMbot, on the very edge of the board. Like the
precedence stack, these goal stacks do not occupy spaces on the
board, and they will not interfere with the movements of RAMbots during the game. Once the goal stacks have been created, the setup is complete; you’re ready to begin playing.
How to Play A single round of play is divided into two phases: the Programming phase, and the Execution phase. The Programming Phase: At the beginning of this phase, all players set up their screens and begin “programming” their RAMbots. You may lay out up to five of your code-pool pieces
behind your screen; they will be executed in order from left to right. Each instruction piece represents a single RAMbot action, which will cause your RAMbot to move and then shoot a beam of colored energy. (See the section entitled “Executing Individual Instructions” for a full description of RAMbot actions.) You are not allowed to set up more than five instructions, but you are
allowed to set up fewer than five.
61
Playing with Pyramids: 12 Games for Icehouse Pieces
When all players have finished programming, everyone lifts their screens, and the game moves on to the Execution Phase. The Execution Phase: To begin the Execution Phase, each player should slide his or her leftmost instruction forward to the center of the nearest board edge, an action known as “loading
the program register.” One of these instructions is about to be
executed; to determine which one, first look at the sizes of the
pieces. Smaller pieces run more quickly than larger pieces, so smaller pieces always take precedence over larger ones. If there is a single smallest piece, simply execute that instruction. (See the section entitled “Executing Individual Instructions” for details on how the individual instructions work.)
If there is a tie for smallest piece, compare the colors of the tying
pieces to the precedence stack in the middle of the board. Higher
colors in the stack always take precedence over lower ones. If
there is a single highest color among the tying pieces, simply
execute that instruction.
If there is another tie, then the instruction pieces in question must be identical. In this case, compare the colors of the
appropriate player’s RAMbots to the color precedence stack. The
instruction belonging to the player whose RAMbot’s color is
highest on the precedence stack should execute first. (This is 62
RAMbots
easy to see, assuming you’ve arranged the precedence stack
according to the initial RAMbot colors. The player whose color is currently on top of the precedence stack will have the highest
precedence during a tie, and so on clockwise around the table.)
After an instruction has been executed, the instruction piece
should be returned to its owner’s code pool, and that player’s next leftmost instruction should immediately be pushed forward into his or her program register. Once again, follow the above
rules to determine which instruction should be executed next, and then execute it. (Note that it is perfectly possible for a player to execute two or more instructions in a row.) Repeat this process until every instruction has been executed.
When all instructions have been executed, the round of play is over. Remove the top piece from the precedence stack, and place it on the bottom of the stack. Now you’re ready to begin another programming phase.
Executing Individual Instructions Each instruction in your program will cause your RAMbot to move and then fire a beam of colored energy in front of itself.
Each piece in a program should either be lying down and
pointing in one of the four cardinal directions, or standing
upright on its base. The orientation of the instruction piece indicates how your RAMbot
will move,
and the color of the
instruction indicates what kind of beam your RAMbot will fire. Movement An instruction piece lying on its side tells your RAMbot to move
in the direction the instruction piece is pointing. When you
execute this instruction, move your RAMbot one, two, or three
spaces in the appropriate direction, depending on whether the
instruction piece is small, medium, or large. If your RAMbot is not already facing in the direction that your instruction piece is
pointing, the first unit of the movement instruction will be used
to reorient your RAMbot in the appropriate direction. So, for instance, if you have a large movement instruction piece pointing in a different direction than your RAMbot, you must first reorient
your RAMbot (using one unit of the movement action), and then
63
Playing with Pyramids: 12 Games for Icehouse Pieces
move it two spaces in the appropriate direction. A small-sized movement instruction will therefore reorient your RAMbot without moving it if it’s not already facing in the appropriate
direction. If at any time your RAMbot is standing on its base (as
it is at the beginning of the game), the first unit of a movement instruction will tip your RAMbot down and point it in the
appropriate direction, to be followed by the rest of the movement
action.
An instruction piece standing on its base represents “reverse gear” — it causes your RAMbot to move backwards away from
the direction that it’s currently pointing, for one, two, or three
spaces. If your RAMbot is currently standing on its base, an upright instruction will not move your RAMbot at all.
Pushing and RAMing If, during one of your movement instructions, your RAMbot moves forward into or backs into a space that contains a beacon
or another RAMbot, the object will be pushed. If there are objects
directly on the other side of the pushed object, they will be
pushed along with it. If an object cannot be pushed any further (because it’s against a wall, or it’s against objects which are against a wall), your RAMbot simply stays where it is, though
you do still make contact with the object. If your RAMbot runs
directly into a wall, nothing special happens. If you make contact with another object with the nose of your
own RAMbot, you have RAMed that object. (If you back up into
an object, or if you get pushed into another object during
someone else’s instruction, you do not RAM that object.) If you make contact with another object multiple times during a single instruction, this only counts as a single RAM. Whenever you
RAM another player’s RAMbot, you cause damage to that RAMbot. Take the highest precedence piece from that player’s
code-pool and add it to your own code-pool. In other words, take the smallest piece available in that player’s code pool; if
there’s a tie for smallest piece, take a piece of the color that’s highest on the precedence stack. If there are currently no pieces in that player’s code pool, you don’t get to steal any pieces. You may not steal pieces from an opponent’s currently running program.
64
RAMbots
If you RAM an upright object (whether it’s a beacon or a RAMbot), tip it down onto its side, facing away from the point
of impact. If that object matches the color currently on top of your goal stack, you have tagged a goal. Remove the top piece from your goal stack, and add it to your own code-pool.
Colored Energy Beams After your RAMbot moves, it will fire a colored energy beam in a straight line out in front of itself. The beam’s color is determined
by the color of your instruction piece. The beam will affect the first object it hits. If a beam hits a wall, or fires straight upwards, it has no effect. Blue — Push
A blue beam will push any object it hits (along with anything else that the object runs into) away from your RAMbot for one, two,
or three spaces,
instruction piece.
depending
on the size of your blue
Yellow — Pull A yellow beam will pull any object it hits toward your RAMbot for one, two, or three spaces, depending on the size of your
yellow instruction piece. If an object is pulled all the way into the nose of your RAMbot, the object remains in the space next to your RAMbot. This does not count as a RAM; you cannot damage another player, tag a goal, or knock over an upright
object in this fashion.
Red — Damage
A red beam will damage any RAMbot that it hits. (This is in addition to any RAMing damage caused during this instruction.)
Take the highest precedence piece from that player’s code-pool and add it to your own code-pool. The red beam itself does not
actually RAM an object; you cannot tag a goal or knock over an
upright object with the red beam.
Green — Activate
A green beam will set upright any object it hits.
65
Playing with Pyramids: 12 Games for Icehouse Pieces
Winning the Game The first player to tag all four goal colors in the order specified
by his or her goal stack is the winner.
[A TYPICAL PROGRAM| THIS CODE ON
TURN NORTH, MOVE
NORTH | SPACE. TRY To PULL NEXT BEACON SOUTH 25 \T MOVES | SPACE Ano STOPS,
Special Notes Compilation
Caps:
Although it isn’t strictly necessary, it’s
helpful during the programming round to have some kind of method of indicating who’s finished programming, so it’s immediately obvious when everyone’s ready. This can be something as simple as placing a coin on the edge of the board next to your goal stack when you’re done. However, we prefer
to use Icehouse pieces of another color, such as large clear or small black pieces. Drop your “compilation cap” on top of your
goal stack to indicate that you’re compiled and ready to run. Of course, you're free to “uncompile” and change your program,
as long as the execution phase hasn’t started yet. Speedbots: For a fast-paced variation of RAMbots, try this rule: the programming phase ends when all but one of the players have compiled; the uncompiled player must use his or her program as it lies.
66
RAMbots
Non-Secret Code Pools: Although players may choose to move their code-pools behind their screens during the programming phase, to keep people from seeing which pieces they’re using, the official rule is that you’re allowed to know exactly what pieces each player has to work with. Therefore, it’s legal to ask players about their pieces (how many small pieces they have, what colors they are, etc.) at any time during the game, and they must answer honestly.
Strategies Building Goal Stacks: You should not put small pieces in goal stacks, as you will need them frequently. A mix of two mediums and two larges works best and retains flexibility. A red-2, blue-
2, yellow-3, and green-3 will leave you with a yellow-2 for quick pulling and a green-2 for quick activating. Players cannot win without activating beacons, so put the green beacon as the last
beacon to tag. This will deny the opponent the green piece in their goal stack for the entire game. As for the rest, create a goal stack that sends the opponent to the farthest non-green beacon first, then back to the closest, and then to whatever is left. By the
time the opponent is hunting for a third beacon, who knows
where it will be? Debug Your Code: Every round, before you declare that you are done, go through and check your program. Remember that it will cost a movement action to rotate your RAMbot, so if you are facing West and you have a large piece in your program
pointing North, you will first turn North and then move just two spaces North. Make sure that beams fire when you need them to. Beams fire after moving, so you rarely want to move towards a beacon with a blue instruction, since you will just push it away from you after you move. Everyone messes up
their code sometimes, and will say during execution, “I didn't mean to go that way!” That's part of the game. You will improve with practice. Predict, But Don’t Be Predictable: Other players will move your beacons, get in your way, steal your code, and push you
around. To play well, you will need to predict the likely moves of your opponents. Ask other players what pieces they have to program with, to guess the moves they will make. Equally, you
67
Playing with Pyramids: 12 Games for Icehouse Pieces
want to be unpredictable. Unless you have the right combination
of pieces that guarantee your next objective, consider all possible methods of achieving it and be willing to take a less efficient
route if it might spoil the plans of your opponents. Consider All Possibilities: Your objective is not just to race for your beacon, although that is the top one. You may need to
prevent another player who is winning from hitting another beacon by pushing it out of the way. You may need to push or pull another RAMbot into a bad position. You may need to ram
and shoot another RAMbot to get the tools you need and remove them from the other player. You may decide to tag the red
RAMbot instead of the red beacon. Moving
First: There are two general programming methods,
namely “move first” and “move last.” You want to move first if you have several small pieces, your color is high on the precedence stack, and your next beacon is near by. Play small instructions,
movements
often
in precedence
order,
to make
the
short
you need before the board position changes
significantly. You will need to know which small pieces your
nearby opponents have, and if they are motivated to interfere with your plans. Moving Last: On the other hand, you may accept moving last, if you have lots of ground to cover, you have few small pieces,
or you are low on the precedence stack. You need to predict
where beacons and players are likely to be after moving. Then start your program with the lowest priority piece you will use, such that your program will run to completion once started. Note
that if an instruction has a higher priority than your previous instruction, it will always run right after that previous instruction.
