Zombies Crokinole: Difference between revisions

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Zombies Crokinole is an in development solitaire [https://en.wikipedia.org/wiki/Crokinole Crokinole] game.
Zombies Crokinole is an in development solitaire [https://en.wikipedia.org/wiki/Crokinole Crokinole] game. It uses 3d printed dice. Those files can be found among the print plates on Myles512's [https://makerworld.com/en/models/2338029-dice-with-customizable-faces#profileId-2633992 Dice with Customizable Faces] project.


==Goal==
==Goal==
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==Phases==
==Phases==
Each night repeats these three phases four times.


===Incoming===
===Incoming===
Role the location and direction dice, and place zombies (opponent pieces) from the gutter as the dice show.
Roll the location and direction dice, and place zombies (opponent pieces) from the gutter as the dice show.
If more then 4 zombies would be placed during this phase, ignore the extras that are closest to you. If there are not enough zombies in the gutter to fulfill the incoming pips, place as many as available, placing them in the furthest slots from you first. If a roll would place two zombies on the same spot, ignore one of them (3 split East+West does this).
If more than 4 zombies would be placed during this phase, ignore the extras that are closest to you. If there are not enough zombies in the gutter to fulfill the incoming pips, place as many as available, placing them in the furthest slots from you first. If a roll would place two zombies on the same spot, ignore one of them (3 split East+West does this).


===Defend===
===Defend===
Take two regular Crokinole turns, flicking a disc at either the zombies, or if none are on the board, the center. The shot must be valid by regular Crokinole rules.  
Take two regular Crokinole turns, flicking a hero disc at either the zombies, or if none are on the board, the center. The shot must be valid by regular Crokinole rules. You may either use a hero from off the board, or the hero disc closest to center. (The 20s bowl is off the board, making it furthest from center.) Scoring a 20 also saves a guttered hero, if there is one. If you run out of heroes, score the remaining nights as losses.


===Advance===
===Advance===
All of the zombies walk towards the center by a segment of distance. For example, if a zombie is almost touching the outside line in a five point zone, they are moved to almost touching the outside line of the ten point zone on the path toward the center. If a zombie is touching the line between the center and the 10 point zone, it becomes a hanger on the center hole equal to how far over the line it was (mostly in 10? light backboard. Mostly in 15? heavy hanger). A zombie in the 15 that advances will go in the zombie's 20's bowl.
All of the zombies walk towards the center by a segment of distance. For example, if a zombie is almost touching the outside line in a five point zone, they are moved to almost touching the outside line of the ten point zone on the path toward the center. If a zombie is touching the line between the center and the 10 point zone, it becomes a hanger on the center hole equal to how far over the line it was (mostly in 10? light backboard. Mostly in 15? heavy hanger). A zombie in the 15 that advances will go in the zombie's 20's bowl.


If you still have pieces left, repeat the phases again.
These night phases repeat 4 times, enough time for 8 heroes to fight.


==End of Round==
==End of Night==
The zombies will get to advance after your last defend. After this, score the round as regular Crokinole. Wins get you 2 points for the round. Ties 1 point. Loses 2 points for the zombies. Play four rounds.
The zombies will advance after your last defend. After this, score the round as regular Crokinole. Wins get you 2 points for the round. Ties 1 point. Loses 2 points for the zombies. Play four nights. Any heroes in the gutter remain there. Gather the rest for tomorrow night.


==End of Set==
==End of the Fourth Night==
Total the round points. Higher score is the winning side.
Total the points. Higher score is the winning side.
 
==Co-op==
If you'd like to play with a partner, have them sit across from you. Instead of one player taking both of the defend shots, they are shared between the two players. Either player can shoot first. If you have a third color available, split the team's 8 disc between the two players. Loses and picked up heroes are from your personal color. Scoring a 20 can save a guttered hero for either player. Score the team's points together.


