Dog Eat Dog

From Looney Pyramid Games Wiki
Dog Eat Dog
Jason Darrah
An abstract game of strategy and luck for 2 or more players
:Players Players: 2 - 8
:Time Length: unknown
:Complexity Complexity: low
Trios per color: 5
Number of colors: 4
Pyramid trios:
Monochr. stashes: 4
Five-color sets:
- - - - - - Other equipment - - - - - -
six-sided dice
Setup time: 2 minutes
Playing time:
Strategy depth: low
Random chance: high
Game mechanics:
Theme: The wikipage input value is empty (e.g. <code>SomeProperty::, [[]]</code>) and therefore it cannot be used as a name or as part of a query condition.
BGG Link:
Status: Not Specified (v1.0), Year released: 2008


Dog Eat Dog

An Icehouse game by Jason Darrah Dog Eat Dog is an abstract game of strategy and luck for 2 or more players.

Setup[edit | edit source]

Each player takes 3 trees of any one color and randomly scatters the pieces on the playing surface, then sets them all upright. Each player rolls one six-sided die. Highest roll goes first.

Goal[edit | edit source]

The object of the game is to capture your opponents' pieces and have the highest score at the end of the game.

Play[edit | edit source]

One turn is divided into two phases: 1. Cleanup and 2. Attacking.

Cleanup Phase[edit | edit source]

On your turn, set any of your tipped pyramids upright, if necessary.

Attack Phase[edit | edit source]

Next, you may make one attack. To attack, stack one of your pyramids on any pyramid of another color. You become the Attacker, and the player controlling the other pyramid becomes the Defender.

The Attacker and Defender each roll a number of six-sided dice equal to the pip count of their pyramid. Whoever has the highest single die roll wins! Compare the highest single die rolled by each player. Do not add the dice together!

  • If the Attacker wins, the attack was successful. The Attacker has captured that piece, and now controls that stack of pyramids. Leave the attacking piece on top of the captured Defending piece.
  • If the Defender wins, the attack was not successful. Tip both pyramids over. They are effectively out of play until they are set upright at the beginning of that player's next turn.
  • In the case of a tie, the player who controls the pyramid with the lowest pip count wins. If both the attacking and defending pyramids are the same size, the Defender wins.

Attacking a Stack[edit | edit source]

You may attempt to attack a stack of pyramids that another player controls, as long as you have no pyrimids of your color in that stack. This works just like attacking a single pyramid, except that you must defend against every pyramid in the stack.

Make your attack roll as normal, with the topmost pyramid in the stack being the Defender. If the Attacker wins, the next pyramid in the stack becomes the Defender, and so on, until either the Attacker controls the stack, or the Attacker is beaten by one of the Defenders. Do not re-roll your attack. Use the same attaqck roll for every pyramid in the stack.

If any of the Defenders beats the Attacker, do not tip the stack, as in an attack against a single pyramid. Instead, the player whose Defending pyramid beat the Attacker's pyramid captures that pyramid and will add it to their score at the end of the game. Set captured pyramids in front of the player that captured them, away from the other pieces. Ending the Game

Play continues until any player can no longer make any moves on their turn. Proceed to Scoring.

The Treehouse Die (Optional)[edit | edit source]

An optional rule for those who like more randomness in their Icehouse games, or those who just really dig the Treehouse die...

On your turn, during an attack, you may give up rolling one of your six-sided dice to roll the Treehouse die in its place. You must still roll at least one six-sided die, so you may only use this option when attacking with a 2 or 3 point pyramid.

After rolling the Treehouse die and resolving your attack, you may take the action indicated on the Treehouse die (unless your roll TIP or HOP - those actions take effect immediately as part of the attack roll). If you cannot or do not wish to take the action indicated on the Treehouse die, it has no effect.

The Treehouse die actions are as follows: TIP - This attack automatically fails. HOP - This attack automatically succeeds. SWAP - You may Swap the top pyramid of any 2 stacks. DIG - You may "dig" any of your pyramids to the top of the stack it is in. AIM - You may tip over or set upright any single pyramid not in a stack. WILD - You may make another attack this turn!

Scoring[edit | edit source]

Once any player can no longer make any moves on their turn, the game ends. Players take every stack of pyrimds that they control, discard their pyramids, and try to arrange their opponents' captured pieces into trees. Scoring is similar to Volcano. Solid color trees are worth 7 points each. Mixed color trees are worth 5 points each. Single pyramids are worth 1 point each.

Again, do NOT count your own pyramids when tallying your score.

External Links[edit | edit source]

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