Poptrix

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Poptrix
Designed by Robert Dudley
Launch new pyramids, destroy enemy pyramids, and control the board.
:Players Players: 2 - 2
:Time Length: Medium?
:Complexity Complexity: Low
Trios per color: 5
Number of colors: 2
Pyramid trios:
Monochr. stashes: 2
Five-color sets:
- - - - - - Other equipment - - - - - -
6x5 board
Setup time: less than 2 minutes
Playing time: 10 minutes
0.167 Hr
- 30 minutes
0.5 Hr
Strategy depth: Medium
Random chance: None
Game mechanics: Capturing, none
Theme: none
BGG Link: 120762
Status: complete? (v1.0), Year released: 2987


What You Need

Poptrix is a game for two players. You will need a 6x5 board, two different monocolored stashes, and two caps. Small pyramids of a third color, crowns made from pipe cleaners, or similar objects can be used as caps.

Setup

Give each player one monocolored stash and one cap. Players start on opposite short sides of the board.

Choose a player to go first.

The Rules

Starting with the first player, players will alternate turns. Each turn consists of either launching a pyramid or attacking an enemy pyramid.

On your first turn, instead of launching a pyramid or attacking, place one of your pyramids in any space in the row closest to you.

After the first turn, if you are unable to launch a pyramid or attack, skip your turn.

Diagonals are not used in this game.

Launching Pyramids

Choose one of your pyramids on the board to be the launcher. Place a pyramid from your stash that is a different size than the launcher in any unoccupied square either one or two spaces away from the launcher in a straight line. You can launch a pyramid over other pyramids.

Attacking

You must attack on your turn if it is possible for one of your pyramids to attack. If multiple attacks are possible, choose one attack to make.

All pyramids have a strength equal to their pip count. Attacking pyramids receive a +1 bonus to their strength.

When the attacker's strength is higher, the defender is removed from the game. When the attacker and defender have equal strength, remove them both from the game. When the defender's strength is higher, remove the attacker from the game. Pyramids that are removed from the game are set aside and can not be used again. If a capped pyramid is removed from the game, return the cap to its controller's stash.

When a pyramid is victorious in combat, its controller's cap is moved onto that pyramid. Pyramids receive a +1 bonus to their strength while wearing a cap.

Example: A medium pyramid wearing a cap attacks a large pyramid. The medium pyramid has a base strength of 2 and receives +1 because it is attacking and +1 for wearing a cap for a total of 4 strength. The large pyramid has a base strength of 3 and receives no bonuses. The attacking medium pyramid is victorious, so the large pyramid is removed from the game.

Pyramid Attack Powers

  1. Small: A small pyramid pulls an adjacent enemy pyramid into its space, then fights that enemy.
  2. Medium: A medium pyramid moves into an adjacent enemy pyramid's space, then fights that enemy.
  3. Large: A large pyramid jumps over a single adjacent enemy pyramid, then fights the jumped enemy. There must be an empty space on the other side of a pyramid for it to be jumped over.

Ending the Game

There are two conditions that end the game.

First, the game ends when one player no longer has any pyramids on the board. That player loses the game. The first turn does not count for this purpose.

Second, the game ends when all pyramids have been placed and no further attacks are possible. The player with the most pyramids on the board wins.

Files

Printable 6x5 board - PDF download