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designer=Designed by [[User:spearjr|Jason Spears]] & [[User:Oosterwal|Erik Oosterwal]]|
designer=Designed by [[User:spearjr|Jason Spears]] & [[User:Oosterwal|Erik Oosterwal]]|
image_link= |
image_link= |
description=A capture game for 2-3 players with 2 stashes and 4 Martian Coasters.|
description=A capture game for 2 players with 2 stashes and 4 Martian Coasters.|
players=2 |
min_players= |
max_players=2 |
stashes=2 |
stashes=2 |
other_equip=[[Martian Coasters]] |
other_equip=[[Martian Coasters]] |
Line 14: Line 15:
mechanics= Beverage-coaster manipulation|
mechanics= Beverage-coaster manipulation|
theme=Abstract|
theme=Abstract|
release_year=2008|
game_status=Complete|
footnotes=|
footnotes=|
BGG_Link=[http://www.boardgamegeek.com/game/35366 35366]
BGG_Link=[http://www.boardgamegeek.com/game/35366 Ambush]
}}
}}


Ambush is an abstract strategy game for 2 players. Two stashes, one per player and 4 Martian Coasters are needed. Players will either play one of their 15 pyramids on the board or set a pyramid aside to rotate a coaster. Either action may allow them to capture a pyramid belonging to their opponent. The winner is the player who has captured the most pips worth of opposing pyramids.
Ambush is an abstract strategy game for 2 players. Two stashes, one per player and 4 Martian Coasters are needed. Players will either play one of their 15 pyramids on the board or set a pyramid aside to rotate a coaster. Either action may allow them to capture a pyramid belonging to their opponent. The winner is the player who has captured the most pips' worth of opposing pyramids.


=== Components ===
=== Components ===
{|style="text-align:center; border: 1px solid black;"
4 [[Martian Coasters]]
|Player 1

|{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}
Each player gets 15 pyramids in a single color, 1 stash, (5 small, 5 medium, 5 large.)
|-
|Player 2
|{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}
|-
|colspan=4|{{PL|:Ludo|darkslategrey|5em}}{{PL|:Ludo|darkslategrey|5em}}{{PL|:Ludo|darkslategrey|5em}}{{PL|:Ludo|darkslategrey|5em}}
|}
The game requires four [[Martian Coasters]] (or four plain 3×3 grids) plus one stash in a unique color for each player.


=== Setup ===
=== Setup ===
Lay 4 Martian Coasters out in a 2x2 grid. Players arrange their pyramids into 5 trees. (Small on medium, medium on large, 5 stacks.) Pick a player to go first. (The tallest, flip a coin, highest roll on a die, whatever.)
Lay four Martian Coasters out in a 2×2 grid. Players arrange their pyramids into 5 trees.


{|style="border-collapse:collapse;"
{| border="0" cellpadding="8"
|style="text-align:center;" colspan="1"|{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}
|- valign=top
|
| http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_red.png || Arrange all pyramids into five trees, like so:
|-

|{{PL|:Ludo|black|8em}}{{PL|:Ludo|black|8em}}<br>{{PL|:Ludo|black|8em}}{{PL|:Ludo|black|8em}}
http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/white_tree.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/white_tree.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/white_tree.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/white_tree.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/white_tree.png
|-
|style="text-align:center;"|{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}
|}
|}


=== Playing a pyramid ===
=== Playing ===
Choose a player to go first. That player may take one of two actions:
Players can only pick a pyramid from the top of their trees. (So on the first turn a player can only choose a small pyramid, then turn after a small or a medium, and so on.) Players can play a pyramid onto any space on the board, so long as it is empty or contains a piece of their color. If a player plays an additional pyramid in a square, then stack it on top of any pyramids already there. So a 2 pip pyramid will cover a 1 pip, while adding to the strength of a 3 pip pyramid.
*Play a pyramid to the board, or
*Rotate one of the coasters.