Be Flexible: Whenever possible, program flexible code. If a
player might move your beacon, try to code so that you will tag it whether it is moved or not. If you plan to move a long distance after you tag your next beacon, make sure you tag it, even if you waste an instruction on it. It is frustrating for someone to pull
away the beacon you were about to tag and then watch the rest of your program carry your RAMbot to the other side of the
board. Lastly, cause frustration in the other players.
68
Pikemen
by Jacob Davenport
In Pikemen, pieces are warriors
with long spears. Each turn, a Pikeman may charge in the direction he is pointing and then orient his pike in any direction, including straight up for defense. The player who captures a number
Pikemen first wins.
of enemy
Each player sets up his or her shown in these diagrams.
(7)
2-4 players
20-30 minutes 1 stash per player
Setup pieces on the chessboard,
Stuff You Need
A chessboard
as
Setup for
2 players
69
Playing with Pyramids: 12 Games for Icehouse Pieces
Setup for
3 players
ai rt he “e Be a aL ae a |
Setup for 4 players 70
Pikemen
How to Play Tallest player starts. Play proceeds clockwise from this player. On your turn, you may move any one of your Pikemen any
number of empty squares in the direction he is pointing. You
may not jump over intervening Pikemen, but you may capture
any opponent's Pikeman that is not upright or any opponent's Pikeman which is smaller, even if standing upright. When you
capture an enemy, your Pikeman stops in the square previously occupied by the captured enemy. After moving your Pikeman,
you may orient him in any of the eight compass directions (attack postion) or stand him upright (defensive position).
You may decide not to move a Pikeman at all and simply reorient any one of your Pikemen.
Keep any Pikemen that you have taken. They count towards your score, with smalls worth one point, mediums worth two points, and larges worth three points. You cannot take your own Pikemen.
Winning the Game The first player to 12 points wins. For a longer game, agree to
play to a higher number before starting.
Rule Clarifications Your first move, and many thereafter, will be to orient a Pikeman
to an attack position.
Any Pikeman in attack position can be taken by any opponent. A large Pikeman standing upright cannot be taken.
After moving your Pikeman, if the square he lands in is not under
attack by a smaller or equal-sized Pikeman, it is probably to your advantage to orient him in attack position.
After moving your Pikeman, if the square he lands in is under attack by a smaller or equal-sized Pikeman, you can defend your Pikeman by ending upright. If you have any Pikeman pointing at an opponent’s standing
Pikeman, the standing Pikeman is pinned. If the opponent reorients the standing Pikeman, he can be taken.
A
Playing with Pyramids: 12 Games for Icehouse Pieces
Strategies Make Trades: Unless you are playing a two-player game, or the opponent you will trade with has a much higher score, trade
equal pieces. While you could play defensively to prevent other players from grabbing your pieces, you will usually do better to grab their pieces instead. If you and another player make many
trades while the other two have lots of defensive posturing, you two will rush forward in the score and one will likely win. Also,
you are unlikely to lose so many pieces that you will lose mobility. Far Pins: If you are pointing a piece at an opponent's upright
large piece so that it will not safely orient into attack position,
do so from far away. Some player may position to attack your attacker, and having space to move forward will increase your options. You may move forward but maintain the pin, or move and change attacks, or move and point to an open line. If you
are pinning a piece that is right next to your attacker, you will have few options when your attacker comes under attack. Watch Scores: When another player is about to win, you may
need to threaten to throw the game to someone else if that player forces you to make such a choice. If you are far behind, convince another losing player to make trades with you, and enlist the players who are ahead to thwart each other. Late Attacks: After trading with opponents, you will need
attacks that they cannot thwart. Attack a smaller upright piece, or the backside of a smaller piece that thus cannot move without
remaining a target. You can also point at a lying down smaller
piece that, if moved away, will reveal another vulnerable piece. Be aware that opponents will try to interpose a large piece and
put it upright to thwart you. In case you and another player are
about to win, try to make it impossible for some other player to
choose who will win, because it will not be you.
Here’s something every well-prepared gamer needs: a chessboard you can take with you anywhere! Printed on a 100% cotton bandana, it’s the perfect accessory for any Icehouse set. Available now from Looney Labs.
72
Zagami
fg
by Kory Heath and John Cooper
In
1962,
on
a
|
quiet October
afternoon in the middle of an | Stuff You
African cornfield, a 40-pound meteorite tumbled to the earth and
planted itself in a two-foot hole in the ground. It landed ten feet away from from a farmer, who was busy | scaring crows away from his corn
from the impact knocked him flat on his back.
|
|
30-60 minutes
and so was not on the lookout for
falling meteorites. The papers reported that the pressure wave |
|
Need
4 stashes
[es
eY$)| A chessboard
What the papers failed to report was that, immediately after the impact, a tiny Martian
lifeform hopped off the smoldering rock and
made its way, quietly, toward the dazed farmer.
The changes that overtook him during the following weeks and months were slow and subtle to the eye. It was a long while before he, or anyone else, understood what he'd become.
But that's a different story. This is the story of that 40-pound
meteorite, and the colonies of Martian microbes which lived
upon it, struggling to survive on their journey through the cold depths of space between Mars and Earth. Only a strong colony
— the strongest of them all — could have survived such a journey. And, no matter what planet you're from, there's only one way
to become the strongest. It’s the ancient way. The evolutionary
way. The natural way. Eat everyone else. Overview
Zagami is a game of Martian microbial life for four players; it
requires a standard chessboard and an Icehouse set. Each player controls a single-colored colony of microbes, which moves and expands across the small meteorite in search of food.
73
Playing with Pyramids: 12 Games for Icehouse Pieces
Multicolored stacks begin to form — microbes eating microbes
eating microbes. As the game progresses, each colony evolves "enzymes" which allow it to metabolize other microbes into
energy to be used for growing, sporing, attacking, and escaping. Only one colony will survive the long journey from Mars to
Earth. Will it be yours?
Setup Each player should select a
color. Set up the board as
shown to the right, using four
medium pieces of each color. Put the unused pieces of your
color near you, creating your
off-board stash. This stash
should be visible to all players at all times during the game. Also, keep a space
clear near the board in front of you, to be used as your “enzyme
area.” It should also be visible to all players at all times. Select a starting player using any method desired; play moves clockwise
around the board.
Play On your turn, do the following: 1. Choose any one of your pieces to be the active microbe for this turn. 2.
3.
Move the active microbe. (Optional)
Eat the piece directly below the active microbe. (Optional)
When you choose to eat, do the following: 1. Replace the eaten piece with a piece that's exactly one
2. 3.
size smaller. The smaller piece may come from that player's stash, or from your own enzyme area.
Put the eaten piece somewhere in your own enzyme area. Use the power of your strongest enzyme of that color. (Optional)
You are also allowed to simply pass and do nothing on a turn. 74
Zagami
Moving: Small pieces can move one space, mediums two spaces,
and large pieces three spaces. You don’t have to move the
maximum distance, and movement is always optional. Each step of amovement must be in one of the four orthogonal directions,
and each step may be in a different direction than the last. If your piece has any pieces on top of it, they are all carried along with it, regardless of the sizes of any of the pieces. You may
always move through or land on any space, regardless of what’s in that space. If there’s already a stack of pieces in the destination
space, your moving piece (along with any pieces being carried
by it) goes on top of that stack.
Eating: After (optionally) moving your active microbe, you may
eat the piece which is directly below it. You are not allowed to eat pieces of your own color. Whenever you eat a piece, you must shrink it by exactly one size, unless it’s a small piece, in which case you simply remove it from the board. When you shrink a piece, the smaller piece may come from that opponent’s stash
or from your own enzyme area (you may choose which). If neither of these options is available, the piece you're trying to eat is currently “indigestible.” No matter where you choose to take the replacement piece from, you must put the eaten piece somewhere in your enzyme area (see below). You may use any size piece to eat any size piece; for instance,
you may use one of your small pieces to eat a large piece (which becomes a medium piece). You are allowed to eat even when your piece has other pieces on top of it, but remember that your piece may only eat the piece which is directly below it.