==Challenge==
==Challenge==
Line 31: Line 35:


==Custom Dice Sides==
==Custom Dice Sides==
Location die: (all positions are in the five zone unless noted) 1 pip center, 1 pip 10 zone center, 2 pips wide (11 and 1 o'clock), 2 pips closer (12:30 and 11:30), 3 pips one zone (11, 12, 1 o'clock), 3 pips spread in 3 zones (9, 12, 3 o'clock)
===Location Die===
[[File:CrokinoleLocationDie.jpg|200px|none|left]][[File:SoloCrokinoleDiePositions.jpg|400px|none|left]]
(all positions are in the five zone unless noted)
*1 pip center (outer black)
*1 pip 10 zone center (inner black)
*2 pips wide (Lavender, 11 and 1 o'clock)
*2 pips closer (Orange, 12:30 and 11:30)
*3 pips one zone (Lavender + outer black, 11, 12, 1 o'clock)
*3 pips spread in 3 zones (Teal + outer black, 9, 12, 3 o'clock)


Direction die: North, South, East, West, North+South, East+West
===Direction Die===
[[File:DirectionDie.jpg|200px|none|left]]
*North
*South
*East
*West
*North+South
*East+West

Latest revision as of 10:07, 22 February 2026

Zombies Crokinole is an in development solitaire Crokinole game. It uses 3d printed dice. Those files can be found among the print plates on Myles512's Dice with Customizable Faces project.

Goal

Score better than the zombies.

Game start

Gather 8 pieces of your color, and gutter 8 pieces of the zombies. The far side of you is north as though you are viewing a map. You'll need a set of Direction and Location dice, or a challenge set of rolls from a friend.

Phases

Each night repeats these three phases four times.

Incoming

Roll the location and direction dice, and place zombies (opponent pieces) from the gutter as the dice show. If more than 4 zombies would be placed during this phase, ignore the extras that are closest to you. If there are not enough zombies in the gutter to fulfill the incoming pips, place as many as available, placing them in the furthest slots from you first. If a roll would place two zombies on the same spot, ignore one of them (3 split East+West does this).

Defend

Take two regular Crokinole turns, flicking a hero disc at either the zombies, or if none are on the board, the center. The shot must be valid by regular Crokinole rules. You may either use a hero from off the board, or the hero disc closest to center. (The 20s bowl is off the board, making it furthest from center.) Scoring a 20 also saves a guttered hero, if there is one. If you run out of heroes, score the remaining nights as losses.

Advance

All of the zombies walk towards the center by a segment of distance. For example, if a zombie is almost touching the outside line in a five point zone, they are moved to almost touching the outside line of the ten point zone on the path toward the center. If a zombie is touching the line between the center and the 10 point zone, it becomes a hanger on the center hole equal to how far over the line it was (mostly in 10? light backboard. Mostly in 15? heavy hanger). A zombie in the 15 that advances will go in the zombie's 20's bowl.

These night phases repeat 4 times, enough time for 8 heroes to fight.

End of Night

The zombies will advance after your last defend. After this, score the round as regular Crokinole. Wins get you 2 points for the round. Ties 1 point. Loses 2 points for the zombies. Play four nights. Any heroes in the gutter remain there. Gather the rest for tomorrow night.

End of the Fourth Night

Total the points. Higher score is the winning side.

Co-op

If you'd like to play with a partner, have them sit across from you. Instead of one player taking both of the defend shots, they are shared between the two players. Either player can shoot first. If you have a third color available, split the team's 8 disc between the two players. Loses and picked up heroes are from your personal color. Scoring a 20 can save a guttered hero for either player. Score the team's points together.

Challenge

Roll and record the 16 incoming results, share those with a friend, and see who scores better. Record your 20s scored for an overall tiebreaker.

Custom Dice Sides

Location Die

(all positions are in the five zone unless noted)

  • 1 pip center (outer black)
  • 1 pip 10 zone center (inner black)
  • 2 pips wide (Lavender, 11 and 1 o'clock)
  • 2 pips closer (Orange, 12:30 and 11:30)
  • 3 pips one zone (Lavender + outer black, 11, 12, 1 o'clock)
  • 3 pips spread in 3 zones (Teal + outer black, 9, 12, 3 o'clock)

Direction Die

  • North
  • South
  • East
  • West
  • North+South
  • East+West