Cryosquare

From IcehouseOrg
Jump to: navigation, search

Under development


This game is currently under development, in the Initial Design stage. Feedback is strongly encouraged! Feel free to give comments on game design or structure on the talk page.

Cryosquare
Spencer Cappallo
Dynamic two-player, two-stash connection game played on a chessboard.
:Players Players:
:Time Length: unknown
:Complexity Complexity: Medium
Trios per color: 5
Number of colors: 2
Pyramid trios:
Monochr. stashes: 2
Five-color sets:
- - - - - - Other equipment - - - - - -
8x8 board
Setup time: 1 minute
Playing time:
Strategy depth: Medium
Random chance: None
Game mechanics:
Theme: None
BGG Link:
Status: complete? (v1.0), Year released: 2987

Object of the game is to connect your two sides with an unbroken chain of connected pieces.

It is played on an 8x8 board (chess board). There exists an extension of eight imaginary squares off each edge of the board [picture a 10x10 board with the corner squares removed]. These imaginary rows are known as home rows. The object of the game is to connect your two home rows (which are on opposite ends of the board). The two sides are said to be connected if the player can trace an unbroken path of influence from one home row to the other.

During play, players alternate turns. On a player's turn he may take one of four actions:

a) Place a pyramid from his stash onto any empty square on the board [excluding opponent's home rows]. The piece must be placed on its side and pointing in one of the four orthogonal directions.

b) Rotate a pyramid already on the board. The pyramid must end up facing in one of the four orthogonal directions.

c) Move the pyramid. Pyramids may only move orthogonally, never diagonally, and may not move through or onto a square occupied by another pyramid. Pyramids may move up to 4-p squares, where p is the Pip Count of the pyramid. This means: 3-pip pieces may move 1 square, 2-pips may move 2 squares, and 1-pips may move 3 squares.

d) Return one of your previously played pyramids from the board to your stash.


A pyramid's "influence" is considered to include the square it occupies and a number of squares in the direction it's pointed. If unobstructed, a pyramid holds influence in a straight line in the direction it's pointed for p squares, where p is its pip count. This means a 2-pip pyramid in the middle of an empty board holds influence in three squares: the square it's in and the first two squares in the direction it's pointed. Should a pyramid's line of influence contain an occupied square, the pyramid's line of influence terminates at (inclusive) that square. This means: if a 3-pip is pointed in the direction of an adjacent 1-pip (regardless of colour), the 3-pip only holds influence in 2 squares [its own and the 1-pip's]. NB: Influences can and will overlap.


The first player who, at the end of his turn, has connected his two home rows with a solid path of influence in his colour is the victor.