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E, the Game of Martian Chinese Checkers

  • Description

    E, the Game of Martian Chinese Checkers (E = mc² - get it?) requires one Icehouse stash per player and a specifically laid out hex board. The board is a large hexagon, with its six sections colored to match the pyramids that will go on it - consistent with Chinese Checkers. The line of hexes that forms the border between "home" territories is multi-colored, matching the adjacent home territories. What makes E special is that it uses the natural size stackability of the Icehouse pieces to enhance Chinese Checkers significantly. For one thing, pieces must move precisely as many steps and/or jumps as they have pips (i.e. Smalls go 1; mediums, 2; larges, 3).

    The major effect on play comes from the stackability.

    • A piece may never - not even for a step of a move - stack directly on its own color. (except as the result of a guard exchange)
    • If you can physically touch your piece (without shifting things about), you may move it, even if that means pieces atop it will take a free ride.
    • If you can't physically touch your piece, it is trapped.
    • You may never trap a piece in its home territory. The multicolor hexes come into play here, creating a somewhat safe zone for pieces. The center space is safe for everyone.
    • You may liberate a trapped piece of yours, teleport a guard (a trapping piece of yours), and violate the "never stack directly on yourself" rule by performing a guard exchange.

    The game is otherwise exactly like Chinese Checkers.

    Game System

    E, the Game of Martian Chinese Checkers tied for 2nd place in the Autumn 2004 Icehouse Games Design Competition.

  • Details
    Ages:  
    Category: Abstract Strategy
    Designer: Carol Townsend
    Family: Looney Pyramids
    Publisher: (Web published)
    Time: 120 minutes
    Year: 2001
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