1997 Puesto n.º 12546 en BGG

Pikemen

2–4 jugadores 15 min A partir de 8 años 2.8/5 de complejidad 5.6/10 de valoración

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Pikemen is a game that uses Icehouse Pieces and a standard 8×8 board. Pieces are warriors with long spears known as "Pikes." Each turn a Pikeman may charge in the direction he is pointing (move any number of spaces in a straight line) and then reorient his pike in a different direction, including straight up for defense. When in defense, a piece can only be captured by a larger piece. When pointing, a piece may be captured by any other piece. Captured pieces are worth different points depending on their size: 1 for small, 2 for medium, 3 for large. The player who captures a number of enemy Pikemen worth a given amount first wins-- usually 12 points. Online Play Abstract Play Re-implemented by Star Fleet Scramble

Qué sensaciones ofrece

Point to Point Movement Abstract Strategy

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Preparación

Each player takes one full stash of Icehouse pieces (three sizes: small, medium, large). Starting positions depend on player count and are laid out as shown in the rulebook diagrams. All pieces begin with a default orientation (typically pointing inward or as depicted). The tallest player takes the first turn. Play proceeds clockwise.

Flujo del turno

On your turn you perform exactly one of the following options: OPTION A — Move then Orient: Choose one of your Pikemen and move him any number of empty squares in the direction he is currently pointing (he cannot jump over intervening pieces). He may capture an eligible enemy at the end of the move (see capture rules). After the move (whether or not a capture occurred), you must orient that Pikeman in any of the eight compass directions (attack position) or stand him upright (defensive position). OPTION B — Reorient only: Choose any one of your Pikemen and reorient him without moving, placing him in any of the eight compass directions or upright. No movement occurs. Captured pieces are kept by the capturing player and scored at the end of or during the game.

Puntuación y victoria

The first player to reach or exceed the agreed-upon point threshold (default 12) from captured enemy Pikemen wins immediately. Puntuación objetivo: 12 Fuentes de puntuación: Capturing a small (1-pip) enemy Pikeman: 1 point, Capturing a medium (2-pip) enemy Pikeman: 2 points, Capturing a large (3-pip) enemy Pikeman: 3 points

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Each player uses one stash of Icehouse pieces; starting positions vary by player count.

Each player uses one full Icehouse stash consisting of pieces in three sizes: small (1-pip), medium (2-pip), and large (3-pip). The physical starting positions for all pieces are determined by the player count (2, 3, or 4) as shown in the rulebook diagrams. All pieces begin on the board in some default orientation.

Setup

The tallest player takes the first turn; play proceeds clockwise.

The tallest player among all participants takes the first turn. After that, turns proceed clockwise around the table.

Turn structure

On your turn, you may move one Pikeman then orient him, OR simply reorient one Pikeman.

Each turn you choose exactly one of two actions: (A) Move one of your Pikemen and then orient him, or (B) Reorient one of your Pikemen without moving him. You may not both move one piece and reorient a different piece in the same turn.

Movement

A Pikeman moves any number of empty squares in the direction his pike is currently pointing.

When you choose to move a Pikeman, he travels in a straight line along the direction his pike is currently pointing. He may move any number of squares in that direction, but all intermediate squares must be empty — he cannot jump over any intervening Pikeman (friendly or enemy). His movement ends when he voluntarily stops, reaches a capture, or is blocked.

Restriction

A Pikeman cannot jump over any intervening pieces.

A Pikeman's path must be entirely clear of other pieces (friendly or enemy) up to but not including the target square. If any piece occupies an intermediate square along the movement direction, the Pikeman cannot pass through or over it.

Combat

You may capture an enemy Pikeman that is not upright, or any upright enemy Pikeman that is smaller than your piece.

A moving Pikeman may capture an enemy piece occupying the square he moves into, subject to these conditions: (1) The enemy is in attack position (pointing in any compass direction, i.e., not upright) — any size can capture any size in this case; OR (2) The enemy is in defensive position (upright) AND your attacking Pikeman is strictly larger than the defending piece. A large upright Pikeman cannot be captured by any piece. Your Pikeman stops in the square previously occupied by the captured enemy.

