Hunt

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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.

Hunt
Jeff Wood
Image:HUNT-setup.jpg
A hunt in a deadly maze
Min. Players: warning.png“” is no number.
Max. Players: warning.png“” is no number.
Icehouse stashes: 2 Treehouse sets (2HOUSE)
Treehouse sets: warning.png“” is no number.
Other equipment: optional chessboard
Setup time: 2 minutes
Min. Playing time: warning.png“” is no number.
Max. Playing time: warning.png“” is no number.
Rules complexity: Low
Strategy depth: Medium
Random chance: Medium
Primary Mechanic: none
Additional Mechanic: none
Theme: Abstract
BGG Link: 35014


Hunt is a game for 2-4 players hunting each other across a moving playfield of deadly nature using any two Treehouse sets.

Contents

What you need

  • Two Treehouse sets, any set colors (Players will find the strategy changes slightly if the sets are mixed or identical)
  • Optional chessboard bandana to help mark spaces

Setting up the game

  • Setup a 5x5 space play field (Inside spaces).
  • Randomly set all 10 large and 10 medium pieces (Fences) upright along the edges of the board (5 on each edge), outside the play field (Outside spaces).
    • Fences are Outside the field to start, but may move Inside the 5x5 grid during game play.
    • Fences are either Standing (upright) or Pointing (flat). The Fences are Standing at game start.
  • Choose a first Player (longest hair, shortest hair, most novel color of hair, etc.).
  • Players take turns drawing from the pool of 10 small pieces, creating a Stack on any empty Inside space on the board (for two players, this must be opposite corners of the board).
    • The first small piece taken by each Player is placed on the board, later pieces are stacked on top of this piece in order.
  • Players continue drawing until each player stack is full (4 high for 2 players, 3 for 3 players, 2 for 4 players).
  • Set aside the remaining small pieces from the game.
  • Sample Setup:
    Sample Hunt setup

Who Starts

  • Last Player to create a full Stack starts the game.

Winning the game

  • The Player with the last Stack in play wins.

Terms

Adjacent 
Two pieces are adjacent if they are one space vertically or horizontally away from each other
Damage 
Possible consequence of a Hit, removes one piece from a Stack
Fence 
Any medium or large piece, may be either Standing or Pointing
Hit 
A successful strike on a Stack, may be self-inflicted and may cause Damage
Inside 
Any of the 5x5 grid spaces is consided Inside
Outside 
Any of the 20 starting spaces for the Fences is considered Outside
Pointing 
A flat Fence pointing horizontally or vertically
Stack 
The Player's piece on the board, composed of a Stack of small pyramids representing the 'health' of the piece
Standing 
An upright Fence pointing upwards

Hitting and Damage

  • Each Player Stack represents how much Damage from Hits a Stack can withstand before being destroyed.
  • Checking for Hits is done at the end of each Step, after all pieces are moved during any of the three Turn Steps below.
  • A Stack is considered Hit:
    • If another Stack attempts to move into the same square as the Stack.
    • If the Stack attempts to move onto a Fence or Outside square.
    • If the Stack ends movement in the uninterrupted (only empty spaces between) path from a Pointing Fence pointing at the Stack.
    • If a Fence is moved or Pointed such that it is Pointing (with only empty spaces between) at the Stack.
    • If any piece is moved such that another Pointing Fence is only now pointing (with only empty spaces between) at the Stack.
  • Any attempt to move any piece into a non-empty square or a Stack to an Outside square causes the piece to remain in place (the piece is still considered moved), though a Hit occurs and is resolved.
    • If a Stack moves onto another Stack, only the stationary Stack is Hit.
  • All Hits are determined and resolved simultaneously whenever a check is made.
    • Any adjustments to a Stack (from Damage or the Dig or Wild Actions) never cause a Hit.
  • Damage from Hits is resolved simultaneously:
    • Each Hit causes one Damage to the Stack.
      • No Damage occurs if the top color of the Stack matches the color of the Fence or opponent's Stack involved in the Hit.
      • If the Hit is a Stack attempting to move Outside, Damage occurs regardless of top color of the Stack.
    • For each Damage to a Stack, remove the top small pyramid of the Stack.
    • If the Stack becomes empty, the owning Player loses and is out of the game.

Playing the game

Turn Steps

  • Step 1
    • Fence moves around a Stack
      Fence moves around a Stack
      Move a Fence one space in any direction (Row or Column) to any empty Inside or Outside space, keeping the Fence's orientation. A Fence must either be moved adjacent to the Player's Stack (in any of the four spaces around the Stack) or an adjacent Fence must be made non-adjacent. If this is not possible, any Fence may be moved. A Pointing Fence may not move 'backwards' along its Pointed line, but may move sideways or 'forwards'.
  • Step 2
    • Roll a Treehouse die and perform the result as shown below.
    • If the action is impossible, then the Player's Stack is Hit and Damaged.
Die ResultAction
1 - Tip
Tip action sample
Player must tip any Standing Fence piece in their Stack's Row or Column along the Fence's Row or Column to point to any Inside space. This Tipped Fence then moves through all empty Inside spaces in the Pointed direction, staying in the last such space.
2 - Swap
Swap action sample
Player's Stack must swap positions with any Fence in the same Row or Column, keeping the Fence's orientation. If the Fence is Outside, the Stack does not swap positions, but is Hit and Damaged, in addition to any other Hits.
3 - Hop
Hop action sample
Player must either move (Hop) their Stack over any one directly adjacent Inside Fence to the board location on the other side or Hop an adjacent Fence to the empty square on the other side of the Stack. If a Stack's target square is Outside or is not empty, then the Stack bounces back to the original square, registering any Hit. If a Standing Fence is Hopped over by a Stack, it always falls to Point at the target square, even if the Stack bounces back.
4 - Dig
Dig action sample
Player must move the top piece of their Stack to the bottom of the Stack. If there is only one Piece in the Stack, then the Player must add one previously-destroyed piece of their Stack to the bottom of the Stack instead.
5 - Aim
Aim action sample

Player must change the orientation of at least one adjacent Fence of their Stack to any Pointing direction (towards an Inside space) or to Standing. A change to a new direction must occur for each affected Fence.

6 - Wild

Player may reorder the pieces of their Stack and then must choose one of the above options.

  • Step 3
    • Player then must move their Stack one space in any Row or Column to an Inside space. If this would result in coexisting with another piece, the Stack remains in place (though considered moved) and the consequences of the Hit(s) occur.

Play continues clockwise to the next Player.

Entered in the Icehouse Game Design Competition, Winter 2008
Winner: Martian 12s - Runners-Up: WreckTangle, Timelock
Other Entries (in alphabetical order): Chicken Run, Hunt, Martian Gunslinger, Timberland, Virus Fight

Facts about HuntRDF feed
Additional Mechanic None  +
BGG Link Http://boardgamegeek.com/game/35014 35014  +
Description A hunt in a deadly maze
Designer Jeff Wood  +
Max. Players warning.png“” is no number.
Max. Playing Time warning.png“” is no number.
Min. Players warning.png“” is no number.
Min. Playing Time warning.png“” is no number.
Name Hunt  +
Other Equipment optional chessboard  +
Primary Mechanic None  +
Primary Theme Abstract  +
Random Chance Medium  +
Rules Complexity Low  +
Sets warning.png“” is no number.
Setup Time 2 minutes  +
Stashes 2 Treehouse sets (2HOUSE)  +
Strategy Depth Medium  +
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