Pyramids
Introduction
It has always been a passion of mine to play games. They were used to get through some tougher times growing up and into adulthood. There's also something say about games sharpening the mind and the focus. Pyramids is a collection of games that use pieces found from traditional and non-traditional sources. The only non-traditional source are Looney Pyramids, which can be found at Pyramid Games. There are additional pieces found also on that store as specified in specific games that might needed. Fortunately, they are clearly spelled out in each game description.
Some games can support single players. The rest support multiple players, including more than two. Each game specifies the number of players, the difficulty, and the play length. With this information, one should be able to determine what games they want to enjoy.
Please, enjoy these games!
Chain Reaction
Number of Players | 2-4 |
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Difficulty | Medium |
Play Length | Long |
Chain Reaction is about building a map and having your pyramids occupy enough dominoes.
Equipment Needed
- 1 stash of Looney Pyramids per player
- 1 standard deck of cards
- 1 set of dominoes per player (must be of the same size)
Setup
The players set aside their pyramids. Each player places their dominoes aside and face down. These are then mixed up to make the boneyard. Take one domino from the boneyard and place it face up in front of the player. This serves as the starting point for the player. The deck is shuffled and 5 cards are dealt to each player. The remaining cards are placed face down.
Terminology
- Boneyard: the area where all the face down dominoes reside.
- Discard pile: the face up pile of cards that have been used.
- Draw pile: the face down pile of cards that are not in a player's hand and unused.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
At the start of their turn, a player draws a card. Next, they must discard a card from their hand and apply the effect. If there are no cards in the draw pile, shuffle the discard pile to form the new draw pile.
- Clubs: the player removes one domino from an opposing player's map and places it in their boneyard, which is shuffled. any pyramids on the domino are placed into the target player's stash.
- Diamonds: the player moves a domino from the boneyard and places it adjacent to another.
- Hearts: the player moves one of their pyramids onto an available domino or exchanges one pyramid on a domino with a larger one.
- Spades: the player moves one domino back into the boneyard. all pyramids on it are moved back to the owning player's stash.
How to Win
Once a player exhausts their boneyard, the game is over. Players count the pips on their domino tiles to make their score. The player with the highest score wins.
Forging through Darkness
Number of Players | 2 |
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Difficulty | Medium |
Play Length | Long |
In Forging through Darkness, you are a powerful entity using your powers to carve out your own world in the Void before others do.
Equipment Needed
- 1 trio of Looney Pyramids per player
- 5 six-sided dice per player (or 5 poker dice with aces high)
- 8 six-sided dice for all players
Terminology
- The Board: the six-sided dice in the middle of the players.
- Forging Dice: the 5 six-sided dice that each player has to perform a forging action.
- Forging Target: the value of the current and previous die the player is at.
- Forging Value: the resulting value based on pip combinations from rolling the forging dice.
Setup
Each player stacks their trio, which represents their health and denotes their place along the board.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
The game is divided into rounds. Before each round, the players take turn choosing a die, rolls it and lays it result side up on the board in front of them. They repeat this seven more times, placing the next rolled die next to the previously rolled one. This represents the Board.
At the start of the round, the first player takes their turn by placing their stack on their side of the first die on the board. The first player chooses where the start is as long as it is a die on the end of the board. They must now perform a forging action. To do this, you will first calculate the total value of the current and previous die, if any. This is the forging target. If the forging action is successful, move on to the next die in the board until completing a forging action on the last one. Once this happens, the player that does so is the winner.
If a player completes the board, a new round is started with the other player starting first. If a player takes their turn and are in the middle of the board, they will pick up where they left off by moving to the next die on the board.
