Surge by Jonathan Leistiko

  • Checkerboard with 6 pieces in opposed corners, occupying a triangle of 6 squares

On your turn:

  • Roll 2d6.
  • Distribute the points from one die roll as “strength” to any/all of your pieces.
    • Strength distribution is known only to you, not your opponent.
  • Distribute the points from the other die roll as orthogonal movement among any/all of your pieces.
  • Pieces may not move through occupied spaces.
  • When a piece lands on an opposing piece, subtract the strength of each piece from its opponent. Any piece with 0 strength or less is put in its opponent's Captured Pile.
  • At the start of your turn, reduce the strength of each non-zero piece you control by 1.

Variants

  • Open Records - Piece strength is known to both players.
  • Spy Games - When you roll doubles, you may see the strength of one of your opponent's pieces before allocating your strength and movement.
  • Diminishing Resources - If you roll a number greater than the number of pieces you control, treat that number as equal to the number of pieces you control.
  • War Spoils - You can move a piece from your Captured Pile to your Dead Pile to re-roll a die roll.
  • Teamwork - Pieces may move through, but may not end their movement in, spaces occupied by allied pieces.
  • Phasing - Pieces may move through spaces occupied by other pieces. Pieces may only end their turn in spaces occupied by opposed pieces (in an attempt to capture).
  • Max Cap - A piece may not have a strength value greater than 6.
  • Burnout - A piece with a strength value greater than 6 at the end of a turn is removed from play.
 
newgames/surge.txt · Last modified: 2006/06/04 18:56 (external edit)
 
Recent changes RSS feed Creative Commons License Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki