Pass The Pyramids

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Pass The Pyramids
Designed by Avri Klemer
A "Dicehouse" game for 3 to 5 players.
:Players Players:
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 5
Number of colors: [[Number of colors::1 Treehouse Set]]
Pyramid trios:
Monochr. stashes: [[Stashes::1 Treehouse Set]]
Five-color sets:
- - - - - - Other equipment - - - - - -
18 to 30 tokens
Setup time: 2 minutes
Playing time:
Strategy depth: Some
Random chance: High
Game mechanics:
Theme: Push-Your-Luck
BGG Link:
Status: complete? (v1.0), Year released: 2987


Players win or lose tokens on the toss of their pyramids, scoring points based on how they land. The winner is the player with the most tokens when one player busts.


Each player begins with 4 tokens and a set of pyramids (one small, one medium, one large).


From a minimum of 3 inches above the playing surface, a player must hold the set of 3 pyramids in a face up, open palm. The pyramids must not be touching at the start of the throw. The throw should be a single, smooth movement. The palm must be face down at some point during the throw.


The first player stakes one token for the right to throw up to three times. After each throw, the points total of the current throw is calculated, and the player may keep the score or (if they have not yet thrown 3 times) discard the score and throw again. If after 3 throws the score is zero, the player loses his stake to the pot.

If the score is above zero, the next player (clockwise) may pass or stake. A player may not pass if there are zero or one tokens in the pot.

If a player stakes, he has up to 3 throws to beat the current score. A throw which ties the current score on the first or second throw *need not* be kept if the player wishes to try for a higher score.

If the current score is beaten, the throwing player collects the previous stake and the pot, and reclaims his own stake. After a pot is won, the next player clockwise from the winner stakes to begin a new round.

If the score is tied, the tying player takes control of the previous stake (adds it to his own stake), and the next player clockwise may stake or pass.

If the score is not beaten or tied, the losing thrower's stake is added to the pot, and the next player may stake or pass. If the play returns to the currently scoring player without being beaten or tied, he collects the pot, reclaims his stake, and the next player clockwise stakes to begin a new round.

If two or more players have the same number of tokens when one player busts (loses his last token), the game continues until there is a single player with the most tokens.


A pyramid scores a) if it is upright and/or b) if it points at another pyramid.

If no pyramid is upright or pointed at another pyramid, the throw scores zero.

[Note a "weird" pyramid automatically score zero for the throw.]

An upright pyramid scores the square of it's pip count.

A pyramid pointing at another scores the total of *both* pyramids' values based on their current orientation.

[Note a pyramid can only be pointing at one other pyramid each throw.]

Some examples:

a 1-pointer pointing at a 3-pointer scores 1 + 3 = 4 points.

a 2-pointer pointing at a 1 pointer which is pointing back at the 2-pointer scores 2 + 1 + 1 + 2 = 6 points.

an upright 3-pointer scores 9 points.

an upright 1-pointer underneath an upright 2-pointer scores 1 + 4 + 1 + 4 = 10 points (1 for the upright 1, 4 for the upright 2, 1 + 4 for the 1 pointing at the 2).

a 3 pointer pointing at an upright 2-pointer scores 3 + 4 = 4 = 11 points (4 for the upright 2, 3 + 4 for the 3 pointing at the upright 2).

This work is distributed by Avri Klemer under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

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