Homejinks

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Homejinks
Sehrgut
Tiny space combat inspired by Homeworlds
:Players Players: 2 - 3
:Time Length: unknown
:Complexity Complexity: Medium
Trios per color: 5
Number of colors: 5
Pyramid trios:
Monochr. stashes:
Five-color sets:
- - - - - - Other equipment - - - - - -
Pink Hijinks set, color die
Setup time: 1 minute
Playing time:
Strategy depth: Medium
Random chance: High
Game mechanics: Capture, Freeform Board
Theme: Space
BGG Link:
Status: complete? (v1.0), Year released: 2987


Homejinks distills the space combat aspects of Homeworlds into something playable with only a Pink Hijinks set and a color die. Many of the concepts of Homeworlds will be referenced here, and a familiarity with its rules will be helpful.

Objective

The goal of Homejinks is to be the last player in control of any ships.

Setup

  1. Three trios are placed in a location accessible to all players and form the global stash.
  2. Each player receives a single small pyramid and places it in front of him, pointing directly away from him. This is his home ship.
  3. A player is selected at random to begin. Play proceeds counterclockwise.

Order of Play

  1. On your turn, rolls the die to determine your free action.
  2. Instead of resolving your free action, you may make a sacrifice.
  3. When you have completed your free action and your sacrifices, play passes to the next player.

Actions

Green
Construct: Take the smallest-sized piece available from the global stash and add it to any system you occupy as a new ship. Orient the new ship away from you to indicate that you own it.
Blue
Trade: Swap one of your ships with a ship from the global stash exactly one size larger. If there is no legal swap, the action is forfeit.
Yellow
Move: Move one of your ships from the system into any existing system. Alternatively, you may "discover" a new system by moving your ship to a location obviously not part of an existing system.
  • n.b. I tried it with a "connected" rule like the parent game, and the endgame devolved into ship-trading with no real end.
Red
Attack: Take control of an enemy ship in a system you occupy by reorienting the ship so that it points away from you. You cannot take control of an enemy ship if it's larger than the largest ship you own in the system.
  • (Idea) Perhaps the attacker must control more than the value of the target in that system, along with the size constraint.
Black
Nothing: You may take no action.
Wild
Anything: You may take any action.

Sacrifice

  1. Select a ship to sacrifice and return it to the global stash.
  2. Take one action (selected by die roll) per pip on the sacrificed ship.
    • This action may be taken in any system you still occupy after the sacrifice.

Overpopulation and Catastrophe

  • At the end of your turn, if any systems are overpopulated, you may trigger catastrophes.
  • Catastrophes may be triggered regardless of who controls ships in those systems, and where on the board they are.
  • To trigger a catastrophe in a given system, remove all ships of the overpopulated size and return them to the global stash.
  • Triggering a catastrophe is optional, but if triggered, it destroys all of the overpopulated ships of that size.
  • If a player loses all his ships through a catastrophe, he is out of the game.
    • If multiple players are eliminated in a single catastrophe, they are considered to be eliminated simultaneously.
    • If all remaining players are eliminated in a single catastrophe, no one wins.

Winning and Losing

  • When a player controls no ships, he is out of the game.
  • When only one player remains in the game, he is the winner.

Terms

Global stash
the reserve of pyramids available for use
Ship
a horizontal pyramid oriented with its point directly away from its owner
System
one or more ships congregated together and obviously separate from other systems
Overpopulation
a system contains all three ships of one size