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Ogres vs. Pixies with a Carrion Crawler and Trees

My father-in-law, Doug, and I played Ogres vs. Pixies and fixed the bugs. It is now quite engaging. Games are fast (around 30 minutes), the rules are easy to learn, and we kept learning new things about tactics so it didn't become boring even after several games.

The current version is called "Ogres vs. Pixies with a Carrion Crawler and Trees".

Here are the rules. (By the way, reading the rules by yourself isn't much fun. Better to find a friend, possibly for a play-by-e-mail game...)


2001-03-15: fixed bugs noted by Doug: the winning conditions were unnecessarily ambiguous and the Zone of Control Rule had been inadvertently omitted.

2006-09-20: rescued thanks to the Wayback Machine and edited for clarity, because Derek Pearcy expressed interest.

CAST OF CHARACTERS

The Ogre player has 3 Ogres and 1 Carrion Crawler (which starts with only one segment).

The Pixie player has 12 Pixies and 1 Pixie King.

THE BOARD AND OTHER FEATURES OF TERRAIN

WINNING CONDITIONS

The Pixies win if all the Ogres and Carrion Crawlers are dead. The Ogres win if the Pixie King is dead. Those are the winning conditions. It's a brutal world out there in the Pixie Forest.

BASIC MOVEMENT AND COMBAT

Turns

Players take turns. The only other thing that happens is that after the Ogre player's turn is done and before the Pixie player's turn begins, a tree attempts to grow upon a randomly chosen hex.

Creature Activity

On your turn, you may activate each of your creatures once. When a creature is activated it can move, and after moving it can attack.

Movement

During the creature's movement phase, it can move up to its "Move" number of hexes in any direction.

It cannot move onto a hex if it is occupied by another creature, but it can move onto a hex which contains a tree or a corpse.

In addition, if it moves onto a hex which is adjacent to an enemy creature, then its movement phase is ended. This is called "the Zone of Control rule" and it doesn't actually effect Ogres, Carrion Crawlers, or Pixie Kings, since they get to take only one step per movement phase anyway, but it has a great deal of effect on Pixies, who would otherwise be able to fly right past their enemies in a single movement phase.

There is an exception to the "Zone of Control" rule: the tail segments of a Carrion Crawler do not exert a Zone of Control, so a Pixie may fly right past the tail of a Carrion Crawler. The Head segment of a Carrion Crawler exerts a Zone of Control just like any other enemy creature does.

Also see see "Sticky Pixies" and "Curvy Carrion Crawlers", which are added restrictions on the movements of those types of creatures.

Combat

During the attack phase, it can attack any adjacent creature of the opposing team. (Note: you cannot attack creatures from the same team.)

To resolve an attack, the attacker rolls its "Attack dice" number of six-sided dice. The defender rolls its "Defense dice" number of six-sided dice. For each attack die which is strictly greater than the highest defense die, the defender loses a hit point.

Death

If your hit points reach 0, you die. If you were a Pixie or an Ogre, then you leave behind a Pixie Corpse or Ogre Corpse respectively. If you were a Carrion Crawler segment, you leave behind nothing. If you were the Pixie King then the game is over.

SPECIALS


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Last modified: Wed Sep 20 09:36:02 MDT 2006