Difference between revisions of "Gridiron"

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m (Fixing a few minor infobox bits)
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  subject_name=Gridiron |
| subject_name=Gridiron
  designer = [[User:Shane Tilton|Shane Tilton]] |
| designer=[[User:Shane Tilton|Shane Tilton]]
  use_awards = |
| image_link=
  image_link = |
| description=A simple little photo safari game.
  description = A simple little photo safari game.|
| min_players=2
| max_players=4
| game_length=Long
  nonplayers = 0 |
| complexity=Medium
  sets = 2 |
| trios_per_color=2
  stashes = 0 |
| number_of_colors=5
  other_equip = Playing cards|
| sets=2
  setup_time = 5 minutes |
| other_equip=Playing cards
  playing_time = 45 minutes |
| setup_time=5 min
  min_playing_time= 30 minutes |
| min_playing_time=30 min
  max_playing_time= 60 minutes |
| max_playing_time=60 min
  complexity = Medium|
| strategy=Medium
  strategy = Medium |
| random_chance=Medium
  random_chance = Medium|
| game_mechanics=
  mechanic1 = Treehouse|
| theme=Safari
  mechanic2 = Movement|
| BGG_Link=
  theme = Safari |
| game_status=
  prev_game = Terrafex |
| version_num=0.1
  next_game = Thin Ice |
| release_year=2011
  release_date = June 2011 |
| language=English
  footnotes = This game is based on "Gridiron" by Upper Deck}}
| footnotes=This game is based on "Gridiron" by Upper Deck
== Status ==
== Status ==

Revision as of 18:40, 18 February 2017

Shane Tilton
A simple little photo safari game.
:Players Players: 2 - 4
:Time Length: Long
:Complexity Complexity: Medium
Trios per color: 2
Number of colors: 5
Pyramid trios:
Monochr. stashes:
Five-color sets: 2
- - - - - - Other equipment - - - - - -
Playing cards
Setup time: 5 min
Playing time: 30 min
0.5 Hr
- 60 min
1 Hr
Strategy depth: Medium
Random chance: Medium
Game mechanics:
Theme: Safari
BGG Link:
Status: (v0.1), Year released: 2011
This game is based on "Gridiron" by Upper Deck


Revision Notes:

  • 0.1: (June 28st, 2011) Set format up on icehousegames.org

The Gameplay

The object of the Wilds of Mars is to travel to "the grounds" where animals native to the red planet are bound to be and photograph them.

Setup: Each player selects one of the colors from the sets. Two cards are placed face-down next to each other in the middle of the table; these are the homes. Each player places one of their small pyramids on one of the two base camps pointed straight up. In addition, each player gets an initial hand of 6 cards.

Order of Play: Each turn a player takes, in order, the following actions:

  • Draw
  • Resize
  • Play
  • Move


The player draws a new card.


The player may chose to resize their piece at the cost of one card from their hand. To go from a small piece to a large piece, the player will need to discard two cards from their hand. If the player wishes to go from large to small, the player will need to discard two cards from their hand.


The player plays one of his cards from his hand. This may be movement, land, home or "the grounds."


These are special cards which affect movement. The 2, 3 and 4 cards regardless of suit in the deck allow players to move 2, 3 and 4 spaces rather than the regular 1. Aces and jokers act as a teleporter, allowing a player to teleport any pyramid not on the grounds to any other card on the board that is not the grounds. Teleporters also allows the player to reorient their pyramid. These cards are discarded after use.


Each of the suits in the deck depict a different terrain. They must be played either adjacent to a base camp or adjacent to the same terrain.

The Grounds

Face cards depict one of the three prime areas to find animals in each of the terrains. The jack scores 1 point. The queen scores 2 points. The king scores 3 points. They must be played adjacent to the same terrain (but not next to a home).


Any card may be placed as home by flipping it upside down and playing it to the board. The clear advantage of playing as home is that you can then connect up other types of terrain.


If a player played an ace or joker, their move is over. Otherwise, he or she may now move one space on the map (or 2-4 if he played a movement card), to an adjacent card. There's one exception: a player can't move on to a card he just played. The player must move in the direction that their pyramid is pointing. A player may reorient their pyramid at the cost of one movement space.

Bumping an Opponent

If a player ends up on the same space as an opponent, she or he may bump that player's pyramid to any space on the board.

Scoring at "The Grounds"

In order to score on the grounds, the player must be the first player on the grounds with the correct size piece. To score on a Jack, a player must have a small piece pointed up on the Jack. To score on a Queen, a player must have a medium piece pointed up on the Queen. To score on a King, a player must have a large piece pointed up on the King. They keep their pyramid in that space and earn the number of points shown. They place another of their pyramids (any size they wish) on that card, pointing up.

Winning the Game

The game ends when one player has scored at least 7 points of the grounds. That player is the winner.

Credits and Copyright

Thanks to brilk for his playtesting and advice.


This game is licensed under a Creative_Commons License and is copyrighted © 2011 by me, Shane Tilton