Capture The Card
|Capture the Card|
|Use Icehouse pieces and strategy to capture cards.|
|Trios per color:||5|
|Number of colors:||4|
|- - - - - - Other equipment - - - - - -|
|a deck of cards including two Jokers|
|Setup time:||1 minute|
|Theme:||Collect all 10, J, Q, K, A from one suit!|
|Status: complete? (v1.0), Year released: 2987|
The ultimate goal of this game is to have one IceHouse piece on the same suit of A, K, Q, J, and 10.
- 4 sets of icehouse pieces
- a deck of cards including two Jokers
This game was designed for two people. Four sets of IceHouse pieces are used and each player must pick one color. Randomly set out all Aces, Kings, Queens, Jacks, and 10s into a 5x4 “board.” Do not put all the same suit on the four corners. The picture below is an example.
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Shuffle the remaining cards, including two Jokers, and set them in a pile. Use these to determine movement. The youngest player goes first and draws a card from the pile. Once all the cards from the pile are used, reshuffle them.
A maximum of six pieces can be on the board per player at one time. You may move up, down, left, right, or diagonal. Small pieces cost only one movement point, while medium cost two. For example, if a 3 is picked, a small can be moved 3 spots or a medium only 1. However, you may move a medium one spot and a small one spot. It is not necessary to use all movement points. Large pieces are used to “lock” a card, which will be described in the next section. A player may not move a large piece once it is “locked.”
Small pieces can be knocked off the board. A player may move “through” an opponent’s small piece, knocking it out of play. Medium pieces can also be moved “through” by an opponents medium piece. However, the piece moved through is not eliminated. It is shrunk down to a small piece. Eliminated pieces can be put back into play by drawing a specific card, which is talked about in the next section. Large pieces are not used for movement, but for saving a card.
Cards: Draw an 8 or 9 to place one medium or small piece of your color on one of the four corner pieces of the board. You must wait until your next turn to move this piece anywhere else. Only if all four corners are occupied, may you use the rule on eliminating pieces. If all four corners are locked, you may put a piece anywhere on the board. If a player occupies all four corners at one time, they automatically lose. Also, if you have pieces already on the board, instead of placing a new piece on the board, you may move 8 or 9 places. Keep in mind that only six pieces of any size are allowed in play at one time.
A 2 allows you to “lock” in a piece by making it large. This piece cannot be touched. If you have no pieces on the board or do not wish to lock any pieces, you may use this card for movement points. If you want to move a locked piece, you can do so with a 5. You may move one place in any direction and can also knock any piece off the board, including large.
If a Joker is drawn, the player may keep this card and pick another card. A Joker can be put into play for 2 consecutive turns, where the opponent may not knock off a small piece or shrink a medium piece. You can save this card until whenever you feel the need to play it. The pieces occupied by the player with a Joker that is in play cannot be touched.
The player who has one IceHouse piece on a 10, J, Q, K, A of the same suit wins the game.
First Year Foundations Class Constructive Pastimes, 2009
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