Who Made The Team

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Game title:

“Who's On The Squad?”

Try-outs for the High School cheerleader team are today! Your friends have all come to the park, and your all revved up to try out. Your friends have each nominated one friend to try out for captain and, oh my gosh, you are going to do your best and your friends will all do their best to make the captain look just awesome! Oh, there's the whistle, get your captain out there!

Mood: Light. The game focuses on movement blocking by pyramid placing. Number of players: 1 to 4.

Submission

Try-outs for the High School Cheerleader Team. Try-outs are held at a local park.
Categories: 2 Stash, 3 Stash, Custom Board, Martian Coasters.

Equipment

A drawn 4 inch x 4inch grid of 1inch length perfect squares or 4 Martian Coasters for a 3 or 4 player game, 2 Treehouse sets for a 2 player game, 3 Treehouse sets for a 3 or 4 player game. As many differently colored 4 sided pyramid dice as there are players, alternatively each player can select a second color and get a Freshman, a Sophomore, and a Junior of that color for use as their team captain - to represent a four with this second color stack a Freshman on a Junior.

Note: The players can use any thing which fits on the grid and can change in value over the domain of (1, 4) for their captain. If you have three pennies you could use those, with a stack of four pennies being a 4 and 1 penny being a 1.

Terminology

  • Adjacent: when two squares share an entire side, they are adjacent. Corners are not sides.
  • Freshmen : the smallest pyramid size, sometimes called a “pawn(1 pip)".
  • Sophomores : the intermediate pyramid size, sometimes called a “drone(2 pips)".
  • Juniors: the largest pyramid size, sometimes called a “queen(3 pips)".
  • Captain: a d4 of unique color, each player has a friend trying out to be the team captain.
  • Friends: pyramids all of the same color are friends. (Even if your friends wouldn't get along, for the try-outs they'll all play nice together. Hopefully the players of this game can follow suit.)

Set Up

Board: Place the grid on the table. If playing with 3 or 4 players, you cane use a 6x6 grid created with 4 Martian Coasters.

Players: Pick a color, take all the pyramids of that color. If playing with 3 or 4 players you should have 3 of each pyramid size in one color for all your friends. Take the 4 sided pyramid dice you've chosen for a captain and put them in one of the squares at a corner the grid. The player who places there captain on the board first goes first. The captain must be played in a corner for it to affect who goes first.
At 3 players every captain begins by being placed in a square on one edge of the board, they are placed in a square of the players choosing.
Captain Placement. Captain performing a stunt.

Ground Rules

Pyramids are friends. Friends are placed inside a square on the grid. No friend shares a square on the grid with another. Whatever you use for your captain, captains are friends but captains do not have any restrictions on how many friends they can be adjacent to. Captains are not removed from play until the end of the game, you always score the number showing on your captain. Play proceeds counter-clockwise, with each player placing a friend on the board and that player making any changes to the board which result from their placing a friend on the board.

In a Turn

1st Formations.
2nd Captain does a stunt?
3rd Friends fall over?

Formations: Placement of one of your friends.
Each turn you place a friend on the board. Your friends must be played next to a friend already on the table. A freshman may only be placed adjacent to one friend. A sophomores may only be placed adjacent to two friends. A senior may only be placed adjacent to three friends.

Captain does a stunt: When placement of a friend is into a square adjacent to any square with a captain.
The captain will "stunt" over the friend you placed when the captain could be placed ...as if the captain had moved into the square with your friend, and then moved again in the same direction into a square without a friend or captain in it. Because friends can not share squares, the captain does not actually move into the square with your friend, but "stunts" over your friend into that square. Change the number on the dice to equal the number of friends the captain is now adjacent to.
A demonstration of a stunt. A demonstration of a friend falling over.

Friends fall over?
If the captain performed a stunt, and moved to a new square, are friends adjacent to the captain now adjacent to more friends than they could legally be placed next to? If so, remove such friend(s) from the board but do not give it back to any player to place on the board again.

The game ends if at any point a player has played their last friend on the board or a player can not place one of their friends on the board

Scoring and Winning

A player scores 5 points for every junior of their color on the board. A player scores as many points as the value of the stunt their captain last performed (the number on the 4 sided dice you chose). If at the end of the game there is a tie between players, the player with the most friends on the grid wins irregardless of point scoring.

Winning can be from a single game or in an accumulation of try outs, where scoring is cumulative between games. If playing alone, try to beat your last score on subsequent plays.

--Did PGames 03:49, 17 April 2009 (UTC)

Entered in the Icehouse Game Design Competition, Spring 2009
Winner: Apophis 2nd: Landing Zone 3rd: 3-High
4th: Diamond Mine 5th: Who Made The Team