Enzymes
Over the course of the game, you'll evolve a growing number of “enzymes” in your enzyme area. A single enzyme is represented
by a stack of one, two, or three pieces; each enzyme may only
contain pieces of a single color, and at most a single piece of each size. The strength of an enzyme is determined by the number of pieces it contains. In order to make the strength of an
enzyme easy to see, always stack smaller pieces on larger pieces. The function of an enzyme is determined by its orientation. An enzyme stack may stand upright on its base, or it may lie on its 79
Playing with Pyramids: 12 Games for Icehouse Pieces
side and point towards the board, away from the board, or
sideways, making a total of four possible orientations.
Whenever you shrink an opponent's piece, you must add the
larger piece to your enzyme area. You may always choose to
create a new enzyme, in which case you simply place the piece
in one of the four orientations. Alternatively, you may add it to one of your pre-existing enzymes of the same color, as long as that enzyme doesn’t already contain a piece of the same size. You may not change the orientation of an enzyme once it’s
been created. When you shrink the piece that you're eating, if you choose to take the smaller piece from your enzyme area
rather than from the opponent's stash, you don’t have to add the larger piece to the same enzyme that the smaller piece was
just in; you can there’s no size There’s no limit create for a color,
add it to any enzyme of that color, as long as conflict, or use it to create a new enzyme. to the number of enzymes you're allowed to and you may duplicate orientations if you wish.
Enzyme Actions After you eat an opponent's piece and add it to your enzyme area, you are immediately allowed to use your strongest enzyme
of that color. Your strongest enzyme is the one that contains the
most pieces. If there’s a tie for the strongest enzyme, you aren’t allowed to use any enzyme on this turn. An enzyme action is
always optional, and you don’t have to use its full strength. The
four possible enzyme actions are: Grow
This action is represented by an enzyme stack that’s standing
up on its base. Whenever you use the power of this enzyme,
you're given one, two, or three units of growth, based on the
strength of your enzyme. For each unit of growth, you may
increase the size of any one of your pieces in the active microbe’s stack, by swapping the piece with the next-larger piece from your
stash. You may use two units of growth to grow a small piece
into a large one, even if you have no medium pieces available in
your stash. 76
Zagami
Spore This action is represented by an enzyme stack that’s lying down
and pointing towards yourself. Whenever you use the power of this enzyme, you're allowed to add one, two, or three of your own small pieces to the board, based on the strength of your enzyme. You may place these pieces in any of the four spaces
adjacent to the active microbe’s stack, and on top of whatever
pieces may already be there. When creating multiple pieces, you
may distribute them in any way that you'd like, including stacked on top of each other.
This action is represented by an enzyme stack that’s lying down and pointing towards the board. Whenever you use the power of this enzyme, you're allowed to perform one, two, or three attacks, based on the size of the enzyme. For each attack, you may remove any piece from the active microbe’s stack, and return it to its owner’s stash.
Escape This action is represented by an enzyme stack that’s lying down
and pointing to either side (it doesn’t matter which). Whenever
you use the power of this enzyme, you're allowed to perform one, two, or three escapes, based on the size of the enzyme. For each escape, you may remove any one of your pieces from the active microbe’s stack, and move it to any space on the board
(on top of anything that’s already there). Escaping pieces never carry other pieces on top of them. You may only escape pieces
from the stack that the active microbe started in, even if the active microbe itself escapes to a different stack. You are allowed to put escaping pieces on top of the stack they escaped from. ve
Playing with Pyramids: 12 Games for Icehouse Pieces
[A TYPICAL ENZYME AREA} fehl
ltd
ESCAPE 2 |IF You EAT A
Elimination and Winning If, at the end of any player’s turn, you have no pieces left on the board, you are eliminated from the game; all of the pieces in
your enzyme area are returned to their respective stashes. The game continues until there is only one player left alive; that
player is the winner. It’s possible to reach a stalemate position;
in that case, all players remaining in the game share the win.
If you are the last surviving player, you are allowed to stand up,
throw your hands in the air, spin around, and shout “Zagami!” in a loud voice. This action is always optional. Of course.
Strategies Opening Play: On the first turn of the game, it’s generally best to eat a player who hasn’t already been eaten by some other
player. If you eat a player who’s already been eaten, you are entering into early competition for food, and you are allowing
one player to get away with not being eaten at all on the first round (which is probably an advantage for that player).
Therefore, in a four-player game, the opening play usually evolves into a “two-on-two” structure (two pairs of players 78
Zagami
eating each other), or a “loop” structure (each player eating the
following player, or each player eating the preceding player). In any case, these structures usually don’t last long, since it’s good strategy to diversify your enzymes by eating many different colors. Sporing: What should your first enzyme do? Sporing is a viable choice. Early sporing will put your small pieces into play quickly;
they are likely to be eaten quickly as well, but this has some
interesting side effects. Once all of your small pieces are out on the board or in other player’s enzyme areas, your medium pieces
are likely to be indigestible by at least one other player. The other
players will only be able to eat your medium pieces by replacing
them with small pieces from their enzyme stashes, thus putting your small pieces back into play (and ready to be grown). Although the effect is subtle, early sporing usually leads to a healthy piece-count in the mid-game. Growing: Early growth is also viable. Large pieces are powerful;
they can survive longer when being eaten by other players, and
they can jump longer distances to desirable food. A strength of the early growth strategy is that it supports an important Zagami
survival tactic (which, incidentally, also works in real life): try
to make yourself unattractive as food. Remember that each player can only use his or her strongest enzyme of your color. If
a player has a single medium piece of your color in his or her enzyme area, that player will not want to eat another of your medium pieces, because it will become a new enzyme which
neutralizes the old one as well as itself. With the careful use of
growth, you can offer nothing but medium pieces to the other players; they may leave you alone and search for more useful food. An especially powerful technique is to grow large pieces and protect them by putting unattractive medium pieces on top
of them. Balancing Sporing and Growing: The early growth strategy is susceptible to attack. If you invest all of your early energy into growing and protecting your initial pieces, you are running the risk of being seriously crippled by one or two attack actions,
which will leave you desperately needing to spore. All things considered, it’s difficult to win a game of Zagami without both growing and sporing at some point during the game; the trick is deciding when and how to do each of them. 79
Playing with Pyramids: 12 Games for Icehouse Pieces
Attacking: The early attack strategy is yet another viable style of play. The idea is to get two attack enzymes, each made of
least two pieces, as quickly as possible. You will then pose a
massive threat to the other players; they will have a hard time getting anywhere near you without being badly damaged. The drawback of this strategy is that the other players may decide
to team up against you. The early attack strategy is most susceptible to counter-attack, since you are investing in enzymes that do not increase the power of your own colony. You probably
need to use your third enzyme for growth or sporing in order to survive. The best way for others to defeat you is to get attack enzymes of your color (so they can eat you and then immediately attack you). If all of the other players have already established non-attack enzymes of your color, your chances of success are increased. The early attack strategy is risky, but fun — if your opponents do not eradicate you quickly, you may leave them
wondering what hit them.
Escaping: The escape action is not very useful during opening
play, but it is often the key to victory in the later stages of the game. When the game is winding down and the board has
become fragmented, acquiring and using an escape enzyme can
put your pieces right where they need to be to give you a win.
Also note that a single large piece can defeat any number of
medium and small pieces if you have an escape enzyme of that
color — you can repeatedly move in to eat and then escape to
just out of that player’s range.
80
Zagami
Enzyme Swapping: It is sometimes possible to change the power of one of your enzymes using a technique called “enzyme
swapping.” This technique hinges on the fact that whenever you eat and shrink a piece, you are allowed to replace the eaten piece with a smaller piece from your own enzyme area. Therefore, if you have (say) a red growth enzyme made of a single small piece, and you eat a medium red piece, you may take the small red piece out of your enzyme area and put it out on the board. You
are then free to use the medium red piece to create anew enzyme
in any orientation you want. For a more advanced example,
imagine that you have a red growth enzyme made of a medium
piece and a small piece, and a “dormant” red attack enzyme made of a single small piece. If you eat a medium red piece, you
can put the small red piece that’s in your growth enzyme out onto the board, and then you can add the medium piece to your
dormant attack enzyme; it becomes your new active enzyme and can be used immediately. Alternatively, you could eat a large
piece, remove the medium piece from your growth enzyme, and add the large to the dormant attack enzyme. In either case, you've converted a two-strength growth enzyme into a twostrength attack enzyme in a single turn — a powerful move
indeed. Note that, in your enzyme area, small pieces are the most
flexible, and large pieces are completely inflexible — once placed,
they will never be removed. Also note that, in most cases, it is
not strategic to put three pieces into a single enzyme — the full power of a three-piece enzyme will rarely be used. It’s much wiser to use the third piece of a color to create a dormant enzyme in preparation for enzyme-swapping. Deciding when and how to set up dormant enzymes is one of the most subtle and
important aspects of advanced Zagami play. Neutralizing Enzymes: It sometimes happens that you want
to change your enzyme power for a color, but the size that you need to eat to perform an enzyme-swap is simply not available.
For instance, you have a single medium red piece in your enzyme
area, but the only red pieces available to you to eat are medium pieces as well. Don’t neglect the possibility of making a “sacrifice play” —i.e. creating another medium-piece red enzyme. By doing this, you are neutralizing your red enzymes and sacrificing your
ability to use any of them on this turn. However, this sacrifice
may pay off, for on a future turn you can eat any small or large
81
Playing with Pyramids: 12 Games for Icehouse Pieces
red piece and upgrade either one of your red enzymes into a
two-strength enzyme that can be used immediately. This is one way to deal with a player who is consistently offering you
unattractive food.
