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An Icehouse Pyramid Game for two to ten players by Geoff Hanna |
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  | Game Object | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  | Use your Missile Batteries offensively to uncover and eliminate enemy Presidents while at the same time defending your own President from attack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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  | You Will Need | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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As many differently-colored sets of pyramids as possible - the Game Setup
section asks for a complete set of all ten colors for each player. This
does allow maximum player choices, but is still a lot of pyramids.
See the Variants section for a Game Setup based on a smaller pool of
pyramids.
You will also need about a square foot of table space per player, and two tokens - the President and Vice President - that are different from each other and small enough to fit entirely inside a small pyramid. Small ball bearings or dried beans work. Alternately, write the words “President” and “Vice President” or "P" and "VP on small slips of paper and fold them until they fit. |
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  | Overview | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Each player also secretly conceals their President and Vice President tokens under one or two of the Missile Silos. Players take turns launching one Missile (removing one pyramid from one stack) at one specific exposed Missile in an enemy Battery. Both pyramids are discarded exposing whatever is underneath. Eventually, the Silo protecting the President is exhausted and the President herself is exposed. Once exposed, the President can be struck by an enemy Missile, eliminating the owning player. Play continues until only one President remains (one player winner) – OR – all remaining Presidents are exposed at the same time (a draw). |
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  | Game Setup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  | Step 1: Build Up Your Nuclear Stockpile | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Two-player games: Yellow and Red missiles are not used in two-player games; each Stockpile will contain only 96 pyramids. Step 2: Construct your Missile Battery Missiles come in ten colors: Black, White, Blue, Red, Green, Yellow, Purple, Orange and Clear (Yellow and Red are not used in two player games). Each color represents a different type of Missile with unique special abilities. See the Missiles section contains for the details of these abilities. Each player creates eight Missile Silos. A Silo contains one large, one medium and one small pyramid. Stack the smaller pyramids inside of the larger ones so that only the outer pyramid is visible. The colors in each Silo are up to you. They can be all the same, all different, or any combination in between. There is only one limit - the "Rule of Four": you may not have more than four pyramids that are the same color and the same size anywhere in your Missile Battery. Step 3: Conceal your Executive Branch Place each Executive token beneath a Missile Silo. It is perfectly legal to place them both within the same Silo – but risky! Step 4: Determine who makes the First Strike Once everyone is seated, take one unused pyramid and toss it into the air so that it will land somewhere in the middle of all players. The pyramid is now pointing to the First Strike player. If the pyramid lands upright or does not clearly point to one player, re-toss.   |
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Game Play |
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Play begins with the First Strike player and then continues around the
group clockwise.
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Missile Launch |
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During each turn, the current player must launch one Missile by removing
the top pyramid from any stack in the player's Battery. Designate which
enemy Missile you are targeting – you may only target “exposed” Missiles
(the top Missile in each Silo is “exposed”). Do not touch the enemy
Missile but be very specific!
| The results of the launch will depend on the Missile you are launching and the Missile you are targeting. Missiles are explained in detail in the Missiles section. There is also a launch results table at the end of this rule set. You may not target your own Battery.   |
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Damaged versus Destroyed The attacking Missile is always destroyed. But the defending Missile is sometimes damaged instead of being destroyed. To indicate damage, place the attacking Missile on its side, in front of the damaged Missile and pointing towards it. If a Missile is damaged and then receives another “damage” launch result, it is instead destroyed. Damage to a Missile does not prevent it from launching, and there is no effect on the damaged Missile's special abilities.   |
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RPV Drones |
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The clear pyramids - "RPV Drones" - represent surveillance vehicles that
help you locate enemy Executive tokens and prevent the enemy from locating
your own tokens.
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Launching a Drone If the defending target Missile is also an RPV Drone, both pyramids are destroyed and removed from play. Otherwise only the attacking pyramid is destroyed; the defender loses nothing but is instead required to give the attacker a hint about the location of one Executive token by stating his current “DEFCON” level. Countering a Drone If a defending Executive token is covered by its own RPV Drone then the token cannot be probed. For instance, in the example Battery below, a token under Silo 5 cannot be probed; the middle-sized pyramid in the stack is a clear RPV Drone.
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| DEFCON Level   |
The DEFCON level is the number of Silos that the RPV Drone "missed" an
Executive token, plus the number of Missiles left in the token’s Silo.
| Silos that have been completely exhausted still exist, they are just empty. Consider the sample Battery above (remembering that only the top Missile in each Silo is actually visible). If an Executive token was under Silo 2 and the RPV Drone target was Silo 5, the DEFCON level would be six: the attacker “missed” by three Silos, plus there are three Missiles left in Silo 2. If the token was instead under Silo 1, the DEFCON level would be only five: the attacker missed by four Silos, but there is only one missile remaining in Silo 1. One more example: If the target was Silo 5 and the token was under Silo 7, the DEFCON level would be five – empty Silo 6 still counts as a missed Silo!