'''Rules for Placement'''
=== Capture ===
Players can only pick a pyramid from the top of their trees. (So on the first turn a player can only choose a small pyramid, then turn after a small or a medium, and so on.) Players can play a pyramid onto any space on the board, so long as it is empty or contains a piece of their color. If a player plays a pyramid in square occupied by his color, the new pyramid stacks on top of any pyramid(s) already there and the strength of the stack changes.
If the piece played is adjacent to an opponents piece, there is the possibility of a capture. Including when a player puts a second (or third) piece in a single square. If the opponents piece now has two pieces of your color on two opposing sides of it and the total number of visible pips is more than the pips in the square between then you may take one of your opponents pieces. If your opponent has multiple pieces in a single square, you may only take the one on top.


'''Strength of Stacks''' Attack/defense strength is determined by the visible pips in any stack. So a 2-pip pyramid will cover a 1-pip and be worth only two points of attack. A 1-pip pyramid played on top of a 2-pip pyramid will add to the strength of a 3-pip pyramid.
=== Examples ===

{| border="0" cellpadding="6"
{|class="wikitable" style="margin:auto;"
|- valign=center
|style="text-align:center;"|{{PL|::S|red|4em}}
| http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex1.png || Here if Black places a 2 pip or 3 pip pyramid on B3 they will capture the 3 pip white pyramid. If they only have 1 pip pyramids available, they will be unable to capture the white pyramid this turn. || http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex4.png || White's turn, if White places a 2 or 3 pip pyramid on C3, they will capture the black pyramid. If they place a pyramid on A3, only a 3 pip pyramid there will result in a capture. If a 1 pip pyramid is placed anywhere on the board, no capture can happen.
|style="text-align:center;"|{{PL|::MS|red|4em}}
|- valign=center
|style="text-align:center;"|{{PL|::LMS|red|4em}}
| http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex3.png || Here it is White's turn. If White places a 1, 2, or 3 pip piece at A3, they will capture both of Black's pieces. || http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex2.png || In this example, it is Black's turn. Placing a 2 or 3 pip pyramid on B3 will result in capturing the 3 pip white pyramid. A 3 pip on A2 would also capture the 3 pip white pyramid.
|-
|- valign=center
|one point
| http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex5.png || Black's turn: Playing a 1 pip pyramid on A3 will not result in any captures. However, placing a 2 or 3 pip pyramid on A3 will allow Black to capture the 1 pip white pyramid. The 2 pip white pyramid on A2 will stay there until Black plays another pyramid on A1 or A3. || http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_quarter_ex4.png || If Black plays a 1 or 2 pip pyramid on B2 it will not be captured on Black's or White's turn. However, if White plays an additional piece on A1 or C1 the Black piece on B1 will be captured.
|two points
|three points
|-
|style="text-align:center;"|{{PL|::S|red|4em}}
|style="text-align:center;"|{{PL|::SM|red|4em}}
|style="text-align:center;"|{{PL|::SML|red|4em}}
|-
|one point
|three points
|six points
|}
|}
The stacks in each of these columns contain the same number of pyramids, but they are worth different attack values because they differ in visible pips.
<br>
{|class="wikitable" style="margin:auto"
|style="text-align:center;"|{{PL|::SMS|black|4em}}
|style="text-align:center"|{{PL|::SSM|black|4em}}
|-
|3 points
|4 points
|}Although both of these stacks contain the same total number of pips and pyramids, the pyramid on the left has only three pips visible (the bottom small is covered up) while the pyramid on the right has all four pips visible.