Pay Attention to Enzymes: It should be clear by now that you cannot play Zagami well simply by paying attention to the board — you must also constantly keep an eye on all players’ enzyme
areas, so that you are aware of what they can do and what they are likely to do in the following turns. Notice which sizes of each color will allow them to perform enzyme-swapping, so that you are not surprised when you are suddenly attacked by a player who only had a sporing enzyme a minute ago. Notice
which sizes will neutralize enzymes for different players, as this will allow you to predict what players will probably not do. If a player’s best move is to eat you, consider moving out of range,
attacking, or growing to a less attractive size. Or, try to divert
that player’s attention by carrying other, differently-colored food
into range.
Negotiation: There are many opportunities for negotiation in Zagami. If one player seems to be getting too strong, enlist the
help of others to attack that player. You can work with other players by carrying them into better positions, or even allowing them to eat you, creating semi-symbiotic relationships. If you
are close to being eliminated, figure out which players might
have motivation to keep you alive, and create this motivation
yourself if possible, by offering (or threatening) to make certain
moves. If you and another player are left in the game against a opponent with a better position, it’s in both of your interests to team up against this player; otherwise, that player will win. Also remember that, all things being equal, it’s better to eliminate
players who have lots of your color in their enzyme areas; not
only will this remove players who have motivation to eat you, but many pieces of your own color will be returned to your stash.
Similarly, it’s good to eliminate players for whom you don’t have
many enzyme pieces. Ideally, you want to reduce the game to a one-on-one match against an opponent whose enzyme
for you is not as good as yours is for that player.
82
setup
Abstract Games of
Serious Strategy
Icehouse by John Cooper and Andrew Looney
Icehouse is a real-time strategy game
of attack and defense.
Each player has a "stash" of
| Stuff You Need
pyramidal playing pieces, and
At least 3 players, best with 4 or 5
player's defensive pieces. Plays are made in "real-time" (without
as set by a timer
can play them _ either defensively, or attacking another
turns), on a free-form playing field (any flat surface). The game ends when the last piece is played, or the time limit expires.
5-30 minutes,
1 stash per player 1 stash pad per player
(a rectangular card the
:
size ofa postcard)
Setup Each player takes all 15 pyramids of one color and places the
pieces on a stash-pad in front of them. If playing on a table, place the stash pads as close to the edge of the table as possible.
85
Playing with Pyramids: 12 Games for Icehouse Pieces
Basics
Icehouse has two aspects that make it different from most other strategy board games.
No Turns: Players make plays as quickly or as slowly as they feel strategically prudent. This is the meaning of "real-time". Just like in a real battle, you can move quickly to make several lightning strikes, move slowly and deliberately to wear your
opponent down, or wait for one of your opponents to make a
mistake.
No Board: The entire surface is part of the playing field, with
the exception of the "stash pads" where players’ unplayed pieces are stored. Stash-pads are officially not part of the playing
surface, but every other square inch is part of the legal playing field. The field can theoretically be of infinite size, so it is considered impolite to draw attention to the finite nature of most
tables. Therefore, play usually focuses on the center of the table, away from the edges and stash pads. The Pieces
Each player gets 15 pieces of one color, five each of three different sizes. The small pieces are worth 1 point each, the medium pieces are worth 2 points, and the larges are worth 3 points. This makes for a total of 30 points on each stash pad.
Beginning Play Play begins when all players
signify they are ready. Signify you are ready to play by
touching any piece on your stash pad (it does not have to be the one you intend to play first). Once all players have signified that they are ready, play begins. Remember, Icehouse is real-time and the first few plays are
usually made very quickly. Do not signal that you are ready until you are sure that you are prepared to begin, or you may
start out the game a little behind the other players.
86
Icehouse
DEFENDER]
Playing Pieces Play a piece by removing it from
your stash pad and placing it on the playing field. You can play a piece either standing up, called a "defender," pointing at a nother color is called an
or laying defensive ,in which "attacker,"
down piece of case it and is
attacking the defensive piece. As
ATTACKERN =
soon as you let go of a piece, it is played, and cannot be moved without the application of special rules. Other rules concerning piece placement: e A piece must be placed flat on the table, not leaning or resting on any other piece or any stash pad.
e If two players wish to play pieces in the same spot, the player whose piece reached the spot first should go.
e If you are still touching a piece, it is considered to be “in play,” and not “played.” Pieces that are still “in play” are counted as being on your stash-pad.
e You may only play one piece at a time. You can use two hands, but you may not use two hands to have more than one piece in play at a time.
e Consider all pieces to be solid. You may not play a piece on, over, or inside another piece.
The Meltdown
Rule
If no player were to play a defender, there wouldn't be anything to attack. Consequently, the meltdown rule states:
The first two pyramids of each color that are placed on the field must be defensive pieces.
If a player forgets this rule and plays an attacking piece without first playing two defenders, that player must fix the situation
by removing all attack pieces he or she has played (not including any prisoners), and returning them to his or her stash pad.
If another player notices the meltdown before the offender, that
player should inform the offender (politely) of the meltdown.
87
Playing with Pyramids: 12 Games for Icehouse Pieces
It is not necessary to remember the order in which all pieces were played. If a player has two defenders on the field they are
not melted down. That said, it is not legal to play defenders in
order to avoid the penalty.
Rules Concerning Attacks In order for an attacker to be legally placed, it must meet several
conditions. If it does not meet all of the conditions, it is an illegally played piece and it must be replayed, adjusted, or taken back to
the stash. An illegally played piece is still “in play,” and the attack must be resolved legally or withdrawn before its player can make any other plays.
Attacks are line of sight: An imaginary line extends from the tip of each attacker, perpendicular to the base of the attacker.
The attacker is said to be “pointing at” the first piece (of any orientation, size, or color) that this imaginary line touches.
Attackers must point at defenders: You may not direct attacks
at other attacking pieces of any color. You may not direct an
attack at empty space.
Attackers must point at pieces of another color: You may
not direct your attacks at your own pieces, nor may you place a
prisoner so that it attacks a piece of its own color. Attacks have a distance limit: The imaginary line extending
from the tip is the same length as the attacking piece. Thus, 3-
pointers have a greater attack range than 1-pointers. Squandered attacks: It is possible for a legal attack to become
“squandered” by the actions of other players later in the game. For instance, an attack can be squandered if its tip becomes blocked by another attacker. Leave squandered attackers in place; you will not score any points for them unless you find a way to un-squander them again later, via over-icing.
Successful Attacks For attacks on a defensive piece to be successful, the total value
of the attacking pieces must exceed the value of the defensive
piece. For an attack on a 3-pointer to be successful, there must be at least 4 points of attacks directed toward it. 88
Icehouse
The attackers do not need to all be the same color, and there is no limit to the
gaat
number of pieces that may participate in an attack.
A successfully attacked piece is said to
be Iced. A defensive piece that is not attacked at all, or is insufficiently attacked, is said to be Un-Iced.
Over-Icing If so many attackers are pointing at a defender that some of them are extraneous, that defender is said to be Over-Iced.
An attacking piece is extraneous if subtracting its value from the total value of the attacking pieces leaves a number that still
exceeds the value of the defensive piece. The owner of the over-
iced defensive piece can capture any extraneous piece as a prisoner, and move
it off the field onto his or her stash pad.
After the prisoner has been captured, re-evaluate the board position to see if any pieces are still, or newly, over-iced. In the case shown here, the
gray player can capture the 1-pointer, since subtracting it will leave four points
icing the 3-pointer. The
gray player cannot capture
either of the 2-pointers, since that would leave only three points of attacks, which would un-ice the defender. Prisoners Prisoners are pieces that are in your stash of unplayed pieces, but are not of your color. You can play a prisoner in any legal fashion, either as an attacker or as a defender. You do not need
to play prisoners immediately; you can hold onto them for later.
89
Playing with Pyramids: 12 Games for Icehouse Pieces
Your prisoners still score for their original owners, but you can play them however you want, whether it’s good for their owners or not.
You can play a prisoner as a defender, and immediately ice it. This is referred to as, “executing a prisoner.” It’s a quick way to take points away from an opponent and increase your score. You can play a prisoner over-icing one of your defensive pieces, and then claim one of the other attackers as a prisoner. For instance, if two 3-pointers are attacking your 3-point defender, and you have a 1-point prisoner, you can attack your defender so that the 3-pointer is attacked by seven points, and is over-
iced. Now you can remove either one of the 3-pointers, since this will leave four points icing the 3-point defender. This is referred to as “trading up,” since you now have a 3-point prisoner instead of a 1-point prisoner.
Crashing Since Icehouse is all about the physical
position of the pieces on
the
table,
it’s
obviously a very bad
thing to have those
pieces move during
the game. Disturbing any of the played pieces
is
“crashing.”
called
If you crash while playing a piece, or removing one from the table, you must give that piece away. Place it on another player’s stash pad, where it become’s that player’s prisoner. If you are
not holding a piece when you crash, there is no penalty. In either
case, return the played pieces to their previous positions. If the
crash was so severe that this is not possible, scrap the game and start over.