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| Announcing the RPV Drone launch result   |
There are three possibilities to consider:
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Eventually, one of the Silos protecting an Executive token will lose all three Missiles. This causes the Executive token to be “exposed”. Once exposed, tokens may be selected as targets. Any Missile, even Clear, will always destroy a token - tokens are never damaged. If the destroyed token is the President, the owning player is eliminated. Notes: Destroying the Vice President has no effect. Orange missiles can not attack and therefore can't attack tokens either. The Star Wars Missile Defense System An exposed Executive token knows he is exposed! In a panic, he quickly activates the Star Wars Missile Defense System: until the end of the current attacker’s next turn, it is not possible to target this player in any attack, probe, deflection, or sortie. Missiles that do not target this player – specifically, Neutron Bombs aimed at a different player – continue to affect this player normally. Exposing the Vice President activates the Defense System too. If the President is later exposed, the System activates again! While protected, the exposed player may still launch Missiles during her turn normally (and in fact, must do so). Special situations: If both Executive tokens were in the same Silo, the Defense System activates only once, and any one Missile hit will destroy them both. If the Defense System is already activated when another Executive token is exposed, the activation period restarts; the Defense System will remain active until the end of the current player’s next turn   |
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Winning the Game |
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If only one player remains in the game then that player is the sole winner.
| It is also possible to end the game in a draw. If at any point, all of the surviving Presidents are exposed at the same time, regardless of when or how they became exposed, they collectively regain their sanity and declare peace; all remaining players tie for the win.   |
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Missiles |
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These rules contain several references to a "regular" Missile launch or a "regular"
attack: an attacking player announces which Missile is being launched and which Missile
is the target. Both the attacking Missile and the defending Missile are removed,
exposing whatever is beneath them.
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Unless context clearly indicates otherwise, the term "Launching a Missile" generally also includes probing with an RPV Drone or scrambling a SAC unit. The "regular" attack is somewhat of a rarity: there are several kinds of Missiles and each does something different - some are not Missiles at all. But there are three rules that can be still be applied generally:
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Missile Command (C) 2004 Geoff Hanna
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Game Variations |
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Setup Variations |
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The play of the game can be radically altered by changing the pyramids available
for Silo construction.
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Other than clear and cyan, the Missile colors tend to balance each other in pairs. Clear (RPV Probes) and cyan (SAC units) balance themselves. But you may want to avoid creating your own variants that use only color one out of a balanced pair:
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The Basic Game |
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A very fast "beer & pretzels" kind of game results when the Nuclear Stockpile
is limited to just these Missile types: black and white ICBMs, blue and green
MIRVs and SLBMS, plus clear RPV Drones. This variation also works well in a
two-player game.
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Shared Nuclear Stockpile |
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If there are not enough pyramids available to create individual Stockpiles, or
even if there are but you want to try adding a different layer of player choice,
consider choosing pyramids from a common pool.
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A good minimum is somewhere around two tubes/stashes of pyramids per player, ideally each a different color.   |
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Play Variations |
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Launch Detect Variant |
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In the early days of the Cold War a bomber needed hours to fly to a target.
If the targeted country could detect that bombers were on the way, there would
be an opportunity to prepare defenses (which mainly meant counter-attacking). This
"golden window" was critical, leading to massive detection efforts such as the Distant
Early Warning System (DEWS) that still stretches across the entire top of North America.
| As technology advanced the window retreated and detection became more difficult. ICBMs cut the window down to an hour, and that only if detected right away (spawning spy satellites in an attempt to detect launches more quickly). Later generations reduced it to 30 minutes, and then 19 minutes until eventually, submarine-launched missiles erased the window altogether. The Launch Detect variant simulates this by adding a period of time between missile launch and missile strike. In this variant, a missile launched this round will not strike until next round.   |
Turn Phases |
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During each player turn the following phases are resolved in this order:
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Sortie Phase
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There are no changes to the SAC unit rules for this variant - but any Air Wing sortie
must be completely resolved before moving on to the Strike Phase
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Missile Strike Phase
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If the attacking player launched a missile during the previous turn, she
now declares a specific target. The attack is resolved as in the standard game
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Missile Launch Phase
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The player must launch a missile or scramble a SAC unit. If launching a missile:
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Other Changes
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Peace Love Dove Variant |
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Missile Command sprung from a twisted sense of black humor that pays homage to
the classic Nuclear War and Nuclear Escalation card games – but may not appeal to
everyone. In the Peace Love Dove variant, the game mechanics are unchanged but the
terminology is a bit different.
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Game Object |
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Help your friends to remove the spiritual walls that keep us all isolated
from each other, while trying to retain enough of your own emotional energy
that you can be available to your other friends as well.
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Executive Branch |
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Instead of annihilating the enemy Vice President and President, free your
friend’s “Inner Child” and “True Self”. When a token is exposed, you do not
activate a missile defense system; you “go into denial” for a full turn. |
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Missiles |
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Do not launch missiles at a multi-layered wall of defensive weaponry: rather,
invest emotionally in your friend to build a better friendship and a better person.
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Do not destroy things; melt away negative learned behaviors. Do not inflict damage, but you may encounter deep-seated emotional areas in your friend that require special attention.
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Missile Command (C) 2004 Geoff Hanna
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Launch Result Table |
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