=== Coaster Rotation ===
=== Coaster Rotation ===
On a player's turn, they may choose to rotate a single coaster instead of placing a pyramid. 90°, 180° or 270° rotations are allowed. To do this the player will remove a pyramid from their stash, placing it aside, they will not be able to play this pyramid later, but neither will their opponent get points for this pyramid at game end. A player may not rotate a coaster that was rotated on their opponent's previous turn.
A player may choose to rotate a single coaster instead of placing a pyramid. 90°, 180° or 270° rotations are allowed, but the player may not rotate a coaster that was rotated on the previous turn. Rotation has a cost of one pyramid. To pay the cost, the player removes a pyramid from their stash places it out of the game. The player will never be able to play this pyramid to the board, but neither will their opponent be able to earn points for capturing it at game-end.


The rotation of a coaster may cause a piece to become captured. In a case where both players might have a piece of theirs captured, the active player chooses which resolves first. This may remove the other possible capture situation from the board.
The rotation of a coaster may cause a piece to become captured. In a case where both players might have a piece of theirs captured, the active player chooses which resolves first. This may remove the other possible capture situation from the board.


[[Image:AmbushRotationEx04.jpg|500px]]<br>
http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_01v2.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_02v2.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_03v2.png
In the example above, Black would spend a pyramid to rotate the coaster in the upper right corner 90° counterclockwise. Now White's 2 pip pyramid is captured.


=== Capture ===
In the example above, Black would set a pyramid aside to rotate the coaster in the upper right corner 90° counterclockwise. Now White's 2 pip pyramid is captured.
If the board has changed at the end of a player's turn such that the active player's pieces surround an opponent's piece(s) on two sides, there is the possibility of a capture. (This includes when a the active player adds to the strength of one of his existing stacks.) If the total number of pips of the surrounding pyramids is greater than those of the opponent's surrounded pyramid(s), then the active player successfully captures. He removes the piece (or, if there is a stack of pieces in that square, the top piece of the stack) and keeps it nearby to count as victory points.

=== Capturing Examples ===
{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|::MPU|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here if Black places a <sup>{{PL|::M|black|3em}}</sup> or <sup>{{PL|::L|black|3em}}</sup> pyramid on B3, Black will capture Red's <sup>{{PL|::L|red|3em}}</sup>. A <sup>{{PL|::S|black|3em}}</sup> would result in a tie, which is not sufficient to cause a capture.
|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|::LPU|red|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|
|
|
|
|
|}
<br>
{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|::MPU|red|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|::SPU|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here if Red places a <sup>{{PL|::M|red|3em}}</sup> or <sup>{{PL|::L|red|3em}}</sup> on C3, Red will capture Black's <sup>{{PL|::L|black|3em}}</sup>. On A3, only a <sup>{{PL|::L|red|3em}}</sup> will cause the capture. A <sup>{{PL|::S|red|3em}}</sup> pyramid cannot cause a capture right now.
|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|::LPU|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|
|
|
|
|
|}
<br>
{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|::LPU|red|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here it is Red's turn. If Red places a <sup>{{PL|::S|red|3em}}</sup>, <sup>{{PL|::M|red|3em}}</sup>, or <sup>{{PL|::L|red|3em}}</sup> at A3, Red will capture both of Black's pieces.

|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|::MPU|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|::SPU||3em}}
|style="border: 3px solid black;"|{{PL|::MPU|red|3em}}
|
|-
|
|
|
|
|
|}
<br>
{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|style="border: 3px solid black;"|{{PL|::MPU|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black's turn. Placing a <sup>{{PL|::M|black|3em}}</sup> or <sup>{{PL|::L|black|3em}}</sup> on B3 will capture the red pyramid. A <sup>{{PL|::L|black|3em}}</sup> on A2 would also capture the red <sup>{{PL|::L|red|3em}}</sup>.
|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|::LPU|red|3em}}
|style="border: 3px solid black;"|{{PL|::SPU|black|3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|
|
|
|
|
|}


