|Designed by Robert Dudley|
|A chess-like game where your movement options increase as the game progresses.|
|Trios per color:||5|
|Number of colors:||2|
|- - - - - - Other equipment - - - - - -|
|Mega-Volcano board, Playing Cards|
|Setup time:||less than 5 minutes|
|Playing time:||10 minutes - 45 minutes|
|Game mechanics:||none, none|
|Status: Complete (v1.0), Year released: 2012|
What You Need[edit | edit source]
Krump is a game for two players. You need a deck of playing cards, one black stash, one red stash, and a 6x6 board.
Setup[edit | edit source]
Choose one player to be red and one player to be black. Give the red player all five red trios and the black player all five black trios. Each player also receives nine movement cards. Give the red player ace through six in a red suit and ace through three in a black suit. Give the black player ace through six in a black suit and ace through three in a red suit.
Four trios of your color will be your units. Arrange them on the board as shown below ([L]arge, [M]edium, [S]mall):
- Row second closest to you: SLSSLS
- Row closest to you: MMLLMM
The remaining three pyramids of your color are your starting movement pyramids. Keep them in front of you. Place the ace through six of your color face down in front of you. This is your starting hand of movement cards. Set the ace through three of the enemy color aside for now.
Designate an area for your discard pile. Players can look through either discard pile at any time during the game.
The Round[edit | edit source]
Movement Cards[edit | edit source]
Aces are treated as ones. At the start of each round, each player chooses movement cards from his or her hand and places them face down on the table. Play one card of your own color. Play one card of the enemy color if there are any in your hand. Once both players have played their movement cards, flip the cards face up.
The player with the highest total point value of cards revealed moves first. In case of a tie, the player who had the final move on the previous turn goes second. If there is a tie on the first turn, randomly choose a player to move first.
Moving Units[edit | edit source]
During a round, players take turns moving units. After one player moves a unit or unit stack, the other player moves a unit or unit stack. This continues until one player has gone to the cleanup phase, at which point the other player continues to move until he or she is unable to make further moves or chooses to stop.
To move one of your units, place one of your movement pyramids on a movement card that you played this turn. Move one of your units or unit stacks containing one of your units that is the same size as the movement pyramid. The pip total of movement pyramids placed on a card can not exceed the number printed on the card. If you can not or choose not to place a movement pyramid, proceed to your cleanup phase.
Units that move onto other units of the same color form unit stacks. Unit stacks can't contain more than two units or more than one unit of any size. Always stack the smaller unit on top so that players can easily tell which units are in the stack. Units can not move out of unit stacks.
Unit Movement Abilities[edit | edit source]
- Small: Move one space in any direction.
- Medium: Move like a knight in chess. You can move two squares horizontally and one square vertically, or two squares vertically and one square horizontally.
- Large: Hop over an adjacent unit or unit stack. You can continue to hop as long as each hop is over a unit or unit stack. If you land on another unit, you must stop.
- Small + Medium stack: Move exactly two spaces any direction. You can't move over units.
- Small + Large stack: Move any number of spaces orthogonally in a straight line. You can't move over units.
- Medium + Large stack: Move any number of spaces diagonally in a straight line. You can't move over units.
Capturing Units[edit | edit source]
When you move onto any enemy units, capture them. Both enemy units are captured if you land on a unit stack. Remove captured units from the board and place them with your movement pyramids. You can now use the captured units as movement pyramids. When you capture a unit, if your movement card of the enemy color with the same number as the unit's pip count is still set aside, add it to your hand.
Cleanup[edit | edit source]
Remove all movement pyramids from your movement cards. Place the movement cards you used this round in your discard pile. If you don't have any cards of a color left in your hand, add all cards in your discard pile of that color to your hand.
Once both players have completed the cleanup phase, a new round begins.
Winning the Game[edit | edit source]
You win when eight of your opponent's units have been captured.
Files[edit | edit source]
Printable 6x6 board - PDF download