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Teeny Tiny Towers microgame

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Joined: 02/11/2018

Hi, I'm new to this forum. I was hoping to get some feedback on a game idea I had, possibly some play testing. The game is pretty straight forward and geared more for younger gamers. There is some small strategy element that I think can still entertain more experienced gamers in a quick game. There is a link to game assets at the bottom, but you really just need some coins or tokens, two six sided dice, and the rules presented here to play. Please let me know what you think. Thanks.

Teeny Tiny Towers

2-6 players
Ages 6+
~5+ minute playtime

Uses two 6 sided dice and 12 colored tower pieces for each player (coins or small stackable game tokens may be used during play testing)

Teeny Tiny Towers is a fast paced, cut throat, tower building micro-game. Will you throw up your tower as quick as you can? Or will you sabotage your competition and knock them back to the ground? With a little luck and a little strategy you can rule the Teeny Tiny Towers.

The objective of the game is to be the first player to complete their twelve piece tower. The players roll the two dice to determine how many pieces they can add to their tower in each turn. Each tower piece costs two pips on the dice. For example, a roll of one on one die and three on the other die would net the player two tower pieces. A roll of three on one die and four on the other would net the player three tower pieces, with the odd pip not being sufficient for an additional piece. The player can also choose to remove pieces from an opponent’s tower at a cost of two pips per piece. The player may both add to their tower and take away from an opponent’s tower in the same turn, or take away from two opponents at once in a game with three or more players. When performing two actions all of the pips on one die must be applied to only one of the two actions. So if a player rolls a three and a five, they may add or remove two pieces for the pips on the five die, and add or remove one piece for the pips on the three die, but lose the odd pip on each of the die. Odd pips may only be combined to total an even number when performing a single action.

To begin a new game, each player rolls one die to determine play order. Lowest die plays first, second lowest second, and so on. Ties are rerolled. To place the first piece of their tower, the player must roll a single pip on both of the two die or a double pip on at least one of the two die. In the case of a double pip on at least one of the die, the other die may be played to add additional pieces to their tower or remove a piece from an opponent’s tower as a separate action. The player cannot choose to remove pieces from an opponent’s tower if they have not placed their first tower piece. If the player fails to roll a single pip on both of the die or a double pip on at least one of the die in order to place their first piece, then the player ends their turn and passes the dice. Once a player has placed their first tower piece, play continues normally until one player places the final (twelfth) piece on top of their tower. Play ends immediately and that player is declared the winner. Rank among the remaining players may be determined according to the number of pieces in their tower, with ties being resolved by the lower rank given to the player who placed the tying piece last.

If a rolling dice knocks over an opponent’s tower, accidentally or otherwise, the rolling player’s turn ends without scoring and the knocked over tower is rebuilt. If a rolling dice knocks over the rolling player’s tower, then the tower must be rebuilt through normal play of the game.

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