{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|::MPU|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black's turn. Playing a <sup>{{PL|::S|black|3em}}</sup> at A3 will not result in any captures. But playing a <sup>{{PL|::M|black|3em}}</sup> or <sup>{{PL|::L|black|3em}}</sup> there will allow Black to capture the top-most red pyramid <sup>{{PL|::S|red|3em}}</sup>. The remaining red pyramid (<sup>{{PL|::M|red|3em}}</sup>) will stay in place until Black plays another pyramid on A1 or A3.
|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|::SLPU|red|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|
|
|
|
|
|}
<br>
{| style="text-align:center; border-collapse:collapse;"
|
|A
|B
|C
|
|-
|1&nbsp;
|style="border: 3px solid black;"|{{PL|::MPU|red|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|::SPU|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black may safely play a <sup>{{PL|::S|black|3em}}</sup> or <sup>{{PL|::M|black|3em}}</sup> at B1: even though it would be outnumbered, that piece would not be captured at the end of his turn because capturing needs to be initiated by the attacking player. However, if Red were to play an additional pyramid at A1 or C1, the black piece would be captured.
|-
|2&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;|black|3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|3&nbsp;
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|-
|
|
|
|
|
|}


=== Game End ===
=== Game End ===
The game ends when the second player plays their last pyramid (their 15th pyramid.) The winner is the player who has captured the most pips worth of pieces.
The game ends when the second player plays or spends their last (15th) pyramid. The winner is the player who has captured the most pips' worth of pieces.
----
----



Version 0.6 of the rules are [http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush_rules_v0.6.pdf available]. This represents a simplification of the capture rules from previous versions.
Version 0.6 of the rules are [http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush_rules_v0.6.pdf available]. This represents a simplification of the capture rules from previous versions.

[http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush_02.jpg http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_02.jpg_thumb.jpg] [http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_03.jpg http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_03.jpg_thumb.jpg]


==Other Languages==
==Other Languages==

Latest revision as of 19:04, 27 February 2020

Ambush
Designed by Jason Spears & Erik Oosterwal
A capture game for 2 players with 2 stashes and 4 Martian Coasters.
:Players Players: 2
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 5
Number of colors: 2
Pyramid trios:
Monochr. stashes: 2
Five-color sets:
- - - - - - Other equipment - - - - - -
Martian Coasters
Setup time: 1 minute or less
Playing time:
Strategy depth: Medium
Random chance: None
Game mechanics:
Theme: Abstract
BGG Link: Ambush
Status: Complete (v1.0), Year released: 2008


Ambush is an abstract strategy game for 2 players. Two stashes, one per player and 4 Martian Coasters are needed. Players will either play one of their 15 pyramids on the board or set a pyramid aside to rotate a coaster. Either action may allow them to capture a pyramid belonging to their opponent. The winner is the player who has captured the most pips' worth of opposing pyramids.

Components[edit | edit source]

Player 1 ::SML::SML::SML::SML::SML
Player 2 ::SML::SML::SML::SML::SML
:Ludo:Ludo:Ludo:Ludo

The game requires four Martian Coasters (or four plain 3×3 grids) plus one stash in a unique color for each player.

Setup[edit | edit source]

Lay four Martian Coasters out in a 2×2 grid. Players arrange their pyramids into 5 trees.

::SML::SML::SML::SML::SML
:Ludo:Ludo
:Ludo:Ludo
::SML::SML::SML::SML::SML

Playing[edit | edit source]

Choose a player to go first. That player may take one of two actions:

  • Play a pyramid to the board, or
  • Rotate one of the coasters.

Rules for Placement Players can only pick a pyramid from the top of their trees. (So on the first turn a player can only choose a small pyramid, then turn after a small or a medium, and so on.) Players can play a pyramid onto any space on the board, so long as it is empty or contains a piece of their color. If a player plays a pyramid in square occupied by his color, the new pyramid stacks on top of any pyramid(s) already there and the strength of the stack changes.

Strength of Stacks Attack/defense strength is determined by the visible pips in any stack. So a 2-pip pyramid will cover a 1-pip and be worth only two points of attack. A 1-pip pyramid played on top of a 2-pip pyramid will add to the strength of a 3-pip pyramid.

