Ambush: Difference between revisions

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{{Infobox_Game|
subject_name=Ambush|
designer=Designed by [[User:spearjr|Jason Spears]] & [[User:Oosterwal|Erik Oosterwal]]|
image_link= |
description=A capture game for 2-3 players with 2 stashes and 4 Martian Coasters.|
playersmin_players=2 |
max_players=2 |
stashes=2 |
other_equip=[[Martian Coasters]] |
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strategy=Medium |
random_chance=None |
mechanicsgame_mechanics= Beverage-coaster manipulation|
theme=Abstract|
release_year=2008|
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}}
 
Ambush is an abstract strategy game for 2 players. Two stashes, one per player and 4 Martian Coasters are needed. Players will either play one of their 15 pyramids on the board or set a pyramid aside to rotate a coaster. Either action may allow them to capture a pyramid belonging to their opponent. The winner is the player who has captured the most pips' worth of opposing pyramids.
 
=== Components ===
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|{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}
|-
|colspan=4|{{PL|:Ludo|reddarkslategrey|5em}}{{PL|:Ludo|bluedarkslategrey|5em}}{{PL|:Ludo|orangedarkslategrey|5em}}{{PL|:Ludo|greendarkslategrey|5em}}
|Player 3
|{{PL|::SML|orange|4em}}{{PL|::SML|orange|4em}}{{PL|::SML|orange|4em}}{{PL|::SML|orange|4em}}{{PL|::SML|orange|4em}}
|-
|Player 4
|{{PL|::SML|green|4em}}{{PL|::SML|green|4em}}{{PL|::SML|green|4em}}{{PL|::SML|green|4em}}{{PL|::SML|green|4em}}
|-
|colspan=4|{{PL|:Ludo|red|5em}}{{PL|:Ludo|blue|5em}}{{PL|:Ludo|orange|5em}}{{PL|:Ludo|green|5em}}
|}
The game requires four [[Martian Coasters]] (or four plain 3×3 grids) plus one stash in a unique color for each player.
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{|style="border-collapse:collapse;"
|style="text-align:center;" colspan="1"|{{PL|::SML|orangered|4em}}{{PL|::SML|orangered|4em}}{{PL|::SML|orangered|4em}}{{PL|::SML|orangered|4em}}{{PL|::SML|orangered|4em}}
|
|style="text-align:center;" colspan="4"|{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}{{PL|::SML|red|4em}}
|
|-
|rowspan=1|{{PL|::SMLLudo|greenblack|4em8em}}<br>{{PL|::SMLLudo|greenblack|4em8em}}<br>{{PL|::SMLLudo|greenblack|4em8em}}<br>{{PL|::SML|green|4em}}<br>{{PL|::SMLLudo|greenblack|4em8em}}
|{{PL|:Ludo|black|7em}}{{PL|:Ludo|black|7em}}<br>{{PL|:Ludo|black|7em}}{{PL|:Ludo|black|7em}}
|rowspan=1|{{PL|::SML|orange|4em}}<br>{{PL|::SML|orange|4em}}<br>{{PL|::SML|orange|4em}}<br>{{PL|::SML|orange|4em}}<br>{{PL|::SML|orange|4em}}
|-
|style="text-align:center;" colspan="4"|{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}{{PL|::SML|blue|4em}}
|}
 
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<br>
{|class="wikitable" style="margin:auto"
|style="text-align:center;"|{{PL|::LMSESMS|greenblack|3em4em}}
|style="text-align:center"|{{PL|::SMLSSM|blueblack|3em4em}}
|-
|3 points
|64 points
|}Although theboth green andof bluethese stacks contain the same total number of pips and pyramids, the pyramid on the left has only three pips visible (smallthe andbottom mediumsmall areis covered up) while the pyramid on the right has sixall visiblefour pips visible.
 
=== Coaster Rotation ===
On aA player's turn, they may choose to rotate a single coaster instead of placing a pyramid. 90°, 180° or 270° rotations are allowed, but the player may not rotate a coaster that was rotated on the previous turn. Rotation has a cost of one pyramid. To dopay thisthe cost, the player will removeremoves a pyramid from their stash, placingplaces it aside,out theyof the game. The player will notnever be able to play this pyramid laterto the board, but neither will their opponent getbe able to earn points for thiscapturing pyramidit at game -end. A player may not rotate a coaster that was rotated on their opponent's previous turn.
 
The rotation of a coaster may cause a piece to become captured. In a case where both players might have a piece of theirs captured, the active player chooses which resolves first. This may remove the other possible capture situation from the board.
 
[[Image:AmbushRotationEx04.jpg|500px]]<br>
In the example above, Black would setspend a pyramid aside to rotate the coaster in the upper right corner 90° counterclockwise. Now White's 2 pip pyramid is captured.
 