Forging Actions
Forging actions involve a lot of rolling of the player's forging dice with the intention of getting specific results. These results have a forging value associated with them that will be used to get greater than the forging target. The player gets up to three rolls, setting aside any dice they don't want rolled on their next roll. Once the player has taken all their desired or maximum rolls, they use the following table to determine what their forging value is:
Dice Combo | Description | Forging Value |
---|---|---|
Nothing | no combinations were made | 0 |
One pair | one pair of the same pip | 1 |
Two pair | two pairs, not the same pip | 2 |
Three of a Kind | three of the same pip | 3 |
Full House | two and three pairs of diff. pips | 4 |
Four of a Kind | four of the same pip | 5 |
Straight | a sequence of numbers without forming a pair | 6 |
Five of a Kind | five of the same pip | 10 |
High Dice | A 5 and a 6 without other combinations | 15 |
If they exceed the forging target, they move on to the next die on the board and start over with the forging action.
If they do not exceed the forging target with the forging value, they must remove one pyramid from the stack, go back one space, and end their turn. If this is the starting die, they are off the board and must start again.
How to Win
Once a player loses all their pyramids, they are out and the other player wins.
Labyrinth
Number of Players | 2-4 |
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Difficulty | Medium |
Play Length | Medium |
Labyrinth is a game of maneuvering your team, represented by Looney Pyramids around a ludo/pachisi board and be the first to get everyone home.
Equipment Needed
- 1 single color trio of Looney Pyramids per player
- 1 tarot deck, regardless of kind
- 1 ludo/parcheesi/pachisi (or similar board)
- 1 six-sided die
Terminology
Some terminology needs covering before going into the game:
- Draw Deck: the face down deck from which players draw cards.
- Home Area: the place where all your pyramids will end up.
- Pips: these are the card values (e.g. 1 through 10 or the royal court).
- Royal Court: these are the pips that show the Roi (King), Dame (Queen), Chevalier (Knight), and Vance (Jack).
- Safe Zone: the colored squares leading up to the home area.
- Starting Area: the space from where all the player's pyramids will start.
Setup
Place all your pyramids in your starting area. Shuffle the deck of card and deal three cards to each player.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
On each turn, the players will first draw a card from the draw deck. Next, the player must discard any number of cards of the same suit from their hand, but no more than three, and apply the effect of the card combination, regardless of the outcome. If there is no possible card combination, the player ends their turn. At the end of the player's turn, they must discard cards if their hand size is greater than five.
The starting place is outside their start area and the pyramids move along the edge of the board until they reach the square outside their home. Once outside their home, they must have a move to enter the home.
If a player moves and lands on a space occupied by another player, move the other player's pyramids, regardless of size, back to their starting area.
Once the deck of cards is exhausted, shuffle the discard and form a new draw deck.
Trees
It's entirely possible to build a tree on a square. To do so requires the player to land on the same square as their other pyramid or tree and that the resulting tree is no more than three pyramids.
If at any time a player lands on the same square as another player, the tree is sent to the starting area and broken apart.
Deck Equivalencies
Each card has an effect. The strength of the effect is based on the suit of the played card.
Here is a table off equivalency for the French, German, Italian, and Universal Waite Tarot decks.
French | German | Italian | Universal Waite |
---|---|---|---|
Clubs | Acorns | Baton/Staves | Cups |
Diamonds | Bells | Cups | Pentacles |
Hearts | Hearts | Coins | Swords |
Spades | Leaves | Swords | Wands |
Next, for the purposes of these rules, we will use the French-suited decks when talking about anything related to suits.
Finally, when comparing the Universal Waite to the rest of the decks, the Major Arcana is equivalent to the trump cards.
Card Effects
Each card face has an effect associated with it based on "pips" and the suit.
Here are the values associated with each pip:
- 1-5 is worth 1 point of effect.
- 6-10 is worth 2 points of effect.
- Royal Court is worth 3 points of effect.
The following lays out the effects for each suit:
- Club suits apply the effect value to a single die roll.
- Diamonds suits move another player back that many squares. Any pyramid on safe zone or the home area is immune to this effect.
- Hearts suits move the player that many squares.
- Spades suits switches two pyramids, regardless of owner. The most pips of the players pyramids that they own must not exceed the value of the card and may not be taken or switched with any pyramids from any starting area, those in the safe zone, or those in the home area.
