Pyramid Punch

From IcehouseOrg
Jump to: navigation, search
Pyramid Punch
Designed by Robert Dudley
A quick game of pyramid combat.
:Players Players: 2 - 5
:Time Length: Fast?
:Complexity Complexity: Low
Trios per color: 1
Number of colors: 2-5
Pyramid trios:
Monochr. stashes: 2-5
Five-color sets: 1
- - - - - - Other equipment - - - - - -
Six-sided dice, gaming stones, modular 2x2 tiles
Setup time: 1 minute
Playing time: 2 minutes
0.0333 Hr
- 10 minutes
0.167 Hr
Strategy depth: Low
Random chance: High
Game mechanics: none, none
Theme: none
BGG Link:
Status: complete? (v1.0), Year released: 2987


What You Need

Each player needs a single trio, a gaming stone, a 2x2 modular tile, and a D6. Piecepack tiles work well for the 2x2 tiles, but anything reasonably sturdy that slides will work fine. The pyramids need to be a distinct color for each player.

Setup

Place your pyramids and gaming stone in the four spaces on your tile. These are the fighters.

Choose a player to go first.

Rules

On your turn, if any player has an unplaced tile, place an unplaced tile of your choice on the board. After the first placed tile of the game, all tiles must be placed so that one side is fully adjacent to at least one other tile. Your turn ends after placing a tile.

Pyramid punch 4p.jpg

If every tile has been placed at the start of your turn, check to see if any of your fighters are adjacent to enemy fighters. If they are, you must fight. Diagonals do not count for adjacency.

Fighting

Choose one of your fighters and an adjacent enemy fighter. You and the other fighter's controller each roll a D6. Each fighter's pip count is then added to its controller's roll (stones have zero pips). The fighter with the highest total wins the fight. The loser is knocked out and removed from the game. If there is a tie nothing happens.

Continue fighting until all enemies adjacent to your fighters have been fought. Each of your fighters can fight multiple enemies on your turn, but any specific enemy fighter is only fought once.

When all three of a player's pyramids have been knocked out, remove that player's tile from the board. Other tiles may be disconnected from the group when this happens. When a player's tile is removed, that player is out of the game immediately.

Tile Movement

After all fights are resolved, you must either rotate a tile or move any tile on the board to another legal location. At least one fighter on the moved tile must be adjacent to a fighter on another tile after moving. You can not move a tile if its movement would cause any tiles to become disconnected.

If there are any single disconnected tiles on your turn, you must move one of them to a legal location.

Your turn ends after you rotate or move a tile.

Winning

The last player with any fighters left standing wins.