Capture the Card
|Capture the Card|
|Use Icehouse pieces and strategy to capture cards.|
|Players:||2 - 2|
|Trios per color:||4|
|Number of colors:||2|
|- - - - - - 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|
[Note: The original rules have been reformatted and reworded in places for greater clarity. Rules issues that were not in the original write-up, but are assumed to be the original intention, are in italics.]
The ultimate goal of this game is to have one IceHouse piece on the same suit of A, K, Q, J, and 10.
- 4 Treehouse sets, or 2 Icehouse stashes
- a deck of cards including two Jokers
This game was designed for two people. Each player chooses a color, and takes 4 trios in that 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.
Shuffle the remaining cards, including two Jokers, and set them in a draw pile.
The youngest player goes first, and turns pass to the left. To do a turn, the player draws a card from the pile, and uses it to move his pieces or do special actions, and discards it. Once all the cards from the draw pile are used, reshuffle them.
Each card can be used for moving pieces, and provides movement points equal to the card's value. You may move up, down, left, right, or diagonally. Small pieces cost only one movement point per space, while medium pieces cost two. For example, if a 3 is picked, a small can be moved 3 spaces or a medium only 1; however, you may move a medium one space and a small one space. It is not necessary to use all movement points. Large pieces are only used to “lock” a card, which will be described in below.
Limitations: A maximum of six pieces per player can be on the board at one time. A player may not move a large piece once it is “locked.”
You may always move through spaces with friendly pieces, and you may move into an opponent's space with a piece that is as big or bigger than the opponent's piece. In either case, you may not leave move than one piece per space. If you move onto a space containing an opponent's small piece, it is eliminated and removed from the board. If you move a medium piece through a space containing an opponent's medium piece, the opponent's piece is shrunk to (i.e. replaced by) a small piece. Large pieces are normally not moved.
While every number card may be used for movement, some of them have special attributes you may use instead:
8 or 9: You may place one medium or small piece of your color on one of the four corner spaces of the board. It may not be moved until your next turn. You may only move onto an occupied corner if all 4 corners are occupied, in which case you follow the eliminate or shrink the piece normally. A player who occupies all four corners at one time, automatically loses. Keep in mind that only six pieces of any size are allowed in play at one time.
2: You may replace a small or medium piece of yours with a large piece. This "locks" the square: it cannot be touched by your opponent.
5: You may move a large piece one space in any direction. Any opponent in the new square is eliminated, even a large piece.
Joker: The player may keep this and draw another card. The player may play the Joker at any time, and it remains in play for 2 consecutive turns. While it is in play, the spaces that player's pieces occupy may not be entered by the opponent; the pieces cannot be attacked.
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
|Around & Around|
|Behind Enemy Lines|
|Capture the Card|
|The Fast and Ferocious; or, Black Ice|
|Ice House Bowling|
|One Square at a Time to the Capture|
|Race to the Top|
|Tree House Rush|
|Tri-Prism Face Off|