Horde Runners

From IcehouseOrg
Jump to: navigation, search
Horde Runners
Tom Mike
A game of strategy involving theft and two players.
:Players Players: 2 - 2
:Time Length: unknown
:Complexity Complexity: Light
Trios per color: 5
Number of colors: 4
Pyramid trios:
Monochr. stashes: 4
Five-color sets:
- - - - - - Other equipment - - - - - -
One Chessboard, one six sided die.
Setup time: 1 minute
Playing time: 5
5 Min
0.0833 Hr
- Unknown
"Unknown" is not a number.
Strategy depth: Light
Random chance: Moderate
Game mechanics: Steal, Run
Theme:
"" cannot be used as a page name in this wiki.
BGG Link:
Status: complete? (v1.0), Year released: 2987
Created in December, 2009

Premise

Two opposing forces wage a war of the minds as they attempt to steal the "horde" of the other team. Each side has four "thieves" that are attempting to retrieve the treasure of the other team.


Equipment

Number of players : 2
Icehouse Sets required : 4
Other equipment : Chessboard, One Die

Goal

To bring the enemy's black treasures back to your base before your enemy does the same.

Victory

Victory is achieved when one player has brought the enemy's 3 pieces back to their horde square.

Set Up

  • Position the chessboard like a diamond with opposite corners pointing at each player.
  • Each player picks a color from the four stacks for their “thieves.”
  • Place 3 black pieces (for convenience, one player takes 3 large and the other 3 small) on the corner square closest to you.
  • Place your four large pieces on the board anywhere within three spaces of your own horde in any formation you choose.
  • Prepare to play.

    Definitions

  • Horde – Your treasure pile.
  • HP – “Hit points”
    HP denotes the number of hits a piece can take before being knocked out. Hp is tracked via pyramid size. Large pieces have 3 HP, medium have2 HP, and small have 1HP. As pieces take damage, they shrink in size. Pieces with 0 HP are removed from the field of play.
  • AP - “Action points”
    Player rolls die to determine AP available during turn.AP determines the kinds of actions you can take during your turn. Various actions can be performed with AP. Your turn is over when you AP is gone. Extra AP does not roll over into your next turn.

    Game Flow

    Player with the shorter last name goes first. Roll the die to determine number of AP available You can use AP to do the following

  • Move – 1square / AP You can move a piece to any adjacent or diagonal square. Total number of squares moved cannot exceed AP allotted. You cannot move through other pieces, only around.
  • Attack – 1HP / AP You may only attack pieces carrying your black treasures. Attacks can only be made from adjacent squares. Every AP damages the opposing piece one point. Treasure from destroyed pieces cannot be returned and must remain in that square until another enemy takes the piece..
  • Revive – 1 piece / 3 AP If less than four of your pieces are in the field of play, then you may revive a downed piece. Revived pieces are placed on the corner square on your left. Only one revive is allowed per turn. If square is occupied then revival is not possible. Revived pieces may be utilized the turn after they are revived..
  • Steal – 1AP If your piece is on a square occupied by a treasure, then one AP is required to “steal it.” The treasure gets placed atop your piece and must be returned to your “horde.”

    Extra Rules

  • You cannot place a piece on your enemy's revive square.
  • You cannot place a piece next to your horde unless it is carrying a piece or has returned one during the previous turn.

    First Year Foundations Class Constructive Pastimes, 2009

    Around & Around
    Behind Enemy Lines
    Candy Capture
    Capture the Card
    Dash
    The Fast and Ferocious; or, Black Ice
    Horde Runners
    Icehouse Baseball
    Ice House Bowling
    Ice Points
    IceRace
    One Square at a Time to the Capture
    Race to the Top
    Switch House!
    Topple
    Tree House Rush
    Tri-Prism Face Off
    Zoink!