Turf Wars


Time to create: 12 minutes for gameplay and on-paper prototype.  Another 15 minutes or so for producing these post materials.

 

Players: 2

 

Goal and Theme: Rival gangs are attempting to retreat back to their side of the city through the narrow neutral zone, avoiding the opponent whose territory they just blitzed.  When you're mortal enemies, things won't go peacefully.

 

Board:

 

Other materials: 5 tokens for each player, something to use as "tactics markers"

 

To play: Players start with 5 tokens, one in each of the first spots on their side of the field, and two tactics markers. When a token reaches its home turf (past their first row), it has reached its goal and is set aside.  When all a player’s pieces have reached home, that player wins.

 

On a turn, players can:

1) Choose a token, roll a 6-sided die and move that token:

On a roll of 1, move no spaces.         

On a roll of 2 or 3, move 1 space.

On a roll of 4 or 5, move 2 spaces.      

On a roll of 6, move 3 spaces.

Before rolling, you may use any number of tactics markers to increase your spaces moved by one.

When moving, if another token is in your path, push it to one space beyond your path.  If the first piece pushes into a second piece, stop immediately.  You cannot push two pieces.

2) Use a tactics marker to “sidestep” a token one space left or right. 

When sidestepping, if there is another token in that space and no token in the space behind it, push it into that space when you move.  If there is another token in that space and the edge of the board behind it, push it off the board.  That token’s owner places the piece in the first row in any position.

3) Skip your turn and gain a tactics marker.

 

Thoughts:  This was a very hastily-put-together game, but it makes me excited to keep making things as this class continues.

 

Game shots:

 

(game start) (game in progress)