=== Capture ===
If the pieceboard playedhas ischanged adjacentat tothe end of a player's turn such that the active player's pieces surround an opponentsopponent's piece(s) on two sides, there is the possibility of a capture. Including(This includes when a the active player putsadds ato secondthe (orstrength third)of pieceone inof ahis singleexisting squarestacks.) If the opponentstotal piecenumber nowof has two piecespips of yourthe colorsurrounding onpyramids twois opposinggreater sidesthan those of it and the totalopponent's numbersurrounded ofpyramid(s), visiblethen pipsthe isactive moreplayer thansuccessfully thecaptures. pipsHe inremoves the squarepiece between(or, thenif youthere mayis takea onestack of your opponents pieces. Ifin yourthat opponentsquare, hasthe multipletop piecespiece inof athe singlestack) square,and youkeeps mayit onlynearby taketo thecount oneas onvictory toppoints.
 
=== Capturing Examples ===
{| style="text-align:center; border-collapse:collapse;"
|
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|style="border: 3px solid black;"|{{PL|&emsp;||3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here if Black places a 2-pip<sup>{{PL|::M|black|3em}}</sup> or 3-pip<sup>{{PL|::L|black|3em}}</sup> pyramid on B3, Black will capture the 3-pipRed's <sup>{{PL|::L|red pyramid|3em}}</sup>. IfA Black<sup>{{PL|::S|black|3em}}</sup> haswould onlyresult 1-pipin pyramidsa availabletie, Blackwhich willis benot unablesufficient to capturecause thea red pyramid this turncapture.
|-
|2&nbsp;
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|style="border: 3px solid black;"|{{PL|::SPU|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here if Red places a 2-pip<sup>{{PL|::M|red|3em}}</sup> or 3-pip pyramid<sup>{{PL|::L|red|3em}}</sup> on C3, Red will capture the 3-pipBlack's <sup>{{PL|::L|black pyramid|3em}}</sup>. On A3, only a 3-pip pyramid<sup>{{PL|::L|red|3em}}</sup> will cause the capture. A 1-pip<sup>{{PL|::S|red|3em}}</sup> pyramid cannot cause a capture right now.
|-
|2&nbsp;
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|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Here it is Red's turn. If Red places a 1<sup>{{PL|::S|red|3em}}</sup>, 2<sup>{{PL|::M|red|3em}}</sup>, or 3 pip piece<sup>{{PL|::L|red|3em}}</sup> at A3, theyRed will capture both of Black's pieces.
 
|-
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|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black's turn. Placing a 2-pip<sup>{{PL|::M|black|3em}}</sup> or 3-pip pyramid<sup>{{PL|::L|black|3em}}</sup> on B3 will capture the whitered pyramid. A 3-pip red pyramid<sup>{{PL|::L|black|3em}}</sup> on A2 would also capture the whitered 3-pip pyramid<sup>{{PL|::L|red|3em}}</sup>.
|-
|2&nbsp;
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|style="border: 3px solid black;"|{{PL|&emsp;|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black's turn. Playing a 1-pip pyramid<sup>{{PL|::S|black|3em}}</sup> at A3 will not result in any captures. But playing a 2-pip<sup>{{PL|::M|black|3em}}</sup> or 3-pip pyramid<sup>{{PL|::L|black|3em}}</sup> there will allow Black to capture the top-most red pyramid, (the 1-pip)<sup>{{PL|::S|red|3em}}</sup>. The remaining whitered pyramid (the 2-pip pyramid<sup>{{PL|::M|red|3em}}</sup>) will stay in place until Black plays another pyramid on A1 or A3.
|-
|2&nbsp;
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|style="border: 3px solid black;"|{{PL|::SPU|red|3em}}
|
|rowspan="3" style="text-align:justify; padding:15px;"|Black may safely play a pyramid<sup>{{PL|::S|black|3em}}</sup> or <sup>{{PL|::M|black|3em}}</sup> at B1;: even though it would be outnumbered, that piece would not be captured at the end of his turn because capturing needs to be initiated by the attacking player. However, if Red were to play an additional piecepyramid at A1 or C1, the black piece would be captured.
|-
|2&nbsp;
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|
|}
 
=== Coaster Rotation ===
On a player's turn, they may choose to rotate a single coaster instead of placing a pyramid. 90°, 180° or 270° rotations are allowed. To do this the player will remove a pyramid from their stash, placing it aside, they will not be able to play this pyramid later, but neither will their opponent get points for this pyramid at game end. A player may not rotate a coaster that was rotated on their opponent's previous turn.
 
The rotation of a coaster may cause a piece to become captured. In a case where both players might have a piece of theirs captured, the active player chooses which resolves first. This may remove the other possible capture situation from the board.
 
http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_01v2.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_02v2.png http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush/board_ex_rot_03v2.png
 
In the example above, Black would set a pyramid aside to rotate the coaster in the upper right corner 90° counterclockwise. Now White's 2 pip pyramid is captured.
 
=== Game End ===
The game ends when the second player plays or spends their last pyramid (their 15th) pyramid.) The winner is the player who has captured the most pips' worth of pieces.
----
 
 
Version 0.6 of the rules are [http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush_rules_v0.6.pdf available]. This represents a simplification of the capture rules from previous versions.
 
[http://www.majhost.com/gallery/spearjr/games/Icehouse/ambush_02.jpg http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_02.jpg_thumb.jpg] [http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_03.jpg http://www.majhost.com/gallery/spearjr/games/Icehouse/thumb/ambush_03.jpg_thumb.jpg]
 
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