Epicycle

Revision as of 04:43, 1 August 2019 by imported>Kataclysm (Updated to correct year published and added BGG link.)
Epicycle
Nick Wedig
A game where you exchanges pieces with those in a circle and try not to get stuck with pieces of the same size
:Players Players: 2
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 1
Number of colors: 1
Pyramid trios:
Monochr. stashes: 1
Five-color sets: 1
- - - - - - Other equipment - - - - - -
none
Setup time: 5 minutes
Playing time:
Strategy depth: Medium
Random chance: None
Game mechanics:
Theme: Abstract, Strategy
BGG Link: Epicycle
Status: Complete (v1.0), Year released: 2007


Epicycle

A simple game for two players using a single Icehouse stash

(Theoretically, more players could join using multiple stashes.)

I. Setup

Pieces are arranged as if to form a pie shape of ten pieces. The tip of each piece should be in the center, and its sides touching and parallel to those of each adjacent pyramid. The initial setup of the board follows an order of a small pyramid, medium, then large, then repeat twice (ie, 1-2-3-1-2-3-1-2-3) and the final space of the theoretical ten-slice pie left empty.

(Once the players are familiar with the basic game, the setup of the board could be randomized, with pieces drawn from a bag or something similar, and placed around nine places in the pie shape.)

Each players receives one pyramid of each size.

Determine who goes first by whatever means both players agree upon.

II. Play

On your turn, you place one pyramid from the three in your inventory and remove one other pyramid from the board. Which pyramid you are allowed to remove is determined by the size of the pyramid you play. The pyramid taken must be a number of spaces away from your played piece equal to the pips on that piece. That is, if you play a small piece you take up either piece next to it.

One other rule applies to which pieces are valid targets: the piece taken cannot be the same size as the piece played. This keeps players from immediately reversing the last move, and also keeps your inventory in constant flux.

Examples: Small pieces allow you to take one of the pieces next to them if it is not the same size as the piece played. If you play a medium piece, you take a piece two away, i.e., with one piece separating the played piece and the piece taken. If you play a large piece, then the piece taken will be three spaces away.

A player cannot pass on a turn if any move is possible. If no move is possible, they have lost (see below).

III. Victory Conditions

A player loses when they have three pieces of the same size in their inventory.

A player also loses if they have no legal play possible.

In either case, the other player is the winner. (In games of more players, the losing players are removed from the game, and the last player in the game is the winner.)

IV. Miscellaneous

The strategy in the game comes from forcing your opponent to make certain moves, by limiting the choices available to them.

Although two move loops are impossible (because you cannot take a piece of the same size you play), larger loops are theoretically possible. If both players agree the game has become stuck in a loop which neither can break out of, then they can quit and start a new game, or go off and play something else, or do whatever they wish.