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Magic Mids
A game for the piecepack and Icehouse by Ken LeyheVersion 2.0, Revised
05/2002Copyright (C) 2002 by Kenneth Leyhe Sr.2-4 players
ObjectiveThe ancient mages used monolithic pyramids to power their magic, the more
pyramidsthe more power they held in their grasp. For centuries wars were waged,
withthousands of lives lost. Then 50 years ago the arch-mage, Gammar the Red,
cameacross a way to end the wars. Gammar found a way to channel the energies of
thegreat pyramids into smaller versions that could be carried. The pyramids’
smallercousins were soon referred to as mids, and each mid’s size determined the
powercontained inside. With this representation of a mage’s power, it was no longer
necessary to fight over who was the strongest mage and The Mid Challenge was
born.Every five years all of the mages in the land come together to take part in
the challengeto determine who is strongest and more importantly who has the cunning
and skill touse their power. The first mage to have all of their mids into play is
declared the Grand-Magus.
Equipment1 piecepack2 - 4 Icehouse stashes of different color, 1 for each player
Setup1. Each player selects a stash of pyramids (mids) and takes the number of
pieces asdetermined by the number of players.
# of Players Total Mids Small Mids Medium Mids Large Mids
2 15 5 5 5
3 11 3 5 3
4 8 2 4 2

2. Take out one set of tiles with the numbers 2, 3, 4, and 5 on them and set them
face-up to be the headers of four columns.3. Line the rest of the tiles facedown to
form a board with 4 columns of 5 rows underthe headers. The headers are not part of
the board they are only used to label therows.4. Three piecepack dice are used for
play.
Play1. The oldest player goes first.2. On a player’s turn he rolls the dice and
places a mid according to his roll.

Die Roll Result
Blank Die
A blank die copies the roll of any die rolled. (The rest of the roll results
assume that blanks have been accounted for. i.e. two Aces could be an
Ace and a blank.)
3 Blanks Place any size mid on any unoccupied square and roll again.
2 Aces Place a small mid in an unoccupied square in the column of the third die,
i.e. you roll two Aces and a 4, you place a small mid in column 4.
3 Aces Place a small mid on any unoccupied square.
Doubles
(except Aces)
Place a medium mid in any unoccupied square of the column rolled, i.e.
you roll double 4s and a 2, you place a medium mid in column 4 and the 2
is ignored.
Triples
(except Aces)
Place a large mid in any unoccupied square of the column rolled, i.e. you
roll triple 5s, you place a large mid in column 5.
Any Other
Roll
Any other combination or dice, results in the player not making a play this
turn.

3. If a player has run out of a certain size mid and by result must play that size
hecannot make a play this turn.4. Capturing an opponent’s mids.A. You can capture
your opponent’s mids by placing a mid so that his single mid isbordered at both
ends by two of your own, and your mids have more power thenthe mids they are
surrounding.1. Mids have power equal to the number of pips on a side. (1 for small,
2 formedium, 3 for large.)2. Multiple mids can be captured at once as long as your
mids have more powerthan the mids they are capturing.3. Mids can be captured in any
direction: diagonal, horizontal or vertical.4. A capture move can wrap around the
top and bottom of the board as well asthe sides, so there is no safe space on the
board.5. A player cannot capture his own mids.6. A mid placed between an opponent’s
mids is safe from capture from thosemids.5. Captured mids are returned to their
owner for future placement.
WinningBe the first player to place all of your mids on the board and you win.
Copyright 2001 by Kenneth Leyhe Sr. Permission is granted to copy, distribute
and/or modify this
document under the terms of the GNU Free Documentation License, Version 1.1 or any
later version
published by the Free Software Foundation; with no Invariant Sections, no Front-
Cover and/or Back-
Cover Texts. A copy of the license can be found at www.gnu.org/copyleft/fdl.html.