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.