E, the Game of Martian Chinese Checkers
2001
Designed by Carol Townsend
Published by (Web published)
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 Icehouse Pieces
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