Note that the penalty is for changing the position of a played piece. If you bump into a piece, or jiggle it, but the piece does not change
position, you have not crashed, and there is no penalty. 90
Icehouse
The Icehouse Rule In Icehouse, as in many games, defense is just as important as attack. The Meltdown rule forces you to play your first two pieces defensively, but it’s not enough to simply play defenders, it is
important that they be successfully defended. To quote from the
first edition of the Icehouse rulebook, “Defending pieces are like
the civilians back home whom the troops are trying to protect. If all the civilians are dead or captured, the troops have failed at their job.” So, if you do not have any un-iced defenders on the
playing field, you’re in a bad position. If it’s near the beginning
of the game, this may be unavoidable, so there’s a safety mechanism to make sure the rule only kicks in when you’re well along in the game. Actually, three conditions must be met: e You must have no un-iced defenders.
e You must have fewer than 8 pieces (total, of any color)
on your stash-pad. e Somebody has to notice. If somebody notices, they may invoke the Icehouse rule. To do so, they simply call, “Icehouse.” If somebody calls Icehouse, play stops and all “in play” pieces return to stash pads. Then, evaluate the positions of all players, including the person who called Icehouse. If any players have no un-iced defenders and fewer than 8 pieces on their stash pad, they are “in the Icehouse.” The scores of those
players immediately drop to zero. Any pieces on the stash-pads of the Icehoused players become prisoners of the person who called “Icehouse.” Icehoused players cannot increase their scores
above zero, and cannot win the game, but they may still
participate in the game. They may still capture prisoners, and their pieces may still be attacked.
If no players are in the Icehouse, the person who called Icehouse must remove a piece from their stash-pad and put it on another player’s stash-pad as a prisoner. a Resume playing as soon as
the Icehouse call is completely resolved. 91
Playing with Pyramids: 12 Games for Icehouse Pieces
Ending the Game Most people play Icehouse with a ten or fifteen minute time
limit. Before the game starts, decide how long you want to play
and set the timer. Hide the timer and begin playing. Nobody playing in the game should know exactly how much time is left in the game. When the timer expires, the game is over. Return all unplayed pieces to stash pads. The game can also end once all pieces are played. As soon as the last piece is placed on the table, the game is over, even if the timer has not expired. If you choose to play without a timer, the game will always end this way. You can also play using a timer that is not a clock of any kind. For instance, you can play until the food arrives in a restaurant, or until a speech or sporting event ends.
Scoring Once the game is over, calculate a score for each player to
determine the winner. There are two methods for counting score;
both yield the same score, so which method you use is a matter
of preference.
|
Counting Up: Start with a score of zero, and give yourself points
for each of your pieces that is:
e Participating in a successful attack. e Defending, and is not iced.
Remember that you begin with 30 points worth of pieces on
your stash pad, and that’s your maximum possible score.
Counting Down: Start with a score of 30, and subtract points
for each of your pieces that is:
e Squandered e Participating in an unsuccessful attack
e Iced (defending, but successfully attacked) e Still on a stash pad
Winning The player with the highest score wins! If two or more players tie for the highest score, they split the win. . 92
Icehouse
Icehouse Etiquette: Playing it “Cool” There’s more to Icehouse than simply learning the rules and
trying to win. The game also has a mystique. Part of the mystique
of Icehouse is the idea that a player’s attitude is a vital element of the game. A good Icehouse player is not only skilled at using
clever strategies and diplomacy, but also understands the importance of being “cool.” Basically, this is just our word for being a good sport. Playing it cool doesn’t mean being wimpy or overly mellow. Being cool
means that no matter what kind of player you are, from friendly diplomat to evil executioner, you play with a style that makes others enjoy playing with you, even if you happen to win a lot.
Being a cool player can even extend to matters well beyond the
scope of the actual game, such as turning on some good mood
music or making sure that everyone has a lovely beverage. You may even find that a cool playing style works well in many
games other than Icehouse.
Strategies Good Attacks: Play your attackers as close to the defender as
possible, touching if you can do so without crashing. If you leave space, someone could squander your attack later. For example,
they might also attack that same defender, putting the point of their attacker right in front of the point of your attacker. Play the minimum amount of attacks on a defender to ice it. Although it may seem like a six point play to ice a 3-point defender with two 3-point attackers, you are in danger of having
those pieces easily restructured. If your piece was iced like this,
and you had just a 1-point prisoner, you could use it to attack your own 3-point defender, over-icing it. You would be allowed
to then pick up one of the 3-point attackers as a prisoner, “trading
up.” Had your 3-pointer been iced by two 2-point attackers, you wouldn't be able to trade up using just your 1-pointer.
The Snowball: You must have a successful defender on the board, or someone will eventually put you in the icehouse. Often players build a large group of tightly packed pieces in the middle of the playing area, in a formation known as the “snowball.” Each player hopes to find a niche in that space to place a small
O39
Playing with Pyramids: 12 Games for Icehouse Pieces
defender that cannot be attacked because it is surrounded by
other pieces, in what is called a “fortress.” You can also try to create a fortress around a piece, hoping that you will do so before someone ices it. One effective method of building the walls of a
fortress is by placing large attackers that ice nearby enemy
defenders and block other players from icing your defender. When icing a piece in the snowball, you can often slant the attacker such that it is hard or impossible for the attacked player to later over-ice the defender and take out your piece. You might also need to play defenders of your own next to your attacker
so that there is no space for an over-icing piece.
The Cheeseball: If you are desperate for a successful defender,
you might decide to play a few defenders in the corner of the table such that nobody can attack one of them. This maneuver, called the “cheeseball,” alert players, who will you start to do it. This occasionally be useful
is perfectly legal, but rarely works against swarm in to attack your pieces as soon as strategy isn’t very interesting, but it can when you're desperate for a fortress.
Restructuring Attacks: It may seem as though Icehouse is a
game of attacking, and that defending just sets you up to be
attacked. But defenders have one advantage that attackers don’t have: they stay where you put them. Because of the over-icing rule,
any attack you make can potentially be changed and
squandered later by other players.
Suppose you have a 2-point defender attacked by a 1-pointer and a 2-pointer, and somehow you got a 2-point prisoner. Take
that prisoner and attack your defender, and unlike normal
attacks, leave plenty of space between the prisoner and your defender. Your defender is now over-iced, and you may pick up the original 2-point attacker and put it in your stash. Now take one of your 2-point pieces and play it as a defender in front of
the original prisoner. You now have two successful 2-point
defenders, one unsuccessfully attacked by a 2-pointer, the other by a 1-pointer. And what if someone plays another 2-point
attacker on one of those defenders? You still have a 2-point prisoner, so repeat. “Dividing attacks” quickly squanders
attackers at little cost.
94
Icehouse
This diagram provides a second example of Attack Restructuring: @
Over-ice yourself with a prisoner.
This is
Block the attack by playing the prisoner as a defender.
Another Example of
Restructuring an Attack
Optionally, ice the prisoner.
The 2-For-1 Exchange: Suppose you have a 3-point defender attacked by two 2-pointers, and you have a 2-point prisoner. Over-ice your defender, attacking from far away, and take back one of the original attackers. Now point your new prisoner at the defender again, putting it right next to the original prisoner
such that they are pointing at roughly the same spot on the defender. Now go grab the third attacker and put that prisoner
95
Playing with Pyramids: 12 Games for Icehouse Pieces
on your stash pad. You now have your 3-pointer still being pointed at by two 2-pointers, but there's a lot of space between the attackers and the defender. Take one of your 1-point
defenders and plunk it right in front of those two attackers. Your
1-pointer is now over-iced, and you can take a second 2-point prisoner onto your stash. If there is still room to do so, you could now edge the corner of one of your 2-point defenders in front of
the last attacker, leaving you with 6 points of successful
defenders, two 2-point prisoners, and an enemy 2-point attacker
squandered on the table. “Two-for-One” trades turn one prisoner into many.
Over-ice your 3-pointer with a 3-point prisoner.
is your piece.
De ee de ee wee aes ae ep eat at: pees &
Next,
nN
Your 1-pointer
is now overiced, SO you
1-pointer.
can capture a 3-pointer. own small piece as a
defender, in the path of the two 3-point attackers.
{
96
Being over-iced, you can pull back the other 3-point attacker.
This is your stashpad.
capture the —
oo‘
The 2-for-1 Exchange
Icehouse
Capturing Prisoners: While all that restructuring is exciting,
you need a prisoner to do any of it. How can you get one? While
you can hope someone crashes and gives you one, there are other
ways. When other players are doing attack restructuring, you may be able to jump in a 1-point defender in the middle of a
place that has two large attackers pointed at it. This way you can steal prisoners from that player while preventing him from finishing his careful work.
As the game progresses, look around and figure out the current scores, at least roughly. If you are winning, you don't need a prisoner yet, and you should keep quiet unless you have a silver tongue. If you are losing, offer to trade prisoners with someone else who is losing. Once an agreement is made, usually to trade 2-point or 3-point prisoners, over-ice one of that player's already
iced defenders, and he'll do the same for you. You will both have
prisoners and can restructure attackers at the expense of the other two players. Diplomacy is important in Icehouse. As you look around, also see if anyone has just a few successful defenders. If you can, you may want to quietly ice all of them.
When that player has only seven or fewer pieces on his stash (remember that a piece he is still touching counts as being on his stash), call “Icehouse” and collect all his remaining pieces as prisoners. (As defense against this tactic, pay attention to your own successful defenders.)
