High Ground and High Rise: Difference between pages

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{{Under Development|Nearly Complete}}

{{Infobox_Game|
{{Infobox_Game|
subject_name=High Rise|
designer=[[GameBrain42]]|
designer=[[User:Topgun505|Blake Cetnar]]|
subject_name=High Ground|
image_link=|
description=High Ground is a game of Strategy and luck that uses playing cards as the board ([[gnostica]] fans unite!), and [[Icehouse]] [[pyramids]] as the player's pieces.|
description=A game of trying to build the biggest towers in order to control the most valuable properties on a Martian Coasters square|
players=2–4 |
min_players=2|
stashes = 2 [[Treehouse]] sets|
max_players=2|
other_equip = 1 deck of normal playing cards or optionally, a [[gnostica]] deck and a [[Treehouse]] die.|
stashes=2|
setup_time= 1–3 minutes|
playing_time=???|
sets=2|
other_equip=9 small 6-sided dice, 1 Martian Coaster|
complexity=Medium |
setup_time=5 minutes|
strategy=High |
playing_time=10 minutes|
random_chance=Medium |
complexity=Low|
mechanics= Playing card game board|
strategy=Medium|
theme = King of the Hill / War game |
random_chance=Medium|
release_year=2007|
mechanics=strategic placement|
game_status=Playtesting
theme=strategy|
footnotes =
footnotes=|
BGG_Link=not ready yet|
release_year=2009|
footnotes=Created in August, 2009 |
}}
}}
== Status ==

{{Under Development|Playtesting}}



== HIGH GROUND ==
High Ground is a game of Strategy and luck that uses playing cards as the board ([[gnostica]] fans unite!), and [[Icehouse]] [[pyramids]] as the players' pieces. A player makes moves only onto cards that have a lower value than the card it's currently on and attempts to either eradicate the enemy or take over a player's King card. So, how does a piece move on to a higher card? Enter the [[Treehouse]] die!
----

== What You will Need ==

2 nests of one color for each player, 1 deck of cards, 1 Tree House die.

== Terminology ==

Here's some terminology that will be helpful..
* ''Territory'' = A card in play on the table.
* ''Attacking'' = When a piece is moved onto any other piece, it is considered an attacking piece.
* ''Trapped'' = When a larger piece attacks a smaller piece, regardless of its color, the smaller piece (being covered by the bigger piece) is trapped and may not move until it is no longer trapped.
* ''Hobbled'' = When a piece attacks a larger piece, the larger piece is Hobbled and cannot move onto any higher cards even if they get a HOP.
* ''Killed'' = When a piece attacks another piece of the same size, the victim is removed from play.
* ''Free'' = Free refers to any piece on the board that is not Trapped or Hobbled.

== Setup ==
Remove all four Kings from the deck of cards. Shuffle and deal 9 cards face down onto the table. Give a King card to each player. These cards will form the beginning of the board. Take turns turning over one card from the pile of 9 and placing them on the table. All cards following the first should be placed face-up, next to the first in a fashion similar to Gnostica (long sides up against short sides). Here's a ridiculously simplified graphical example..:
If card is like this: | Then a card placed to the right, left or above it must be like this: --- And so on. After all cards have been placed, the Board should look like this:
:::[[Image:High_Ground_Board_layout.jpg]]
When this is done, each player should place their king card face up in one of the four orthogonal directions like so:
[[Image:Picture3.jpg]]

All four Kings should be placed regardless of the number of players. The Kings are the player's starting cards. All players should now take 2 [[nest]]s of one color. One of the [[nest]]s should be arranged into a [[tree]]. Now put your [[tree]] and [[nest]] onto the King card closest to you. Now deal an additional 3 cards to each player and you are ready to begin.

== So, Who Goes First? ==

The youngest player may choose who begins and play continues to the left from the beginning player.



