3 games

I've designed gameboards for the following games and am currently playtesting rules.

Click the image to download a PDF version of the gameboard (design subject to change).

  Black Hole

orbit & avoid the black hole
2 players
3 spaceships each
6 dice
Setup: place 3 spaceships on your 3 'launch pad' spaces (arrows pointing in)
roll dice (2 for each ship you have in play)
choose which dice (however many you wish for each ship) will be used to move which ships
if ship is on launch pad, must use total >= outer orbit (7) to enter board
move each ship assigned total number of spaces counterclockwise, staying in same # orbit
if total on assigned dice < # of orbit, ship must drop by 1 orbit, then move total-1 in that orbit
if total on assigned dice > # of orbit, ship may move out to next higher orbit at cost = # higher orbit, then move remainder in that orbit
if ship is assigned no dice, it drops one orbit
all orbit changes are 1/2 hex in forward direction
if your ship lands on or moves past an opponent's ship in the same orbit, it drops an orbit
if your ship moves past or lands on one of your ships in the same orbit, it is kicked up an orbit (if possible)
if a ship drops into the black hole, it is removed from the game
place any ships lost to the black hole back onto your launch pad at the start of your next turn
move ship off board into your color 'recovery area' (arrows point outward) to recover ship (& lose 2 dice!)
can move 'way off' beyond end of recovery area :)
Win when you recover all 3 ships, or if opponent loses all 3 ships


  Vortex

2-6 players
4 pawns & 1 leader each
2 dice
Setup: leader on any corner flanked by 2 pawns on each side
roll 2 dice & move any number of pieces on your turn
movment costs are: 1 pt. each yellow hex, 2 pts. each red, 3 pts. each blue
must make moves exactly equal to roll
may move over other pieces
may move serpentine, but not back onto any space you came from or moved through with same piece
land on opponents' piece to remove it from the board
may not move through or land on center Vortex hex, except:
land on vortex hex (1 pt. movement cost) with pawn or leader to remove it from board & return it and previously removed pawn onto any 2 adjacent edge spaces of same color as last space occupied before moving onto vortex hex
either or both can capture on return to board
land on an opponent's leader to remove all of his pieces from the game


  Drunkard's Walk

2-6 players
6 pawns each
2 dice
Setup: place your pawns on the 'petals' of your home 'flower'
(I hate the way the board design automatically invokes the mental image of daisies!)
roll 2 dice, pick 1 die for direction (as marked on board), 1 die for # spaces & move 1 pawn
may move over other pieces
cannot land on center hex of any opponent's home 'flower'
if piece to be moved is on 'petal' of player's home 'flower', may +/- 1 to either die roll
if piece to be moved is on center hex of player's home 'flower', may +/- 1 to both dice
if piece occupies center hex of home 'flower', it must be moved first, if possible
must move if you can; if you cannot move, forfeit turn
land on an opponent's pawn to send him to center hex of his home 'flower'
if home hex is occupied, place moved pawn on any petal
easy game: land on home (orange) 'flower'petal or center hex to move your pawn off board
hard game: only center hex counts as home!
must move down an orange hub arm to land on home; cannot enter from other spaces
first to move all pawns home & off wins


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