The Fast and Ferocious; or, Black Ice

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Under development

This game is currently under development, in the Initial Design stage. Feedback is strongly encouraged! Feel free to give comments on game design or structure on the talk page.

The Fast and Ferocious; or, Black Ice
Designed by Todd Oravic
A racing game with multiple tracks and self-placed obstacles.
:Players Players: 2 - 6
:Time Length: Long
:Complexity Complexity: Medium
Trios per color: 1
Number of colors: 5
Pyramid trios:
Monochr. stashes:
Five-color sets: 1
- - - - - - Other equipment - - - - - -
Three six-sided die, a 'Yes/No' chip, the board, obstacle, pointing finger, and Black Ice pieces.
Setup time: 3-3.5 min
Playing time: 20 min - 1 hour
Strategy depth: Medium
Random chance: High
Game mechanics: Race
Theme: The wikipage input value is empty (e.g. <code>SomeProperty::, [[]]</code>) and therefore it cannot be used as a name or as part of a query condition.
BGG Link:
Status: Initial design (v1.0), Year released: 2009

"Legend"[edit | edit source]

You just got finished watching "The Fast and the Furious" motion pictures. By this point, however, you want to take things up another notch by getting FEROCIOUS. Therefore, you pull out a set of Icehouse pieces... and phone a friend or five.

Time to Play[edit | edit source]

If two players, then one on one. If four, then two on two. If know.

What you need

  • One group of three Icehouse pieces - small, medium, and large - of the same color to each person or team (For example, 3 red pieces - small medium and large - to one side, and three yellow to another.)
  • Three six sided die.
  • A 'Yes/No' chip.
  • Obstacle, pointing finger, and Black Ice pieces (to be placed in the blocks of your choice on the tracks):
    • 8 RoadKills, 4 per team
    • 10 Ducks, 10 tolls, 10 trolls, and 10 senior citizens, 5 of each per team.
    • 12 Pointing Fingers, 6 per team.
    • 14 Black Ice pieces, 7 per team.
  • The board, representing the race track: 3 (tracks) x 44 (1 start block, 1 finish block, 42 blocks of racing space) to each opposing side.

Here we go now

1. Place your three Icehouse pieces in the starting blocks, lying on their sides with their points facing the finish blocks.

2a. To start the game, take all of your obstacle, pointing finger, and Black Ice pieces and place them in blocks of your choice anywhere on the entire board (including the tracks of your opponent/s). Choose carefully, strategize and plan ahead! Once you place them, you cannot change your mind!

2b. To start the race, one person from a team should roll the three dice (the person should be the shyest person). Teams take turns.

Each die represents how many spaces each respective Icehouse piece can move down the track. Each turn, you roll the three die and then move the Icehouse pieces accordingly. To determine which die represents each piece, look at how they land on the table from left to right. Then move your Icehouse pieces accordingly from left to right down your three tracks. If two or three on a team, take turns rolling.

3. The blocks in each of the tracks now have obstacles in them. They include the following: Tolls, Trolls, Senior Citizens, and Ducks. Some of the blocks now have Black Ice in them, which serve to speed up your progress. You must stop on the obstacle's block after rolling and moving in order for the obstacle to take effect.

TOLLS slow down your progress. The Icehouse piece that stopped on the Toll must wait for a turn before it can move again. TROLLS determine whether or not you can continue. You must flip the 'Yes/No' chip before each turn for the Icehouse piece that has landed on the troll. If 'Yes,' you may roll and move that piece. If 'No,' you have to skip that turn. SENIOR CITIZENS pretty much stop you dead. The Icehouse piece that landed on a Senior Citizen is not allowed to move until the other two Icehouse pieces on the track are eight spaces or more ahead. DUCKS slow down your progress. For the Icehouse piece that landed on the ducks, roll on the next turn, but instead of moving forward, move backward according to the respective die.

BLACK ICE serves to help speed up your progress. For the Icehouse piece that lands on Black Ice, roll on the next turn and then multiply the number you get by the following rules:

   Roll a 1, multiply by six.     4, multiply by 3.     
   Roll a 2, multiply by five.    5, multiply by 2.
   Roll a 3, multiply by four.    6, multiply by 6 (seriously, go for it).

04. Some of the blocks in each of the tracks now have pointing fingers in them. These pointing finger pieces are numbered 1-6 and will either direct you to change lanes or send you into oncoming traffic (on the opponent's parallel track) depending on the number on the piece. Good luck with the latter, but if one of your Icehouse pieces lands in a block with a pointing finger, immediately take your piece to the block (stay in the same row) on the track to which that pointing finger directs (don't wait for the next turn). (That tracks are numbered 1 to 6. If you land on an arrow with a number 1 in it, shift the Icehouse piece to Track #1. "What to do if you land on RoadKill" explains this whole track numbering business quite thoroughly.)

05. You can only change lanes with that piece if it lands on RoadKill.

"What to do if you land on RoadKill":

Roll one die. Looking from your left to your right, you have 6 lanes. The first three are yours of course, and the last three are your opponent's. They are to be numbered from your point of view 1,2,3,4,5,6. The number you roll on the die will tell you to which lane you must relocate (Relocate on that turn). If you roll the number of the lane you are currently in, reroll until you get a different lane.

06. By the way, if one of your Icehouse pieces crashes into another, it is eliminated!

"What to do if one of your Icehouse pieces crashes into another":

Make dramatic crashing noises and movements with that Icehouse piece. (Ex. Kapuff!!! Peow!!! Errrr, smash!!! Icehouse piece flies up in the air...lands on the table...) Then, calmly and gently place that Icehouse piece on the side. The other Icehouse piece (the opponent's) that was involved in the crash is not eliminated. Also, let it be known that Icehouse pieces that are on the same team can rear-end each other (although only one will need to be eliminated in the event of that occurring).

Winning[edit | edit source]

07. If one of your Icehouse pieces ends up in one of your opponent's finishing blocks, bring it back to an open block on your side of the track.

Situation #1: The winner is the one who has the most remaining Icehouse pieces.

Situation #2: If there is a tie, you'll have to play again, only this time, each person or team will place the obstacle, pointing finger, and Black Ice pieces on the blocks on their own tracks only.

Situation #3: If no one crashes, the winner(s) is the one(s) who reaches the finish line with all of their Icehouse pieces first and stacks them in a tree formation. Here is the procedure for making the tree: First, flip the 'Yes/No' chip. If it lands on the 'No,' you may proceed to roll a die. If it lands on 'Yes,' YOU MAY NOT proceed to roll a die. Once you get a 'No,' take one die and roll for the medium Icehouse piece (which will be placed on top of the large piece) If you roll 1, 3, or 5, you may not put the medium piece on top. If you roll 2, 4, or 6, you may.

Links to materials[edit | edit source]

First Year Foundations Class Constructive Pastimes, 2009

Around & Around
Behind Enemy Lines
Candy Capture
Capture the Card
The Fast and Ferocious; or, Black Ice
Horde Runners
Icehouse Baseball
Ice House Bowling
Ice Points
One Square at a Time to the Capture
Race to the Top
Switch House!
Tree House Rush
Tri-Prism Face Off