== Territories ==
Every card in play on the table is considered a "territory" and serves as a space that pieces can move into. All the cards in play have a numeric value that indicates their "level". It might make things easier to think of each card as a column with the number indicating how "tall" it is. Pieces can only move into higher territories with the HOP roll. Following is the hierarchy of cards:
* Aces are the lowest cards
* Kings are the highest cards
* Jokers are whatever level a player chooses except Kings..

== Game Play ==

A player may take '''one''' of four actions on his/her turn.
* '''Move a piece:''' A player can move any one of his free or hobbled pieces to any adjacent card that has an equal or lower numerical value than the card it is moving from. A piece may continue moving in this way until either it runs out of lower territories or until the player is happy with the piece's posistion. If there are free or hobbled enemy pieces in a card being moved into, you may also attack any of those pieces. Instead of moving, you may choose to have one of your pieces just attack an opponent's piece in the same territory. If you attack with a piece at any time during its move, then your turn is over.
* '''Play a card(s):''' A player can choose to play one or more cards onto the board either on top of already existing cards (that are not occupied by enemy pieces), or into blank spaces at the outside of the board (following the orientation pattern listed above.).
* '''Discard/Draw Cards:''' A player may discard as many cards as he/she wants and/or draw up to his hand max of 3 cards.
* '''Roll The Die:''' A player may roll the die and immediately carry out the action indicated. The Actions are as follows:
* ''HOP'' = Immediately move one of your free pieces to any adjacent card. If this card is occupied by enemy pieces, you may attack them as part of the move.
* ''SWAP'' = On a swap roll, one of your pieces may trade places with any other piece on an adjacent card, even if the other piece is higher. No attacks can be made by pieces involved in a swap. They must go onto their new cards by themselves.
* ''TIP'' = On a tip roll, you can choose one of your pyramids and tip off any pyramids that are on top of it. Pieces that are tipped off should be re-oriented upright singly even if they were previously hobbling or trapping another piece. Note: Trapped pieces cannot TIP.
* ''AIM'' = An aim roll allows a piece of any size to kill any other piece if it is already on top of it.
* ''DIG'' = Dig allows the player to retrieve a card from the draw pile and immediately play it on the board.
* ''WILD'' = This is the nasty one.. Pick any result from above.

== A Word on Attacking ==
Whenever you move a piece onto a card with an enemy piece in it (with the exception of the SWAP) you may make an attack on that piece. To do this, just drop your pyramid on top of the victims'. If your piece is smaller than the victim, then you have ''hobbled'' the victim. If your piece is the same size, you may immediately remove the victim piece from play. If your piece is larger than the victim, you have ''trapped'' it.<br>
'''Moving After Attacking:''' You may move any of your attacking pieces off of a victim on your next turn if it has not been attacked by a larger piece itself. Example: Jonathan attacked and hobbled one of Cassidy's large pieces with a small piece on his last turn. If, on Cassidy's turn, she attacks Jonathan's piece with a medium (or a large), then Jonathan's attacking small is considered to be trapped. However, if she does not attack his little piece, then he can move it on his next turn.


<H1><B>High Rise</B></H1>
== So, How Do I Win? ==
There are two winning conditions in this game :
* '''1.''' Annihilate all other player's pieces!
OR
* '''2.''' Be the only color left on an opponent's King on the start of your turn.


Game design by [[User:Topgun505|Blake Cetnar]], 2009
== Possible Strategies ==
<BR>
I invite any one who wishes to help with this section!
Last Edited 8.12.2009
<BR>
<BR>
<b>What You Need </B><BR>
• 2 Xeno stashes<BR>
• 2 Treehouse stashes<BR>
• 2 Grey stashes (can get away with one if the Black and White pieces are used for the board as well)<BR>
• 9 Six-sided dice (12mm or smaller)<BR>
• 1 Martian Coaster<BR>
<BR>