Restriction

You cannot capture your own Pikemen.

A player's Pikemen may never move into a square occupied by one of that same player's own pieces, whether to capture or otherwise. Friendly pieces are impassable.

Turn structure

After moving, you must orient the moved Pikeman in any compass direction (attack) or upright (defense).

Immediately after a Pikeman completes his move (including any capture), you must choose a new orientation for that piece: one of the eight compass directions (attack position) or straight up (defensive position). This reorientation is mandatory after a move — you cannot leave the piece in his pre-move orientation.

Informe estratégico

Initial Reorientation Priority

Because all pieces begin in a default orientation (often not pointed toward enemies), your first several turns will likely be spent reorienting Pikemen into attack positions. Plan your reorient turns to point multiple pieces toward high-value targets before committing to charges.

Using Upright Defense Strategically

Standing a Pikeman upright after a move costs you offensive tempo but protects the piece. This is especially valuable for large pieces, which become completely uncapturable when upright, making them permanent positional anchors that threaten future charges.

Targeting High-Value Attack-Position Pieces

Any piece in attack position can be captured regardless of size. Prioritize charging large enemy Pikemen that are in attack position — they yield 3 points and are as vulnerable as a small piece when not upright.

Pinning to Restrict Opponent Options

Position your Pikemen so they point at squares occupied by standing enemy pieces. This pins the opponent: their piece is safe while upright, but if they ever reorient it to attack, you can immediately capture it. Maintaining multiple pins forces opponents into passive, defensive play.

Path Obstruction and Blocking

Because Pikemen cannot jump over any piece, you can use your own pieces (or enemy upright pieces) to block long charge lanes. Conversely, keep your attack lanes clear so your Pikemen can reach targets in a single move.

Score Efficiency with Large Captures

Reaching 12 points requires capturing a combination of pieces. Capturing four large pieces (12 pts) wins outright, while capturing twelve small pieces also wins. Focusing on large enemy pieces in attack position is the fastest path to victory.

Preguntas frecuentes y casos límite

Can any piece ever capture a large Pikeman that is standing upright?

No. A large (3-pip) Pikeman standing upright is completely immune to capture. No piece of any size may capture him. He can only become vulnerable if his owner reorients him out of the upright position.

A small Pikeman is standing upright. Can a medium or small enemy Pikeman charge into his square?

A medium enemy Pikeman can capture the upright small Pikeman because medium is strictly larger than small. A small enemy Pikeman cannot capture an upright small Pikeman because it is not strictly larger — equal size is not enough. The small attacker would be blocked.

A large Pikeman is in attack position (pointing a compass direction). Can a small enemy Pikeman capture him?

Yes. Any Pikeman in attack position can be captured by any opponent's Pikeman regardless of size. The size restriction only applies when the target is in defensive (upright) position.

My Pikeman is standing upright and an enemy pike is pointing at his square. What happens if I reorient him?

If you reorient your standing Pikeman into an attack position, he is no longer protected by his upright stance. The opponent's Pikeman pointing at that square may then charge in on their next turn and capture him (subject to size rules if your piece is larger, but since he is now in attack position, any size can capture him).

I move a Pikeman and capture an enemy. Do I still have to choose an orientation for my piece?

Yes. After any move — including one that results in a capture — you must orient the moved Pikeman in one of the eight compass directions (attack) or upright (defense). The reorientation step is mandatory after movement.

One of my own pieces is in the path of a Pikeman I want to move. Can I pass through it?

No. Friendly pieces are treated as intervening Pikemen that block movement. Your moving Pikeman cannot jump over or pass through any piece, friend or foe. You also cannot capture your own pieces.

Can I reorient one Pikeman AND move a different Pikeman on the same turn?

No. Each turn you perform exactly one action: either (A) move one Pikeman and then orient him, or (B) reorient one Pikeman without moving. You cannot combine moving one piece with reorienting another in the same turn.

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