The Forced Retreat: Once you have the needed prisoner or prisoners, you should cause a “forced retreat” on any attackers
that are icing your defenders. Say your 1-point defender is under
attack by a 2-pointer, and you have a 3-point prisoner. Use your prisoner to over-ice your defender, allowing you to pick up the 2-point attacker. But don't actually pick it up, just scoot it back
from your defender, leaving it attacking your prisoner. Then pick up your 3-point prisoner again. Your defender is still unsuccessful, but you are in position to do many good things. You might do a forced retreat on another nearby piece, and retreat
that other piece right in front of the 2-point attacker, squandering it. You might play a big defender, or a prisoner, in front of the 2point attacker. The player with the 2-point attacker might get nervous and plunk one of his 1-point prisoners in front of his attacker to insure that he will get the points.
97
Playing with Pyramids: 12 Games for Icehouse Pieces
The Shotgun: The logical extreme of the defense-only strategy
is called the “shotgun,” in which the player scatters out defending pieces, with lots of room around them so that attacks
can be easily restructured. However, you may not want to try
this until after you’ve gotten a prisoner, since this strategy will
backfire if you never gain one, and other players will become wary of giving prisoners to a shotgunner. Also, to successfully shotgun, you must be skilled at restructuring attacks.
Practice: Icehouse is a sport, which means practice helps. You should practice making fast attacks that touch the defender
without crashing. Then try creating pre-fab fortresses, with small inner spaces, and see if you can maneuver in a 1-point defender. Practice restructuring attacks by setting up seven or more defenders, ice them all with another color, and then try to make
them all successful, starting with just a 2-point prisoner, a 1-
point piece, and a 3-point piece. Then practice it all over again, but faster, remembering that in an actual game, people will be
trying to interfere with your actions. More
Information
Icehouse is by far the oldest of all Icehouse games, and it
therefore has a rich and detailed history which we've only introduced to you here. Visit our website for an extensive library of Icehouse resources, including the text of the original Icehouse
Handbook, a detailed Sample Game, FAQ file, records annual Icehouse Tournaments, Variations, and more.
Nanotiction 55 word short stories
>
The Tavern Five guys drove around one night in an old VW Beetle, looking for adventure. They arrived at a mysterious tavern, where they learned to play an unusual game, called Icehouse. But later, they couldn't find the Tavern again; even that barmaid's phone number turned out bogus. Yet they still knew how to play the game...
\
of the
www.wunderland.com/Andy/
-_
Homeworlds IceTraders 2.0
by John Cooper
Overview In the game of Homeworlds, you take on the role of a space-faring civilization that has become
Stuff You Need 2-6 players (best with 4)
embroiled in an epic, galaxywide struggle between Good and Evil. Good civilizations try
to work together to eradicate
Evil, while
Evil civilizations
crave only senseless destruction.
But which players are Good and which are Evil? That’s the ultimate question in this game of strategy, psychology, and
15-60 minutes )
iy
| O
4 stashes
6 cards or tokens labeled Good or Evil
diplomacy.
Good and Evil Before the start of the game, each player’s secret alignment must be established. Gather a handful of cards or markers that you can use to indicate the alignments of Good and Evil. (If you use a deck of standard playing cards, hearts can represent Good and spades can represent Evil.) The number of cards that you gather
should be equal to the total number of players. If there is an ay
= =
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-
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TO MAKE REALLY NICE
even number of players, half of the cards should be
FIND WALF A DOZEN PLAIN
number of players, there
GOOD/EVIL INDICATORS,
POKER CHIPS e AND WRITE | Copy
"GOOD' on “EMIL
ON THEIR BACKS, er
Good and the other half Evil; if there is an odd
should be one more Good card than there are Evil cards. Mix up the cards and give one to each player. 99
Playing with Pyramids: 12 Games for Icehouse Pieces
You may look at your own alignment card, but you may not reveal it to any other player, except in the special circumstances
outlined later in these rules. You’re allowed to say whatever you'd like about your own alignment, or about what you think
another player’s alignment might be, as long as you never actually show your card. You’re also allowed to make any ingame deals you'd like with other players, but these deals are never binding.
Setting Up Your Homeworld After the secret alignments have been established, randomly choose a starting player. Play begins with that player and moves clockwise around the table. On your first turn, you must set up
your Homeworld. Select any two pieces of any sizes and colors to represent your Homeworld, and a third piece of any size and color to represent your first starship. Place your two Homeworld
pieces in an upright stack in front of you. (If one is smaller than the other, put the smaller one on top so it’s easier to see.) Place
your ship near your Homeworld, directly away from you.
lying down and pointing
Star-Systems and Starships During the game, upright pieces will represent star-systems, and
pieces that are lying down will represent starships that occupy these systems. The upright pieces are referred to as “system markers.” Your Homeworld is a binary star-system, so it’s
represented by two system markers.
As the game progresses, players will discover and travel to other star systems; these systems will all be
single-star systems, which means that each one willbe representedby a single system marker.
The color of a system marker represents a technology that’s available to be used in that system.
100
@
Homeworlds
The size of a system marker determines how that system is connected to other systems. Starships travel from system to
system using wormhole connections through space-time. Two systems are connected to each other if they do not share the same
size system markers. If two systems contain the same size system
marker, those two systems are not connected. Therefore, a small system is connected to any medium or large system, but not to
another small system. A binary system made up of a small piece and a medium piece is not connected to any small or medium system, nor is it connected to any binary system that contains a small piece or a medium piece. System connections have nothing
to do with the physical positions of systems on the playing field.
101
Playing with Pyramids: 12 Games for Icehouse Pieces
Pieces that are lying down near a system marker represent
starships that occupy that system. If a system does not contain
at least one ship, it no longer lies within “known space”;
immediately return the system’s markers to the global stash. The direction that a ship points indicates who owns it; a ship is
always pointed directly own at least one ship in don’t own any ships in destroyed, and you are
away from its owner. You must always your Homeworld; if at some point you your Homeworld, your civilization is eliminated from the game. If you are
Good, the object of the game is to eliminate all of the Evil players.
If you are Evil, the object of the game is simply to eliminate any
other player.
Play Options On your turn, do one of these three things: perform a single free
action in a system that you occupy, sacrifice one of your ships to
take a certain number of actions of that ship’s color, or take no action at all. After you do one of these three things, you may trigger catastrophes for any overpopulations that exist. Free Actions When you choose to perform a
single free action in a system
that you occupy, you may use the power of any technology (color) that’s available to you in that system. The colors that are
available to you are determined by the colors of all of your ships
in the system, as well as by the colors of the system’s marker(s). The technological powers are as follows:
Green — Construct
Take the smallest-sized piece available from one of the four global color stashes and add it to the system as a new ship. The new ship must match the color of a ship that you already own in that system. Orient the new ship away from you to indicate that you own it. Blue — Trade
Swap one of your ships in the system with an identically-sized piece of a different color from the global stash. 102
Homeworlds
Yellow — Move Move one of your ships from the system into any existing connected system. Alternatively, you may “discover” a new
system by taking a single piece of any color from the global stash, setting it upright on the playing field, and moving your ship
into it. (Of course, the newly discovered system must be
connected to the system that your ship is moving out of.) If you
leave a system completely empty, immediately return that
system’s markers to the global stash.
Red — Attack Take control of an enemy ship in the system by
reorienting the ship so that
it points away from you. You cannot take control of
an enemy ship if it’s larger than the largest ship you own in the system. Note that you can apply any
action to pieces of any color,
as long as you have access in the system to the color of the action
you wish to perform. For instance, you can move any one of your ships out of a system as long as you own at least one yellow
ship in that system, or the system itself contains a yellow marker. Sacrifice Actions
Instead of performing a single free action, you may sacrifice any
one of your ships to perform a certain number of actions of that ship’s color. To sacrifice a ship, simply return it to the global stash. You may then perform the number of actions determined by the size of your sacrifice ship - one action for a small piece, two for a medium piece, and three for a large piece. The type of action you’re allowed to perform is determined by the color of
the sacrifice ship; for example, if you sacrifice a red ship, you’re
only allowed to perform attack actions. Each action may be performed in any system you occupy, even if you don’t have
access to that color in that system. Sacrificing a ship gives you
temporary access to that color in any system you occupy. The
sacrifice actions are always optional.
103
Playing with Pyramids: 12 Games for Icehouse Pieces
Overpopulation and Catastrophes If a system contains four or more pieces of the same color,
including system markers and ships of any ownership, that
system contains an overpopulation of that color. At the end of your turn, you may trigger catastrophes for any overpopulations
that exist on the board, regardless of where they are or who owns the ships in them. To trigger a catastrophe, remove all of the pieces of that color from the system, including system markers, and return the pieces to the global stash. If you remove a system
marker from a binary system, the system becomes a single-star system. (This may cause the system to become connected to more
systems.) If you remove the system marker from a
single-star
system, the system itself is destroyed, and all of the ships in it are returned to the global stash. Triggering a catastrophe for any given overpopulation is always optional, but when you do choose to trigger one, you must remove all of the pieces causing
the overpopulation.
Elimination and Winning You are never allowed to take an action or trigger a catastrophe
that causes you to own no ships in your Homeworld at the end
of your turn. You may temporarily abandon your Homeworld during your turn, as long as you own at least one ship in it at the end of your turn.