<b>Overview</b><BR>
==Mini-High Ground (single [[Treehouse]] stash variant)==
To collect the most points by building and taking control of towers
High Ground can also be played as a single stash game. All of the rules of High Ground remain the same with the following exceptions in the game's setup.
<BR>
* Each player will only use 1 nest of his/her color
<BR>
* The "board" will be a bit smaller. The board will be a total of 9 cards with the Kings in the corners. The example below has arrows showing where the kings should be deployed.
<b>Setup </b><BR>
[[Image:Mini-highGround.jpg]]
Take the six-sided dice and roll them. Place one on each square on the Martian Coaster board and then cover each with a grey 3-pip piece (the rest of the grey pieces are not used). One player will use the Rainbow Treehouse colors while the other player uses all the pieces for the Xeno Treehouse stashes. (Note: if you are short on grey pieces, the Treehouse player can give up his black pieces and the Xeno player can give up his white pieces to be used for setting up the board if you need a few extra opaque 3-pip pieces, this would allow you to only need 1 grey stash for a 3x3 board). Each player should take one 1-pip piece of each of their colors and set them aside (just as a reminder who owns which colors). Players should then take turns moving the 3-pip pieces randomly on the Martian Coaster to different squares so that no players know where any given die is located.
<BR><BR>


<b>Play</b><BR>
* Each player's maximum number of cards goes down to 2 instead of 3.
Decide who goes first randomly. Players take turns placing one of their pieces on top of any stack on the board. The objective is to have the most points worth of pips (of his own colors) in a stack at the end of the game, with the idea being he/she is trying to win as many stacks as possible. Players may not pick pieces up on a stack to see what colors are under other pieces.<BR><BR>
<b>Scoring</b><BR>
When both players run out of pieces count how many points worth of pips for each player are in a given stack. Whoever has the most pips wins control of that stack and that player gets a number of points equal to the number of points worth of pips his opponent had in that stack, plus a number of points equal to the number showing on the die at the bottom of the stack. Determine control of each stack and tally up all the points. Whoever has the most points in the end is the winner.
<BR><BR>
<b>Note</b><BR>
Note: This game is scalable. The playing surface for the base game is 3x3 since it is on a Martian Coaster but it could just as easily be played on a 3x4 Volcano board, a 4x4 Volcano board, or any combination up to the size of a full checkers board (although it will get considerably more resource-intensive with larger playing surfaces).
<BR><BR>
The only requirement is that you need:
<BR>
• Enough 3-pip Grey pieces (or black, or white, the color doesn’t really matter as long as the pieces are opaque) to cover every square of the playing area<BR>
• Enough 6-sided dice to place one in every square of the playing area<BR>
• The same number of Rainbow and Xeno stashes as the number of grey stashes used<BR>
<BR>
For example, for a 5x5 area you would need:
<BR>
• 5 Grey, 5 Rainbow, and 5 Xeno stashes<BR>
• A 5x5 Volcano board or checkers board<BR>
• 25 six-sided dice<BR>
<BR><BR>
<BR>
ALTERNATIVE PIECES:
<BR>
Instead of using opaque pieces (grey, white & black), and using dice, you can use any of the hard plastic Volcano boards made by Looney Labs and pick up enough ELBs pieces (also from Looney Labs) to cover each square on the board. Take a sheet of paper and cut it up in to pieces small enough to fit in each square on the board and write a random number on each paper square, randomly distribute 1 to each square on the board and then cover it up with an ELB piece. Using this method you don't need to use any opaque pieces so no grey stashes are required.


You can also use numbered poker chips or cards, as long as the cards are all face down and identical. Just make the board out of face-down numbers, blind to both players.


{{cc|by-nc-sa| 2009|[[User:Blake Cetnar|Blake Cetnar]]}}


[[Category:Treehouse set]]
[[Category:Dice]]
[[Category:Playing cards]]
[[Category:2-player]]
[[Category:2-player]]
[[Category:3-player]]
[[Category:Martian Coasters]]
[[Category:4-player]]
[[Category:Stacking]]
[[Category:Single stash]]
[[Category:Opaque]]
[[Category:2 stashes]]
[[Category:Hidden information]]
[[Category:Abstract]]
[[Category:4HOUSE]]
[[Category:Capture]]
[[Category:10 stashes]]
[[Category:Type of board]]
[[Category:Strategy]]

