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Pipelines

Page history last edited by Ian Wyman 9 years, 6 months ago

Pipelines

 

Premise:

 

     This is a game of fast-paced construction and strategy.  Race to link your home base to as many pieces as possible -- and fight off competitors, if necessary.

 

Materials:

 

  • 1 Game board, hexagonal pattern, 36" diameter
  • 27 shiny glass pieces
  • 3 dull glass pieces: red, green, and purple
  • 3 large supplies of one centimeter cubes of the color groups: red and orange; light and dark green; and purple and brown
  • 2 six-sided die
  • 1 spinner with the numbers one through six

 

Objective:

 

     The objective for each player is to build lines of cubes to as many of the shiny glass pieces as possible.  The game ends when there are no more glass pieces not connected to a line of cubes.  The player(s) who control the most shiny glass pieces win(s).

 

Setting up the game:

 

  1. The shiny glass pieces are placed on the board on any legal square of the game board in an approximately even distribution.
  2. Squares outside the boundaries of the game board are illegal.  No game tokens may be placed on them.  Such squares are sometimes crossed out for clarification.
  3. Each player starts with one starting/home piece (dull glass piece) and one of the supplies of one centimeter cubes.  The colors of the home piece and the cubes should be similar.
  4. The order of player turns is chosen at random, or by mutual agreement.
  5. Players may start by placing their home piece anywhere on the board that is not currently occupied and is at least one space away from any shiny glass pieces. 

 

Main game rules:

 

  1. Each player rolls one six-sided die per turn.  The roll indicates the number of cubes that the player may place per turn.
  2. A player may place cubes next to his home piece, next to other cubes he has placed, or next to shiny glass pieces he has captured.
  3. Cubes may be placed only on unoccupied squares.  Two different players cannot place cubes on the same space.
  4. A player can capture a shiny glass piece by building a line of cubes to it from either his home piece or another shiny piece he has captured.
  5. If a player attempts to capture a shiny glass piece already controlled by another player, a battle ensues.  (See below.)
  6. Players cannot attempt to capture their opponents' home pieces.
  7. The player must be able to trace a line from his home piece, through his controlled pieces, to any of his other controlled pieces or cubes at all times. If there are cubes or shiny glass pieces under his control which cannot be reached in this fashion, the player must remove the isolated cubes and forfeits control over the shiny glass pieces.

 

Battles:

 

  1. In one round of a battle, a player spins the spinner, and then both players roll one six-sided die each.  The player whose roll is closest to the number on the spinner wins the round.  NOTE: six and one are counted as adjacent numbers.  Therefore, if the spinner points to a six, a roll of one would be closer than a roll of three, etc.
  2. The first player to win three rounds wins the battle.
  3. The loser must remove all cubes connecting the recently disputed glass piece with any other glass pieces under his control, including his home piece.  See rule 7 of the main game rules to determine whether any other cubes must be removed.
  4. No player may engage in two separate battles for the same shiny glass piece on the same turn.

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