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 ===
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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>
EXAMPLEEXAMPLE
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 board has changed at the end of a player's turn such that one of the active player's pieces is adjacent tosurround an opponent's piece(s) on two sides, there is the possibility of a capture. (This includes when a playerthe placesactive aplayer pyramidadds onto topthe strength of pyramidsone inof anhis already-occupiedexisting squarestacks.) If the opponent'stotal pyramidnumber isof nowpips surroundedof bythe surrounding pyramids is greater than those of the active playeropponent's colorsurrounded andpyramid(s), then the totalactive numberplayer ofsuccessfully visiblecaptures. pipsHe forremoves the activepiece player's(or, stacksif there is morea thanstack theof visible pipspieces in thethat square between, then the activetop playerpiece hasof madethe astack) capture.and Hekeeps removesit piecenearby (orto thecount topas pyramidvictory in the stack of pieces)points.
 
=== 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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=== 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]
 
==Other Languages==