For example, a player plays a 2 of Clubs. This means that they can roll a six-sided die and move that many spaces plus one.
The trump suits are a kind of "wild card", meaning any suit effect may be applied. However, the strength of the effect is different than the pips on suited cards.
- 1-10 is worth 2 point of effect.
- 11-20 is worth 3 points of effect.
- Fool is worth 4 points of effect.
How to Win
The game ends when one player moves all their pieces to the home area after having completed one circuit around the board. The first player to do so wins the game.
Scoring
The player who won gets a score equal to the number of pips the other players do not have in their home with an extra point for each of their complete trees. Incomplete trees are worth 0 points.
Alternatives
Using a Standard Deck of Cards
It's entirely possible to use a standard deck of cards to play Labyrinth. Because there are no trump cards, there is not a wild suit. Second, there are just one less member of the Royal Court per suit. Finally, the Jokers are wild and are worth 4 points of effect. Otherwise, it is the same rules.
More Pyramids Mean Longer Games
If the game seems too short, it's possible to use more trios per player. However, they do all need to be a single color per player.
Lunar Senet
Number of Players | 2 |
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Difficulty | Medium |
Play Length | Medium |
Travel through life by moving your pyramids to their destination of the underworld.
Equipment Needed
- 2 single colors of trios of Looney Pyramids per player
- 1 six-sided die
- 1 senet board
Terminology
Some terminology needs covering before going into the game:
- Pyramid Pool: these are the pyramids that have not entered the board.
- Scoring Pool: these are the pyramids that the player has successfully moved through the entire board and off it.
Setup
Both players set aside the pool near them.
Who Starts
Roll the die to see who goes first.
How to Play
At the start of their turn, the acting player rolls the die and moves a pyramid that many spaces. If the pyramid is chosen from the pyramid pool, it must start from the upper left side. The flow direction is left to right in the first row, right to left in the second, and left to right on the last row.
If a square has a complete tree, a player may not move any more pyramids on it. If the player lands on a square occupied by the opponent, all pyramids are returned to the pyramid pool.
A player may move their pyramids onto a square occupied by their own pyramid to construct a tree.
There are five squares that have Egyptian symbols on them. These are "safe" squares that mean they may not be attacked while on that spot.
When a pyramid reaches the final square and has moves available, they may move off the board into the scoring pool.
How to Win
The game ends when a player has moved all their pyramids off the board. The first player to do so wins.
Scoring
The player who wins the game receives 3 points and 1 additional point for every complete tree they constructed.
Martian Red Rover
Number of Players | 2 |
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Difficulty | Easy |
Play Length | Medium |
Martian Red Rover is a game of getting all your pieces across a chessboard from your the other player's side.
Equipment Needed
- 4 trios of Looney Pyramids per player
- 1 chessboard
- 1 six-sided die
Terminology
Some terminology needs covering before going into the game:
- Home Row: the row on the chessboard that is immediately in front of a player.
- Returned Pool: the area where a player has their retrieved pyramids.
- Source Pool: the area where a player has their unretrieved pyramids.
Setup
Place all your large pyramids on the four black squares of the home row. The remaining pyramids, which are the small and medium pyramids, are placed in the source pool.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
Each turn, move a large pyramid, or tree, 1 black square either north, east, or west until they reach the player's other side. A player may not move their pyramid to a square occupied by the other player. If no square is available, no move may be made.
If a player reaches the opposing player's home row, place a smaller pyramid onto the large pyramid to form a tree. This newly formed tree may only move to the other side. Once that tree reaches the player's home row, move all pyramids except the large one and place them in the returned pool. This recently emptied large pyramid will now go to the other player's side again to get another smaller pyramid.
If at any time after moving and the other player has a pyramid diagonally from the landing square, the player may force the other player to remove all the pyramids that form the tree except the large pyramid. If there is a spot on the opponent's home row, the player will also move the large pyramid to the home row onto a square of the opponent's choosing.
How to Win
The game ends when one player moves all their pyramids from the source pool to the returned pool.