::S ::MS ::LMS
one point two points three points
::S ::SM ::SML
one point three points six points

The stacks in each of these columns contain the same number of pyramids, but they are worth different attack values because they differ in visible pips.

::SMS ::SSM
3 points 4 points

Although both of these stacks contain the same total number of pips and pyramids, the pyramid on the left has only three pips visible (the bottom small is covered up) while the pyramid on the right has all four pips visible.

Coaster Rotation[edit | edit source]

A player may choose to rotate a single coaster instead of placing a pyramid. 90°, 180° or 270° rotations are allowed, but the player may not rotate a coaster that was rotated on the previous turn. Rotation has a cost of one pyramid. To pay the cost, the player removes a pyramid from their stash places it out of the game. The player will never be able to play this pyramid to the board, but neither will their opponent be able to earn points for capturing it at game-end.

The rotation of a coaster may cause a piece to become captured. In a case where both players might have a piece of theirs captured, the active player chooses which resolves first. This may remove the other possible capture situation from the board.


In the example above, Black would spend a pyramid to rotate the coaster in the upper right corner 90° counterclockwise. Now White's 2 pip pyramid is captured.

Capture[edit | edit source]

If the board has changed at the end of a player's turn such that the active player's pieces surround an opponent's piece(s) on two sides, there is the possibility of a capture. (This includes when a the active player adds to the strength of one of his existing stacks.) If the total number of pips of the surrounding pyramids is greater than those of the opponent's surrounded pyramid(s), then the active player successfully captures. He removes the piece (or, if there is a stack of pieces in that square, the top piece of the stack) and keeps it nearby to count as victory points.

Capturing Examples[edit | edit source]

A B C
::MPU Here if Black places a ::M or ::L pyramid on B3, Black will capture Red's ::L. A ::S would result in a tie, which is not sufficient to cause a capture.
::LPU


A B C
::MPU ::SPU Here if Red places a ::M or ::L on C3, Red will capture Black's ::L. On A3, only a ::L will cause the capture. A ::S pyramid cannot cause a capture right now.
::LPU


A B C
::LPU Here it is Red's turn. If Red places a ::S, ::M, or ::L at A3, Red will capture both of Black's pieces.
::MPU
::SPU ::MPU


A B C
::MPU Black's turn. Placing a ::M or ::L on B3 will capture the red pyramid. A ::L on A2 would also capture the red ::L.
::LPU ::SPU


A B C
::MPU Black's turn. Playing a ::S at A3 will not result in any captures. But playing a ::M or ::L there will allow Black to capture the top-most red pyramid ::S. The remaining red pyramid (::M) will stay in place until Black plays another pyramid on A1 or A3.
::SLPU


A B C
::MPU ::SPU Black may safely play a ::S or ::M at B1: even though it would be outnumbered, that piece would not be captured at the end of his turn because capturing needs to be initiated by the attacking player. However, if Red were to play an additional pyramid at A1 or C1, the black piece would be captured.

Game End[edit | edit source]

The game ends when the second player plays or spends their last (15th) pyramid. The winner is the player who has captured the most pips' worth of pieces.


Version 0.6 of the rules are available. This represents a simplification of the capture rules from previous versions.

Other Languages[edit | edit source]

Ambush (French)

License[edit | edit source]

http://i.creativecommons.org/l/by-nc-sa/3.0/us/88x31.png
This work is distributed by Jason Spears & Erik Oosterwal under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

Entered in the Icehouse Game Design Competition, Summer 2008
Winner: Ambush 2nd: Logger 3rd: Albiorix 4th: Virus_Fight 5th: Atom_Smasher
6th: Dog_Eat_Dog & Martian_BattleSpires 8th: Pass_The_Pyramids 9th: T-Minus 10th: Tresurion