• If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Game 6: Glacier Collapse

Page history last edited by Basil Vendryes 11 years, 2 months ago

Basil Vendryes

 

Glacier Collapse

 

Objective:

                All players want to try and cross the cracking ice without dying. All can win, but there is a hierarchy of placement (1st place, 2nd place, etc). Alternatively, either only some can win or in some cases nobody may win.

Materials: 

                1-4 player tokens

                A D6 die

                A marker

                Small popsicle stick “cracks” (provided)

                A sheet of grid paper

Rules:

  1.        All players start in the marked starting corner of the board. 
  2.        Players move up to 2 spaces per turn in any direction they desire, diagonals and backwards are valid. 
  3.        Cracks are placed after all players have moved once. To designate the shape the crack takes, a D6 die is rolled and the number rolled corresponding to the crack shapes numbered 1-6 will decide it. 
  4.        The first time after all players have had a turn, the crack is placed in the center. The side with a dot marking must be on top of the center, but the rotation is up to the first player who moved their token. 
  5.        All times after this, crack placement is rotated between the other players in the order that they move during the movement phases. The only requirement is that the sides marked with blue dots must connect to an existing crack endpoint. 
  6.        If an area is completely walled off by cracks (this must be exact. If there is even a small disconnection, it doesn’t count) it caves in and fills with water. Water is crossable, but it comes with a high risk. 
  7.       When crossing (or escaping) water, players roll a D6 die twice. The first roll is for the mysterious deadly creatures lurking in the water, the second is for the player. If the player rolls higher, they successfully cross the water. If they roll lower, they are eaten and immediately lose the game. 
  8.      If a player’s current space is converted to open water during the crack phase, they must initiate the dice roll to relocate. The same rules apply as a normal crossing, but they may relocate to anywhere along the water’s edge if they win the rolls. This does not count as their movement for their turn. 
  9.     When crossing water, a player may cross to any square on the other side so long as it is adjacent to the water. This counts as their movement for their turn.

 

 

 

Comments (0)

You don't have permission to comment on this page.