Vankor Gang Wars

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Vankor Gang Wars
Designed by Luci Bracegirdle
A game of revolution and city takeover, for many players
:Players Players: 4 - 8
:Time Length: Long?
:Complexity Complexity: Medium
Trios per color: 2 per player
Number of colors: 8 maximum
Pyramid trios:
Monochr. stashes: 8 maximum
Five-color sets: 2 per player
- - - - - - Other equipment - - - - - -
Board, 3d6
Setup time: 10 minute
Playing time: 30 minutes
0.5 Hr
- 60 minutes
1 Hr
Strategy depth: Medium
Random chance: Medium
Game mechanics: Destruction
Theme: City Takeover
BGG Link:
Status: complete? (v1.0), Year released: 2987



What You Need

  • Three six sided dice
  • Two trees per player

About the Game

Vankor Gang Wars is a game of revolution and city takeover for many players. You are all rival gangs, trying to take over the city. You can do this the cunning way, by taking over the big noble mansions, or the traditional way, by destroying everyone else. You have monoliths to do this and allies in the city who will give you assistance, such as fuel. You can find ammo in the Noble quarter.

If you have 2 to 4 players, try Vankor Wars

Starting the Game

Place the pyramids on the board edges as indicated. For four players use just the corners, and add all additional players on the board edges.

Game Play

There are three phases of the turn, free move phase, rolled move phase and shooting phase Play starts in the nobles’ quarter. Outside the noble quarter, you can use free move squares. Inside the noble quarter you can use shooting squares. You can smush anywhere on the board.

Free move

If one of your pieces ends its turn on a free move square, that piece can move one square for free on the start of your next turn. Free move squares are indicated by a wheel.

Rolled Moves

On your turn, roll the dice. This indicates how much movement you have. This game uses pip point movement. (Large cost 3 points to move on space, Medium cost two points, and Smalls cost 1 point). You can use your dice points on any of your own pieces. You can trade in 3 points of destroyed pyramids for an extra dice to rush to the exits. You can do this at any point during your turn. You can only add one extra die. Traded in points are not counted in scoring. Large pyramids cannot shoot, but can smush other pyramids by moving through the square they are on, thereby squashing them flat. If a large pyramid tries to smush another large pyramid, this starts a smush-off, where both players involved roll a die and the highest roll destroys the other piece. The destroying piece moves into the square of the destroyed piece. This means that a piece may move out of turn if it wins a smush-off.

Shooting phase

If a piece ends its turn on a shooting square, then it can shoot. Shooting squares are indicated by small guns (inside of the noble quarter). You can only shoot once per turn. Small pyramids have machine guns; they shoot up to 3 squares in a straight line. Medium pyramids have missiles, they can shoot up to two squares, but can shoot over other pieces, even your own. Pieces shot or smushed are taken by the player doing the damage and are kept for points.


Game End

To win, take over the noble mansions and destroy other pyramids to get the most points. Each destroyed pyramid is worth its pip count only. Each pyramid, regardless of size, in the central square of the noble quarter is worth 15 points. Each pyramid in the next row out is worth 10 points, and the next row out is worth 5 points. When one player has no pyramids in play, every other player has one last turn. Any pieces remaining in play by this point are not scored.