Prism Capture
Title: "Prism Capture". . Main Goal of Game:. Capture the enemy team's Prism and bring it back to your base while defending your own. The first team to successfully bring the enemy Prism to their base wins the game. . Components:. . Game Board: A modular board with two bases on opposite sides and a neutral zone in the center. Prism Tokens: Two unique Prism tokens, one for each team. Player Tokens: Distinctive player tokens for each team, representing their team members. Circle are Captors, they can only take the flag and are able to move any direction on the board by 1 square.. X's are blockers, they are only able to send Captors to jail and can move straight and sideways in a 3 square radius. Squares are Saviors, and they are only able to take out blockers diagonally in a 3 square radius. Your Captor can be freed from jail by bringing your allied blocker 1 square from the jail to get him out. Action Cards: A basic deck of cards that players can draw from during their turn. If they pull a jack, they can move a captor twice, if they pull a queen, they can move their blocker twice, if they move a King, they can move their Savior twice, and if they pull an ace, they can move any piece they'd like twice. Any card that is a spade allows the player to take away their opponents next turn, any card that is a heart allows the player to free a jailed captor or blocker automatically, and card that is a diamond gives two dice rolls to the person who pulled the card, and any card that is a clover makes the player lose their turn (trick card). Dice: A standard six-sided die. . Setup:. . Each team sets up their base on one side of the board, placing their Prism token on the right side of their bases. Team members place their player tokens on their respective bases. Shuffle the Action Cards and place them face-down as a draw deck. Each team rolls the die to determine who goes first. . How to Play:. . On a player's turn, they roll the die and move their player token that number of spaces. Diagonal movement is allowed. Players can use an Action Card from their hand after moving. Action Cards may allow additional movement, hinder opponents, or provide strategic advantages. If a player lands on an opponent's space, they initiate a Capture Challenge. Both players roll the die, and the higher roll wins. The winner can choose to either steal the opponent's Action Card or move the opponent's token back to their base. Players can pick up the enemy Prism if they land on the same space as it. The player carrying the Prism cannot use Action Cards and moves at half speed. To win, a player must successfully bring the enemy Prism back to their base without being tagged by opponents. If tagged, the Prism is dropped on the spot. If a player lands on their own base (on their prism) while carrying the Prism, they score a point for their team, and the Prism is returned to its starting position. . Winning:. . The first team to score a predetermined number of points (usually 3, but can be more depending on how long the players want to play) by successfully capturing and bringing back the enemy Prism to their base wins the game.
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['JPKangaroo']