Revision as of 20:24, 2 August 2019

Under development


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

High Rise
Blake Cetnar
A game of trying to build the biggest towers in order to control the most valuable properties on a Martian Coasters square
:Players Players: 2 - 2
:Time Length: unknown
:Complexity Complexity: Low
Trios per color: 2
Number of colors: 2
Pyramid trios:
Monochr. stashes: 2
Five-color sets: 2
- - - - - - Other equipment - - - - - -
9 small 6-sided dice, 1 Martian Coaster
Setup time: 5 minutes
Playing time:
Strategy depth: Medium
Random chance: Medium
Game mechanics:
Theme: strategy
BGG Link: not ready yet
Status: complete? (v1.0), Year released: 2009
Created in August, 2009


High Rise

Game design by Blake Cetnar, 2009
Last Edited 8.12.2009

What You Need
• 2 Xeno stashes
• 2 Treehouse stashes
• 2 Grey stashes (can get away with one if the Black and White pieces are used for the board as well)
• 9 Six-sided dice (12mm or smaller)
• 1 Martian Coaster

Overview
To collect the most points by building and taking control of towers

Setup
Take the six-sided dice and roll them. Place one on each square on the Martian Coaster board and then cover each with a grey 3-pip piece (the rest of the grey pieces are not used). One player will use the Rainbow Treehouse colors while the other player uses all the pieces for the Xeno Treehouse stashes. (Note: if you are short on grey pieces, the Treehouse player can give up his black pieces and the Xeno player can give up his white pieces to be used for setting up the board if you need a few extra opaque 3-pip pieces, this would allow you to only need 1 grey stash for a 3x3 board). Each player should take one 1-pip piece of each of their colors and set them aside (just as a reminder who owns which colors). Players should then take turns moving the 3-pip pieces randomly on the Martian Coaster to different squares so that no players know where any given die is located.

Play
Decide who goes first randomly. Players take turns placing one of their pieces on top of any stack on the board. The objective is to have the most points worth of pips (of his own colors) in a stack at the end of the game, with the idea being he/she is trying to win as many stacks as possible. Players may not pick pieces up on a stack to see what colors are under other pieces.

Scoring
When both players run out of pieces count how many points worth of pips for each player are in a given stack. Whoever has the most pips wins control of that stack and that player gets a number of points equal to the number of points worth of pips his opponent had in that stack, plus a number of points equal to the number showing on the die at the bottom of the stack. Determine control of each stack and tally up all the points. Whoever has the most points in the end is the winner.

Note
Note: This game is scalable. The playing surface for the base game is 3x3 since it is on a Martian Coaster but it could just as easily be played on a 3x4 Volcano board, a 4x4 Volcano board, or any combination up to the size of a full checkers board (although it will get considerably more resource-intensive with larger playing surfaces).

The only requirement is that you need:
• Enough 3-pip Grey pieces (or black, or white, the color doesn’t really matter as long as the pieces are opaque) to cover every square of the playing area
• Enough 6-sided dice to place one in every square of the playing area
• The same number of Rainbow and Xeno stashes as the number of grey stashes used

For example, for a 5x5 area you would need:
• 5 Grey, 5 Rainbow, and 5 Xeno stashes
• A 5x5 Volcano board or checkers board
• 25 six-sided dice



ALTERNATIVE PIECES:
Instead of using opaque pieces (grey, white & black), and using dice, you can use any of the hard plastic Volcano boards made by Looney Labs and pick up enough ELBs pieces (also from Looney Labs) to cover each square on the board. Take a sheet of paper and cut it up in to pieces small enough to fit in each square on the board and write a random number on each paper square, randomly distribute 1 to each square on the board and then cover it up with an ELB piece. Using this method you don't need to use any opaque pieces so no grey stashes are required.

You can also use numbered poker chips or cards, as long as the cards are all face down and identical. Just make the board out of face-down numbers, blind to both players.

This game is licensed under a Creative_Commons License and is copyrighted © 2009 by me, Blake Cetnar