HamstersOnIce
HamstersOnIce | ||
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You're in a hamster ball in a huge ice arena | ||
Players: | 2 - 4 | |
Length: | unknown | |
Complexity: | unknown | |
Trios per color: | 4 | |
Number of colors: | 4 | |
- - - - - - Other equipment - - - - - - | ||
Hex tiles, hex paper | ||
Status: Initial design (v1.0), Year released: 2007 | ||
Hamsters On Ice[edit | edit source]
Played on a hex board - may use paper board or build a board using Heroscape terrain pieces. Requires 1 stash per player.
Basic game: You're a hamster, in a ball, in a big arena made out of ice. Your goal is to destroy all the other hamsters either by pushing them into a pit/hole/etc, or doing enough damage (frickin' lasers on their fricken' heads?) to kill them.
Movement: Will use a vector-based movement system represented using Icehouse pieces on a 7-space hex pad. Top speed will be 3 (possibly 6? let's start with 3). You can accelerate up to 3 units in 1 turn as follows: 1 unit/turn each turn 2 units/turn, then 0 next turn 3 units/turn, then 0 next 2 turns
Board elements may also affect movement & speed:
- slope
- wall
- pit
- pusher
Powerups:
- cleats: 1 additional unit acceleration/turn
- double lasers: 2x damage
- quad lasers: fire a 4-damage laser burst 1 space long that moves forward 1 space/turn
- brakes: come to a complete stop in 1 turn
- mine: drop a mine - does 1 pt damage when run over
You may also reorient by 60 degrees(1 space)/turn while accelerating, or up to 180 degrees with no acceleration. Collisions with walls and other hamsters will result in changes in direction based on simple vector arithmetic (examples forthcoming, it's really pretty simple)
Note this vector movement system is pretty generic and could easily be adapted into other games.
Play: start with 6 HP/hamster. Each player has 4 stacks of a single color, 1 color per player, and a 7-space hex map used to track speed vectors, and a small screen to hide pieces during programming phase. Each hamster is represented by a nest of Icehouse pieces. Each pip represents 1 HP Place Hamster point up on the side of the board closest to its player Each turn has 6 phases:
- programing phase - choose 1 piece of your color. Place it in the *center* of your movement map pointing at 1 of the 6 outer spaces. This will determine your acceleration vector for this turn.
- acceleration phase - once each player has chosen his/her move, simultaneously reveal movement maps & adjust vectors accordingly
- movement phase - determine the end point and final orientation of each hamster based on the movement vector map. Move each hamster to its ending location. If more than 1 Hamster attempts to move into the same space, resolve collisions & determine final end point for each hamster. Note: a fast hamster MAY NOT pass through or over a slower hamster moving in the same direction. Instead, a collision occurs in the END SPACE of the slower hamster.
- collision resolution - resolve collisions according to the following:
<insert collision resolution methodology here>
- damage resolution - each hamster may do 1 pt of damage to a single hamster located in 1 of the 3 spaces immediately adjacent to the front of the hamster
- reorientation - each hamster may choose a new direction as follows:
acceleration 0: reorient up to 180 degrees acceleration 1: reorient up to 120 degrees acceleration 2: reorient up to 60 degrees acceleration 3: no reorientation
Check for hamster death. If a hamster dies, 6 points are divided equally, rounding down, among all players who did damage to it during its final turn. Points are only used to break ties in the event of simultaneous death of all hamsters on the board.