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OBJECTIVE Edit

The Objective of Power Play is to be the only player remaining on the board at the end of the game.

SETUP Edit

YOU WILL NEED Edit

  • You will need one monochrome stash per player and either four Large black Pyramids or something else to mark the center squares.
  • A standard chessboard or (optionally) a Volcano board

THE BOARD Edit

  • The Board should be arranged on the table so that the corners are closest to the players.
  • Each player should arrange their Pyramids into Nests (a small inside a Medium inside a Large).
  • The Five Squares at the corner are that player’s Starting Squares. Place one Nest in each of these squares.
  • Place one Large Black pyramid in each of the four squares in the center of the Board. (see pic above)

TERMINOLOGY Edit

  • STRENGTH: A piece’s “strength” is represented by the number of pips within it. The highest strength possible for any piece is 9.
  • POWER PIECE: A “power piece” is a Piece on the board that is comprised of more than one pyramid. A power piece is made by landing one of your equally sized or smaller pieces on another piece during a jump. Power pieces can only be made using a Jump and may contain a ‘’’maximum of 3 pieces.’’’ Power Pieces are made in order to increase their ability to capture opposing pieces.
  • CAPTURING: A capture occurs when a player performs a jump movement and his/her piece lands on an opponent’s piece that is “weaker” or has a lower pip value.
  • KICKBACK: Kickback occurs when your piece lands on a opposing piece of equal strength. A piece suffering kickback is given back to the owning player who must put it in one of his/her starting squares. ‘’’Note:’’’ Power Pieces cannot be created from Kickback even if there are no empty starting squares. The player receiving Kickback must try to recreate any nests.
    • Kickback on Power Pieces: When a player’s power piece receives Kickback, he/she must break down the power piece and try to form a new nest in his/her starting squares.

GAMEPLAY Edit

TURNS/PLAY ORDER Edit

The Youngest player shall choose who moves first. Play progresses to the left. Each player is allowed to move one piece on his/her turn.

MOVES Edit

  • A player may move one piece one space in any of the 8 directions as long as that space is empty.
  • A player may perform a Jump movement. A jump may also be made in any of the 8 directions and is done much like a checkers jump. A jump movement may be continued as long as there are possible jumps available. Jumps may be made over any other pyramid regardless of color. A piece that is jumped is not Captured. See above for Capturing rules.
  • A player’s move may not end on an opposing color unless it can perform a Kickback or Capture.
  • A Player’s move may not end on a Black Pyramid.

WINNING CONDITIONS Edit

The game is won by simply being the surviving player on the board.

KNOCKOUT Edit

Players are "knocked out" of the game if one of two possible events occur.

  1. You lose 18 points worth of Pyramids and somebody declares a Knockout. (If nobody notices, you may continue until they do!)
  2. An Opponent manages to build a nest of their color in one of your Starting Squares.