|Designed by Robert Dudley|
|Slide on the ice while collecting treasure.|
|Players:||2 - 2|
|Trios per color:||4 Rainbow Stashes, 1 Xeno|
|Number of colors:||7|
|Five-color sets:||4 Rainbow Stashes, 1 Xeno|
|- - - - - - Other equipment - - - - - -|
|Setup time:||less than 5 minutes|
|Playing time:|| 15 minutes|
0.25 Hr- 30 minutes
|Game mechanics:||Capturing, none|
|Status: complete? (v1.0), Year released: 2987|
Things You Need
You need a Mega-Volcano or other 6x6 board, four Rainbow stashes, and one Xeno stash. Four Xeno and one Rainbow will also work.
About the Game
Players hop and slide from mountain to mountain collecting gems.
Place the Rainbow pyramids in nests around the edge of the board in alternating color order (ex: green, red, blue, yellow, black, green, red, blue, yellow, black, and so on). These are mountains.
Each player chooses a different Xeno color. Place a tree of each of those colors on mountains in opposite corners of the board. The three pyramids in each tree are that player's three treasure hunters.
Set aside an area by each player for that player's treasure pool.
Choose a player to go first using a method of your choice.
Each turn has two phases. The slide phase occurs at the beginning of each player's turn, followed by the movement phase.
The Slide Phase
If any of your treasure hunters are lying down on the ice, they slide one space in the direction they are pointing. You may slide your hunters in any order you choose.
If your hunter slides into another hunter on the ice, the other hunter is pushed one space in the direction you are sliding. Your hunter moves into the space the other hunter occupied. Neither hunter changes the direction it is pointing unless they are sliding in opposite directions. In that case, the hunter that was bumped back a space is pointed in a new direction of its controller's choice.
Hunters that slide onto a mountain mine the mountain. Stack the hunter in the mountain's square.
Hunters that slide onto an enemy hunter standing on a mountain capture the enemy hunter. Stack your hunter on top of the mountain in that square, but do not mine the mountain.
If your hunter slides onto a mountain with a friendly hunter stacked on it, the friendly hunter is bumped off the board. Place it in your treasure pool. Move the sliding hunter into the space the other hunter occupied. Do not mine the mountain.
If your hunter slides into a space with a standing hunter but no mountain, bump the standing hunter off the board. Place the standing hunter in your treasure pool and stand your hunter in that square.
Hunters that slide off the edge of the board go into the opponent's treasure pool.
A hunter that slides during a turn can not also be moved that turn.
The Movement Phase
You must move one of your treasure hunters if possible. Choose one of your standing hunters. You may move that hunter in one of two ways.
1. Move onto a mountain or enemy hunter.
- A hunter that ends its movement on a mountain mines the mountain. A hunter that ends its movement on an enemy hunter captures the hunter.
2. Slide onto the ice.
- At any point during its movement a hunter may slide onto the ice. Lay the hunter down pointing in the direction in which it moved onto the ice. A hunter can only move onto the ice if there is a mountain where its slide will end.
- Example: A medium treasure hunter can move directly onto the ice, or can move one space in either direction, then slide onto the ice. It can not move two spaces and then get on the ice.
Hunters move a number of spaces equal to their pip count. They must move this exact number except when stepping onto the ice. Backtracking is not allowed.
Hunters can move over other hunters, but can not end their movement in the same space as another friendly hunter.
Hunters must slide across patches of ice where mountains have been mined away.
Hunters can move diagonally or orthogonally when sliding, but can only move orthogonally when moving over mountains.
You can't move a hunter from the starting space if there is still another hunter stacked on top of it.
Capturing and Mining
Treasure hunters you capture are removed from the board and placed in your treasure pool. When you mine a mountain, place the top pyramid of its nest in your treasure pool.
When you capture a hunter, you must move any one of your hunters one space if possible.
When a treasure hunter mines the bottom pyramid of a mountain, the hunter will be left standing on ice. The hunter is not considered to be sliding and can move from the empty square normally.
Ending the Game
If at any time a player has no hunters left on the board, that player loses the game.
As long as both players have hunters left, continue alternating turns until nobody can make a legal move. If there are no possible moves left and no hunters are sliding, proceed to the scoring phase.
Each mountain pyramid in your treasure pool is worth a number of points equal to its pip count. You receive five additional points for each single-colored tree in your treasure pool. Treasure hunters in your treasure pool are worth five points each.
The player with the highest total score is the winner. The player with the most completed single-colored trees wins in case of a tie.
Printable 6x6 board - PDF download