Tempprint

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Game Play[edit | edit source]

Start Player: Everyone rolls a six-sided die. The highest roller goes first.

  • On your turn, roll all three dice. :6 :6 :Aim
Choose which of the two standard six-sided dice to use and throw the other one out. If you have rolled doubles, you may roll again if you wish.
  • The chosen six-sided die determines your Movement Allowance, and the black Treehouse die determines the action you may take.


Movement Allowance: Each pip on the die can move one pip's worth of pyramids. Suppose the blue player rolled a four. He could make any of the moves in this table.

:4
can move
::L one space + ::S one space
::M two spaces
::M one space + ::S two spaces
::S four spaces
...or any combination that
uses fewer than four moves



More About Movement

  • A pyramid must move in the direction of the little arrows printed on the Looney Ludo board.
  • A pyramid may land on another pyramid.
  • A pyramid that has other pyramid(s) on top of it may not move, but it may spend Movement Allowance point(s) to switch places with the pyramid currently on top of it. The cost is the same as it would be for a pyramid of that size to move one space.
  • The active player is not required to use all movement pips on the die.


Actions
:Tip Gives you 7 pips' worth of Movement Allowance no matter what you rolled on the six-sided die.
:Dig Gives you permission to move other players' pyramids as well as your own.
:Swap You may take two Looney Ludo boards and swap them. However, you cannot change their orientation as you do so.
:Hop You may move one Looney Ludo board to a different place on the board. At the end of this movement, all the boards must still be connected with one another. Unlike with SWAP, you are allowed to rotate the board, and could even choose to rotate it instead of moving the board.
:Aim You may rotate any or all Looney Ludo boards. This must be done in one fell swoop, with no pyramid movement in between rotations.
:Wild Choose one of the options above.

  • Order of Operations: Actions taken on the black die can be done before, after, or in between the player's spending of the Movement Allowance. The player chooses what order to do things in.
  • You are not required to take the action you rolled.

Game End[edit | edit source]

The game is over when one player has successfully assembled a nest in his own color on his board. For instance, when the green player has assembled ::LMS on the center square of the green :Ludo, that player has won. It is okay for the nest be on top of other players' pyramids so long as all three pieces are touching and in the correct order.