Torpedo
This is an obvious steal from Light Speed, which was a variant of Icehouse. It takes the idea back to Icehouse pieces. And it gives you an excuse to play with laser pointers.
Each piece is a naval ship, all placed on the field of play in a
mad rush. Then the small ships shoot torpedoes, then the medium ones,
and then the large ones. The player with the most pips of ships left at
the end is the winner.
Players: 2-5
Equipment: One Icehouse set per player and a straight edge.
A laser pointer works best, a long ruler will do, string can work, or
as a last resort a good eye and an accepting group of players. You
probably only need to pull out the straight edge a couple of times each
game.
Setup: Agree on a playing field, such as a card table or
similar sized area. Players should be able to reach nearly every part
of the table. Everyone should either have their stash of pieces upright
at the edge of the playing area.
Begin: Once all the players are ready, as indicated by
having a finger resting on the pointy top of one of your pieces, play
begins. You may play any of your pieces lying down anywhere on the
playing field that does not touch any other piece. Once a piece is
played, it is not moved again.
Crashes: If you move an already-played piece, first try to
fix the damage. Your piece is immediately declared dead and should be
set on the side of the playing area standing upright. Put it away from
your unplayed pieces so you don't accidentally play it again.
Stopping: Once somebody has played his or her last piece,
that player yells "stop". All plays stop, although any pieces that are
already touching the table may stay there, even if a player is still
touching it.
Launch Torpedoes: First all the small ships fire torpedoes.
Use your straight edge to draw a line from the tip of each small ship,
and any non-small ship that it hits, enemy or friend is destroyed.
These torpedoes launch simultaneously, so mark the sunk ships by
setting them upright, making sure that by setting a piece upright you
don't recheck a small piece you have already checked. After all small
ship torpedoes have been checked, removed the destroyed medium and
large ships. Then the remaining medium ships fire torpedoes, and any
non-medium ships they hit are destroyed, again simultaneously, so again
mark the hit small and large ships by turning them upright and removing
them when all the medium ship torpedoes have been checked. Last the
large ships fire torpedoes, sinking any non-large ships in the same
way.
Because most plays are made close to the target piece, you will
probably not need the straight edge very often. Don't remove the
attacked ships as you go, because you might accidentally think that a
ship which has already fired has not yet fired. Everyone should help
with this so there are no mistakes.
Scoring: You get 1 point for any of your remaining small
ships, 2 points for any remaining medium ships, and 3 points for any
remaining large ships. Ties are broken by fisticuffs.
Strategies: If players are going to slow, there is a lot to
be said for throwing down your ships as fast as possible and then
yelling "stop." This is often enough a successful strategy that play
tends to be pretty fast.
You should make your attacks close to the target, although you
really don't need to worry about somebody putting the tip of their ship
in front of yours. If you see a far shot that is aimed at one of your
ships, you can block it by putting a like-sized ship in front of the
shot, and hopefully aim the like-sized ship somewhere useful.
Don't bother attacking a ship twice if a small is already pointed at it.
It is better to play your ships somewhere useless, even if it might get shot, than to let it never get played.
In case of a tie, strike first and hard. Maybe you'll catch the opponent flat footed.