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Geometrap

Page history last edited by Scott Davis 13 years, 4 months ago

Geometrap

 


Supplies:

Unique geometry board, 3 character tokens, 1 Die, & 15 pieces of paper and 3 pens.
3 Players


Gameplay:

Players roll the Die to see who goes first. From the winning roller, play will continue clockwise. 

Players write down their traps on the provided pieces of paper. Each player writes for 5 traps. Each trap is the written color and the number 1,2, or 3.

These correspond to different areas on the field of play. The field can be evenly divided into thirds, and then into their smaller area.

Green area-The area around the starting positions of players, consists of 4 spots. 
Purple Area- The far sides, two on each side of the starting position consists of 8 spots
Blue Area- The middle area between sectors. 4 spots as well as 2 shared spots.

Area 1- The first sector that encompasses a third of the board. Player one starts here. 
Area 2- The second sector that encompasses a third of the board. Player two starts here. 
Area 3- The third sector that encompasses a third of the board. Player third starts here. 

An example card would be Purple, 2. This trap card is active in the purple area of player 2's far sides.

Once again, each player creates 5 of such trap cards. They can as many copies as they want, but always 5 cards. These cards are kept face down in front of each player.

Players move their tokens from their starting spaces along the edges of the shapes one move at a time. The goal is to touch each of the other 2 starting positions and then return home first in order to win.

Players can activate their trap cards in order to stop their opponents from reaching their goal. The player can activate their card at any time during the game. However, the card must correspond the current sector and area written down on the paper. A card of Green, 1 can be used on opposing players that are in those corresponding areas. When a trap is successfully activated, the player that used their card can choose from two options:

The trapped player stops movement for 2 turns.
OR
The trapped player is moved freely one space by the player who activated their card in any given legal direction.

They trap is then left face-up on the field and is considered "used" and can no longer be activated. Once again, the players have 5 cards to use during play.

Players can move on to the same space, but if the third player wants to activate it a trap card at this area, their trap is effective for BOTH players.

Player wins by getting back to the start and touching other players's before their opponents. 




 

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