[Icehouse] New Icehouse Game - Zamboni Wars!
Kristin Looney
klists at lists.looneylabs.com
Sun Dec 3 13:59:31 EST 2006
Has anyone had a chance to try this new game of Chris's yet?
I wish it was on the wiki... so I could link to it from the new
Martian Coasters page I'm building...
-Kristin
--On November 22, 2006 Chris Kice <me at chriskice.com> wrote:
> After ChiTAG last weekend, I've been trying to come up with a single
> Treehouse stash game that could also include Martian Coasters. This is
> my first concept, but thus far seems to be playing really well. (The
> language of the rules needs some tweaking and I need illustrations for
> the setup and movement rules, but I think the core idea is pretty solid.)
>
> Let me know what you think!
>
> =======================
>
> Zamboni Wars
>
> An Icehouse/Treehouse game for 2-4 players
>
> Requires: - 1 Treehouse set
> - Martian Coasters
> - 6-sided die
>
> Concept:
>
> What could possibly be cooler than driving a Zamboni? How about armor
> plating your Zamboni and arming it with a giant, frickin' laser!
>
> Setup:
>
> - Place the coasters in their normal starting position with the "dotted"
> corners facing into the center.
> - Each player creates a 3-piece nest of their pieces and places them on
> their side ("flat") in the corner of their color board with the tip
> pointing clockwise.
>
> Turn Sequence:
> - Roll and move
> - Fire your laser at another Zamboni (if you can)
>
> Movement:
>
> - At the start of their turn, a player rolls the six-sided die to
> determine their movement points.
> - Movement costs 1 point per space in the direction the piece is
> pointing and must respect directional arrows on the board. You can only
> move "forward" in the direction your Zamboni is pointing.
> - Turning (reorienting your Zamboni) also costs 1 point, regardless of
> the amount turned. You can not turn 360 degrees - each turn must face
> your Zamboni in a new direction. While you can turn to a 45-degree
> diagonal for aiming purposes (see below) you can only move in straight
> lines according to the arrows on the board spaces.
> - ** All points must be used on each turn. ** You can not stop before
> your points have been expended.
> - Two Zamobnis can not occupy the same space at the same time. If
> another player is in your way, you have to go around them.
>
> Firing Your Laser:
>
> - If, after the movement is complete, you are aimed at another Zamboni
> in range (within 4 squares) you can fire your laser. Zamobnis can fire
> along straight or diagonal paths on the board. (However, you will need
> to use your last movement point to turn 45-degrees to pull off a diagonal
> shot.)
> - If you have a clear shot, roll the six-sided die to see if you hit.
> If the target still has a complete Zamboni [all 3 pieces of their color
> stacked], you need a 4, 5 or 6 to hit. If they only have 2 pieces left
> [small and medium], you need a 5 or 6 to hit. If they only have a small
> piece left, you need a 6 to hit.
> - If you hit the target, one layer of armor is removed from the target
> Zamboni. (Take the largest piece from the stack and remove it from the
> game.) If the Zamboni is already down to its last piece, it is destroyed
> and the player has been eliminated. Play until only one Zamboni remains.
>
> Optional Rules:
>
> - Treehouse Cover Rule: You have the option of using the Treehouse die
> as cover for the game. You can have 1 die for every two players in the
> game. The dice start at the center of one of the four boards, as chosen
> by a six-sided die roll-off. (The player with the highest roll gets the
> cover on their quarter of the board.) The Treehouse die can be pushed at
> no movement expense by any Zamboni. Lasers cannot penetrate the
> cover. Be careful - it is possible to move the die to a position where
> it is stuck due to the restrictions of the movement arrows. (If the die
> needs to be pushed from a direction that you can't enter the space from,
> it still works as cover but is no longer portable.)
>
> - Warp Zone Rule: The center of each board is a Warp Zone and, for one
> movement point, can transport your Zamboni to the center of any other
> board. It does not reorient your piece - you just move to the other
> board's center facing the same direction as when you departed your
> previous location.
>
> Tips:
>
> - Be careful of diagonal shots. While it may get you a quick hit, you
> need to spend the last point of your current turn to rotate 45-degrees to
> take your shot and the first movement point of your next turn to turn in
> the direction you wish to move. If you roll a 1 on your next turn,
> you're a sitting duck for the entire round!
>
> - Have an escape plan. If you manage to corner another player and miss
> your shot, one lucky roll on their part can easily turn the tables!
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