If you ever take an action or trigger a catastrophe that causes another player to have no ships in his or her Homeworld, you have eliminated that player from the game. (It is possible, though difficult, to eliminate multiple players on the same turn.) At the end
of your
turn, if you’ve
eliminated
someone,
reveal your
secret alignment, if you haven’t already; any players that you
eliminated should also reveal their alignments, if they haven’t already. If you are Evil, you win the game immediately. If you
are Good, check to see if there are any Evil players left in the game. (You can determine this by looking at all of the alignments revealed so far.) If there are no Evil players left, the game ends immediately, and all of the remaining Good players share the
win. Otherwise, the game continues. An eliminated player’s
ships are not automatically removed from the board; they remain
to be captured by other players or destroyed in catastrophes. 104
Homeworlds
Strategies Creating your Homeworld:
Avoid creating a Homeworld with
the same sizes as the player who has a turn before yours, or you
will make it too easy to be invaded by that player. If possible, it is best to have a Homeworld made of two sizes that are different
from all the other players. It is dangerous to start with a
Homeworld with two equal sized pieces. Your Homeworld
pieces and first ship should all be different colors, and both blue and green should be among them. Your ship should be large, and often should be green, but consider having it be whatever color other players use for their first ships. Homeworld Protection: Early in the game it may be safe to have two or three ships of the same color in your Homeworld.
Later on, opponents will move ships into your Homeworld to
cause catastrophes, and thus you should have each color appear
in your Homeworld only once. You also need a large piece in your Homeworld at all times, so you may capture an enemy invader regardless of its size. Ideally, a blue-green Homeworld should just be guarded by a large red and a large yellow. Move out to colony systems early and develop more safely out there. Growth: Early in the game, you will want green pieces to create more pieces, and use yellow and blue systems to spread your
ships out and diversify them. When the green stash has few
smaller pieces, you may be able to sacrifice a large green piece
to create two pieces somewhere and then use your large green
piece again as the third growth. Later on, you will want to have large yellow ships for moving two or three ships at once, and
large red ships for capturing several enemies. Attack Formations: Preparing to attack an opponent can
involve taking out his colony worlds to limit his power. If you can move a large ship into a colony that only has medium or small ships, you may be able to quickly reduce his power while increasing your own. Often you will want to establish a colony
that connects to the opponent’s Homeworld and create several ships there that you can then move in all at once. You may need to cause two catastrophes to eliminate his Homeworld, or move
in more large ships than he can capture in one turn. Be careful when other players create attack formations outside your own Homeworld.
105
Playing with Pyramids: 12 Games for Icehouse Pieces
Color Economies:
As players add more ships and systems to
the board, certain color stashes will diminish and leave medium
and large pieces available for creation. Attempt to predict which colors will do this and make sure you can get some larger pieces of that color. If you cannot take advantage of a favorable color economy, consider ways of returning small pieces of that color
to the stash so that other players cannot take advantage of it themselves. When creating colony systems, consider how it will affect the color’s stash. Lying: All players will claim to be Good, and so should you. Always claim that you are trying to figure out who the other
Good player or players are. Do not look at your alignment card twice or push it away; only Evil players do that. Sit up, look engaged, move fluidly, and act confident, even when you’ re Evil. If you cannot lie, say as little as possible, even when you’re Good.
Diplomacy:
More important than figuring out the alignments
of the opponents is convincing someone that you are Good and
should be helped. Even an Evil player may help you eliminate another opponent, because he might find a way to steal the win away while assisting, or he hopes that you will use up lots of pieces in the process and then he can eliminate you. You should always attempt to eliminate the player in the weakest position.
If you are Evil, you will win, and if you are Good, you are beating
an Evil player to it. You should even consider eliminating the
other Good player if that will prevent an Evil player from doing it. It is glorious to be a Good player, eliminate the other Good
players, and then eliminate all the Evil players, earning a solo win. But beware the double-cross.
Noaofict ion 55 word short
stories
;
;
.
—~
Evil Victorious
The interstellar fleet commander suddenly gave the order to attack. After colonizing nearby star systems,
acquiring new technologies, and building more and better starships, all while acting peaceful, he was
finally ready to strike. His warrior ships created a supernova that vaporized his neighbor's homeworld, decimating her space fleet. Gina snarled. “Another game?” asked Jake. Neo
106
srwassacendietioraLgueninetes..—/
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A Landscape of
Tarot Cards
Gnostica by John Cooper Gnostica is an abstract, territorybased war game. Tarot cards
we
make up the often-changing
You Need
board, and players use Icehouse pieces to represent minions that
2-5 players —
tarot card has a power, and when
45-60 minutes
a territory, he or she may use the power of that territory through that piece. Players also have a hand of tarot cards which allow them to use those powers through any of their pieces. Territories are worth points when occupied, and the game ends when one player challenges the
1 stash perplayer
control those territories. Every
a player has one of his pieces on
_
1 tarot deck
(optionally marked with Gnostica icon stickers)
other players and has 9 points on
his or her following turn.
Setup Each player starts with a complete
15-piece stash of Icehouse pieces. Deal out 6 tarot cards to each
player, then tile 9 cards in a 3x3 grid. These are the first 9 territories that compose the playing area. Any empty space right
next
to
a
card
is
a
“wasteland” space. During the
pieces may occupy game, are just they wasteland spaces; like territories but have no special powers.
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109
Playing with Pyramids: 12 Games for Icehouse Pieces
Any empty space not next to any card is a “void” space. Pieces
in
the
void
are
immediately returned
to the player’s stash.
No
actions
taken
upon
spaces.
may
be
void
2
PIECE IN
WASTELAND
>”
j : = uit Btetereyere,. ! o
/ i -_
3
|PIECE IN VOID Draw Pile
(DESTROYED) |
Place the remaining cards face down as the draw pile. Reshuffle the discard pile whenever the draw pile is exhausted.
Winning Your score is the total value of territory occupied by only your
pieces. Major arcana territories are each worth 3 points, royalty
are 2 points, numbered minor arcana cards (also called “spot cards”) are 1 point, and wasteland spaces are 0 points. In a
Gnostica deck, each card has a number of circle icons showing
its value.
After your turn, you may announce to the other players that your next turn will be your last. After your next turn, if you have 9 points or more, you win. If not, you are eliminated from the game: remove all your pieces from the board and discard your hand. You may not announce your last turn if another player just announced theirs and they have not had it yet. If all players agree before starting the game, you can play to 8 points for a shorter game, or 10 points for a longer game.
Determining Who Goes First For your first game, just pick someone to go first and ignore the
rest of this paragraph. After you have the game under control though, you should use the official starting rule that follows. To
start the game, every player must select a bid card and put it 110
Gnostica
face down. They are revealed and the player with the highest
number major arcana card wins the bid. If nobody bid with a
major arcana card, then the player with the highest minor arcana
card wins the bid. Minor arcana are ordered, top to bottom, as king, queen, knight, page, ten, nine, eight, seven, six, five, four, three, two, and ace. If there is a tie, set aside the bidding cards
and then every player must bid again, repeated until one player
wins the bid. The player to the right of the winner draws from any of the bid cards until his hand has six cards again, as does each player in turn counterclockwise around the table. Finally, the winner
goes first, turns proceeding
clockwise.
This
compensates players who will go last by improving their hands.
Zarf’s Notes on Choosing a Tarot Deck
Thousands of different tarot decks have been created, and you
can play Gnostica with almost any of them (particularly if you add icon stickers). Most large bookstores and many game stores _ carry a variety of tarot decks for you to choose from. If you have several tarot decks, just pick your favorite — the style and » symbolism of each deck adds its own unique flavor to the game. — That said, there are a few tarot decks that are so strange that Gnostica doesn't work very well with them. Morgan's Tarot,
for example, has no suits or numbered cards at all; it has cards like “Tomato, Potato, Eggplant” and “Pigs and Fishes
Surround You.” It's a terrific deck, but not for this game. A
Gnostica deck should have four clearly distinguishable fourteen-card suits, plus twenty-two named trump cards. Even among “standard” tarot decks, the names of the cards and
suits may differ. The suit of Discs is sometimes called Pentacles,
Coins, Jewels, or Stones, and Rods might be Wands, Staves, Sticks,
or Batons. In these rules, we call the four suits Cups, Rods, Swords,
and Discs; use the closet equivalents to these suits in your deck.
Each suit has four royalty cards, usually the King, Queen, Knight, and Page, but here too, these titles may vary. Similarly, the names of the twenty-two trump cards may differ from deck to deck. For example, the Hierophant may be called the Pope or the High Priest. _ In these rules, we've used the most common names; again, pick
the closest equivalents if your deck is different. _
TL
Playing with Pyramids: 12 Games for Icehouse Pieces
Orientation and Targeting A piece on the board may point in any of the four cardinal directions or point
straight up. To “orient” a piece is to change its direction to any of the five legal directions. A piece of yours that is able to take an action is called your “minion.”
When pointing up, the minion can target the current space or
any pieces in the current space. When pointing out, the minion
can target the adjacent space or any of the pieces on that space.
The minion can always target itself, regardless of its orientation.
As a general rule, when you do something to one of your own
pieces, you may change its orientation; however, if you do
something to an enemy’s piece, you may not change its
orientation.