Mysteries of Pyramidia
Number of Players | 2+ |
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Difficulty | Medium |
Play Length | Long |
Mysteries of Pyramidia is about acquiring the most or all the jewels hidden within the ruins of the shifting city of Pyramidia.
Equipment Needed
- 2 single color of trios of Looney Pyramids per player
- 1 Zark City deck
- 1 six-sided die
- 4 tokens of some sort
Setup
The players set aside their pyramids. The Zark City deck is shuffled and 5 cards dealt to each player. All remaining cards are placed face down.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
The game is divided into two phases: the Building phase and the Exploration phase.
Building Phase
In this phase, the city of Pyramidia is constructed. First, the top card of the dEach player takes turns laying a card face down in the middle of the play area. Now that the cornerstone card is placed, players take turns.
On each turn, the players first must draw a card and play one card face down from their deck adjacent to another face down card. This continues until there are no more cards in the deck, regardless of how many cards are in each player's hands.
Once the deck is exhausted, the players discard their hands. The Building phase is now complete!
Exploration Phase
During the exploration phase is where the game is afoot! It is here that players will try to acquire the most diamond suited cards than the other players. Again, the turn sequence remains the same. The acting player rolls the die and moves one of their pyramids into Pyramidia, starting on the outermost card, that many cards, or around Pyramidia that many cards. When they land on the card, and it is not already flipped over, flip it over and apply the result of the suit (see below).
If the player lands on a card occupied by another player, all pyramids on that card are sent back to the player's off board pyramids.
If the player lands on a card occupied by their pyramids, they cluster together.
When a card is reveled and it is Ace, Jack, Queen, or King, apply the effect of the suit:
- Clubs: the player's pyramids are sent back to their off board pyramids.
- Diamonds: the player picks up one token and place it in front of them.
- Hearts: the player swaps two unrevealed cards without revealing their face.
- Spades: all of the player's pyramids on the card are moved to another card of their choice, revealing the card and applying the result if the card is unrevealed.
- Star: all of the player's pyramids on the card are removed from the game.
How to Win
Once all tokens are acquired or all cards are revealed, the game is over. The winner is the one with the most tokens. In case of a tie, roll the six-sided die to determine who wins.
Pyramidal Draughts
Number of Players | 2 |
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Difficulty | Medium |
Play Length | Fast |
Pyramidal Draughts is about using a checkerboard to maneuver pyramids around the board and capturing pieces.
Equipment Needed
- 4 trios of Looney Pyramids per player
- 1 8x8 checkerboard
- 1 six-sided die
Setup
Each player places their 4 trios on the nearest darker colored squares. The home row, which is the row directly in front of the player, will contain the large pyramids, the next row after contains the medium pyramids, and the second row out contains the small pyramids.
Who Starts
Roll the die to determine who goes first.
How to Play
The game plays just like standard draughts with a few exceptions.
First, a square may only capture another square of the same total pip size or smaller.
For example, a tree worth 5 pips may capture trees of 5 pips or less or pyramids of sizes large, medium, or small.
Second, when reaching the opposing home row, a pyramid is "crowned" by building a tree from pyramids captured by the opposing player (see the section titled "Crowning").
For example, a medium pyramid reaches the opposing player's home row and both a large pyramid and a small pyramid are captured. To build the tree, the player may choose either one.
Finally, pyramids may not move diagonal (unless trying to get to the opposing home row) and only trees may move backwards.
For the rules of standard draughts, please visit English Draughts.
Crowning
A pyramid or tree might be crowned by placing another pyramid of smaller size from pieces captured by the opponent. At most 3 pyramids may be on the game piece. If there are three pieces, the crowning is not possible. For a tree to be crowned with captured pieces again, the player must move the tree back to their home row and then back to the opposing home row. The tree's value is equal to the total number of pips that are used to build it.
How to Win
The game ends once a player does not have any more pyramids on the board or a player cannot move. In either case, the other player is declared the winner.
Scoring
Scores (if they're deemed important) are calculated by totaling the number of pips on the board, adding 1 for each level of each tree.