Turn Options If you have no pieces on the board, you may only put a small piece in any orientation on any unoccupied territory or wasteland. Otherwise, do one of the following, keeping in mind
that all powers are optional: ¢ Activate a Card: Select a card on the board. All your
pieces on that card are minions, and any one of them may use the power of that card, or even two of them if
there are two powers for that card.
e Play a Card: Place a card from your hand on the discard pile. All your pieces on the board are minions and any
of them may use the power of that card, or even two of
them if there are two powers for that card. ¢ Discard and Draw: Discard any or none of your cards
to the discard pile and then take new cards from the draw pile until you have 6 cards in your hand. You may take fewer cards if you wish. ¢ Orient a Piece: Change the orientation of any one of your pieces.
Li?
Gnostica
Suit Powers Cups — Create Add one of your small pieces
to the target territory, but only if there are fewer than three pieces of any ownership in that territory already. Place it in any orientation. You may instead create an enemy piece if you are targeting one, in
which case you add one of the enemy's small pieces to the target territory in the same orientation as the enemy's original piece, but again you
may only add the new piece if there are fewer than three pieces in that territory. If no small piece is available, you may not create a new one.
Ole
Before
OB
©)
Le
\
After
Cups Create 1-Pointers
-
5
\ Before
AX
O|lO ©
Alternatively, you may create a territory by placing a spot
card from your hand into a Cups Can
a V
After
Create Nearby
targeted wasteland space, as
long as that space is not occupied by enemy pieces. You may not create a new card into a void space. Any
pieces
that
were
on
the
oN
targeted wasteland remain
there in the same orientations,
even though the territory under them has changed. If you don’t have a card in your hand that is worth exactly one point,
action.
you
cannot
do
this
aN
oO ©
Before
iS»
OllO
©)
After
Cups Can Create Cards 113
Playing with Pyramids: 12 Games for Icehouse Pieces
Rods — Move Move
the
minion
in the
direction the minion is pointing, or push a target piece in that same direction. It may be moved or pushed up to as many spaces as the minion has pips: small minions move or push 1 Space;
medium
minions
oO lb
©
| oO
s
Before V
\
Aiter Using Rods to Move
move or push 1 or 2 spaces; large minions move or push 1, 2, or
3 spaces. However, the moved piece may never end in a space with 3 or more pieces in it, nor may it end in a void space. You may not move a piece zero spaces. If the piece moved is yours you may orient it, but if it’s an enemy piece then it retains its original orientation. Note that a piece standing upright may not use a rod.
Alternatively, you may push
a territory in the direction the minion is pointing, but only
if the territory is not occupied by enemy pieces. When a territory is pushed, all pieces remain in their spaces, with their orientations intact; they do not move with the territory. The territory may
be pushed up to as many spaces as the minion has pips.
© Using
After Rods to Push
The territory may be pushed through any space, but must land
in a wasteland space that is not occupied by enemy pieces. If a territory lands in a wasteland space occupied by your own pieces, place the territory under your pieces. You may not push a territory into the void. If moving a card causes wasteland
spaces to turn into void spaces, they do not do so until after the
card is moved; any pieces left in these void spaces are destroyed.
Note that a pushed territory may have to change its orientation to fit the board's horizontal-vertical tile pattern. 114
Gnostica
Discs — Grow When growing a piece, the minion or target piece is replaced by a piece exactly one size larger of the same
color. If the piece is yours then you may orient it, but if it is an enemy piece then
it
retains
its
original
EN
aN
in the stash, you cannot
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V
\
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|
\
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After
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orientation. If there isn't a
piece of the size you need
oO ls co
Using Discs to Grow
grow that piece.
Alternatively, you may grow the target territory if it is not occupied by enemy pieces. Discard the targeted territory and
then replace it with a territory from your hand that is worth exactly 1 more point than the original territory. Thus a spot card can be grown to a royalty card, or a royalty card can be grown
to a major arcana card. Any pieces that were on the targeted space remain there in the same
orientations,
even
though the territory under them has changed. If you
RR
don't have a card in your
hand that is worth exactly 1 more point that the original territory, you cannot grow
that territory.
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is
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After
Discs Can Upgrade Cards
115
Playing with Pyramids: 12 Games for Icehouse Pieces
Swords — Attack =e
4
When attacking a piece, the minion shrinks its victim up to as many pips as the minion has, replacing the victim with a smaller piece of the appropriate size from the victim player's stash in
S
original victim. Thus a small piece shrinks its victim by
©
the same orientation as the
one pip; a medium piece by
one or two pips; and a large
O
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Before
After
Using Swords to Attack
piece by one, two, or three pips. If you shrink the victim down
to zero pips, it is simply destroyed, but if the victim would be left with one or two pips and there is no smaller piece to replace
it, you cannot shrink it. You may not attack a victim for zero
pips of damage. You may allow the minion to attack itself, either
shrinking it or even destroying it. If you attack one of your own pieces and don’t destroy it, you may orient it after shrinking it. Alternatively, you may attack a territory if it is not occupied by enemy pieces. Shrink the targeted territory's value up to as many pips as the minion has by discarding the territory and replacing
it with an appropriately lesser-valued card from your hand, or no card if the territory is destroyed. If the territory is not destroyed, and you do not have the required lesser-valued card
in your hand, you cannot do this action. You may not replace the territory with one from your hand that has the
mm
same value. If you destroy a
territory and it leaves any
minions in the void, they are also destroyed.
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After
Swords can Destroy Cards 116
Gnostica
Notes About Major Arcana with Two Powers Many of the major arcana cards have two powers; the Devil has three. When you play a card from your hand, all of your pieces on the board become minions for the duration of the turn, and
you may split the powers among several pieces or use them all on one piece. For example, when you play Death from your hand,
two of your pieces may attack with one sword each, or one of
your pieces may attack with both swords.
When you activate a territory on the board, all of your pieces on that territory become minions for the duration of the turn, and
they are able to use the power of that territory. In addition, any of your pieces that you apply actions to also become minions
for that turn. For example, when you activate the Lovers on the
board, one of your minions could use the rod to move off of the
Lovers and then use the cup, even though the minion is no longer on the Lovers. Alternatively, one of your minions could use the rod to push away one of your pieces that’s next to the Lovers, and that pushed piece could then use the cup. Whenever the same piece or territory is being affected by two actions, you may take shortcuts that you would not be able to take if you had to do the two actions in two different turns. This will be clarified in each case below. All powers are optional. For example, you may choose to use
Temperance for one cup rather than two. You may use the Moon
just to attack or just to move.
In no case may you reverse the powers of a major arcana that
has two different powers. For example, the Sun is always a cup
followed by a disc. You may not play the disc first and the cup second.
Icon Stickers The icons used on the following pages are available through our website. You can download an Adobe Acrobat” file containing the correct icons for each card, print it onto a fullsized sheet of sticker paper (Avery 5353), and cut out the icons with scissors. Visit www.LooneyLabs.com for details.
Li?
Playing with Pyramids: 12 Games for Icehouse Pieces
Major Arcana Powers Fool
Empress
Turn over the next
Orient
card from the draw pile and play it. Repeat once. As
with
all
actions,
using the powers of these cards _ optional.
is
a minion,
and then use as a
cup, ignoring the
normal
limit
of
three pieces in a space.
Emperor
Magician Use as a sword, rod,
cup, or disc.
Orient a minion, and then use as a
rod, ignoring the
normal
limit
of
three pieces in a space.
High Priestess Discard any or none of your cards and
then hand
fewer
draw your up to 6 or cards,
then
discard and draw again.
Hierophant Replace the target piece with one of yours of the same size, and then orient
it. This may not be done if you do not
have a piece of the same size in your stash.
118
Gnostica
Lovers Use
as a rod
and
then use as a cup.
Hermit Move a targeted piece to any empty territory or waste-
land space on the
board, or move a tar-
geted territory to any
wasteland
Chariot Use as a rod twice.
If both rods move the same piece, it may pass through the void or through a space that has three or
more
pieces
in it,
but may not end
there. For example, a small piece could move through a space that has three pieces in it and come out the other side to a space that has only one piece in it.
Strength Use as a disc twice. If both discs grow the same piece or territory,
you may skip the intermediate step. For example, you may
card
grow a spot
to a major
arcana card without spending
on the
board not occupied by enemy pieces. As
with rods, if you move your
own piece it may be placed in any orientation, but if you move an opponent's piece it
must remain in the same orientation it had before moving. When using the Hermit to move a territory, the targeted
territory may not be occupied by enemy pieces. Wheel of Fortune
Use as a cup. When
used to_ create territory you may
optionally draw the
new territory from
the top of the draw pile rather than from your hand, and thus
replace the target wasteland
with the randomly drawn card. This could potentially change a wasteland into a major arcana card, if you are lucky.
a royalty card.
119
Playing with Pyramids: 12 Games for Icehouse Pieces
Justice
Trade hands with a player who owns a piece that one of
your
minions
Temperance Use as a cup twice.
is
targeting; then use as a sword.
Hanged Man Use
as a rod; then
trade hands with a player who owns a piece that one of
your minions targeting.
is
Devil Orient a_ target piece, even if it is not yours. Repeat two times. Note
that if you orient
your minion as one
of
the
orientations,
three
its
targets change. For example, an upright piece on the Devil could orient to
Death Use as
point at a nearby enemy, a
sword
twice. If both swords shrink the same
piece
or territory,
you may skip the intermediate step. For example, a small
piece could kill an opponent’s medium
piece even if the opponent had no small pieces in his or her
120
and then orient two enemies on that territory to point away. The Devil is the only card that allows you to orient an enemy piece, and
is the only card with three powers.
Gnostica
Sun a minion,
then
use
as
a