For example, one 3-level tree and a medium piece remain. The points are calculated as follows: 6 points from the tree and 3 points from each level and 1 point from the medium for 10 total points.
Shape of the Rose
Number of Players | 2-4 |
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Difficulty | Medium |
Play Length | Medium |
The Shape of the Rose is a racing game across a rose formed ludo board.
Equipment Needed
- 2 single color of trios of Looney Pyramids per player
- 4 Looney Ludo squares
- 1 six-sided die
Terminology
Some terminology needs covering before going into the game:
- Home Area: an area to the right where all your pyramids will end up.
- Pips: these are the values of the faces of the die (i.e. 1 through 6).
- Safe Circle: the circle form where all a player's pyramids start and end up.
- Starting Area: an area to the left from where all the player's pyramids are stored.
Setup
Place all your pyramids in your starting area. Arrange the Looney Ludo squares in a rose pattern with no middle square. This is the rose board.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
Roll a die and move a pyramid that many spaces clockwise around the edges of the rose-shaped board. Once the pyramid returns to the Safe Circle, it is moved to the Home Area. If there are pyramids in the Starting Area, they may be moved onto the Safe Circle and around the board.
If a player lands on a spot occupied by their own pyramids, a tree is constructed to a maximum of three pyramids in the tree. If there are already three pyramids, the piece may not move there.
If a player lands on a spot occupied by an opposing player, the pyramids are sent back to that player's Starting Area.
A player may not enter an opposing player's Safe Circle.
How to Win
Once a player moves all their pyramids from the Starting Area to the Home Area, they immediately win.
Scoring
The first player to move all their pyramids to the Home Area gets points equal to the pip count of all pyramids that the opposing players did not move into their Home Area.
Sumerian Pyramids
Number of Players | 2 |
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Difficulty | Easy |
Play Length | Short |
Sumerian Pyramids is a race game between two players on the board from the Royal Game of Ur and using Looney Pyramids to mark positions on the board.
Equipment Needed
- 2-4 trios of the same color of Looney Pyramids per player (both players will need the same amount)
- 1 six-sided die
- 1 Royal Game of Ur board
Terminology
Some terminology needs covering before going into the game:
- Completion Pool: these are the pyramids that have completed the racetrack.
- Pyramid Pool: these are the pyramids that have not completed the racetrack to the other side.
Setup
There is no real set up. You just place your pyramids aside into the pyramid pool and lay out the Royal Game of Ur board.
Who Starts
Roll a die or something legerdemain to your play group to determine who goes first.
How to Play
Each turn the player must do one of the following:
- Roll a die and move one of their pyramids on the board.
- Place one of the pyramids in the pyramid pool on the starting point if it is free.
- If no move is possible, they must do nothing.
If at any time a pyramid lands on the same spot as another pyramid that are both owned by the same player, they may stack to form a tree. If they cannot stack, the move may not be made.
Play continues down from the starting square to the middle, and around to the same side of the other side. If the player reaches the other side, they must have enough spaces to take them off the board to be moved into the completion pool. The paths are shown in the image below (blue marks safe spots and green marks combat areas).
(Courtesy of: Royal Game of Ur)
If the player lands on the rosettes, they may roll the die and move that pyramid again.
If the player lands on the same spot as another player, they may optionally "knock them off" by forcing those pyramids, regardless of sizes, to go back to the pyramid pool.
How to Win
The game ends once a player has moved all their pyramids into the completion pool. This player is the winner.
Scoring
Scoring is entirely optional. The winner of the game gets 12 points and the one who does not win gets points equal to the number of pips that are in their completion pool.
Credits
To Nina Nadu and to my children, Olivia and Henry, you all are my everything
None of this would be viable if it weren't for playtesting. That is why I would like to thank the following people who helped, in addition to myself, play test all these games and for providing constructive feedback on them:
- Henry Moore
- Olivia Moore
Additional recognition goes out to Nixtarma of the Dragon Dice Discord for thoroughly asking questions and giving suggestions on Pyramidal Draughts.