How to Play Treehouse

an Icehouse Game for 2-4 players
designed by Andrew Looney


4 Versions of the Rules:

  • Watch Andy's video on how to play a Sample Treehouse Game.
  • Click here for a PDF of the new rules insert that is included in each tube.
  • Click here for the rules as they appear on the sides of the First Edition Treehouse tube
  • Read the rest of this page for an HTML version of the rules

Equipment

All you need to play is a Treehouse set. (You can also play with any stash of stackable Icehouse pieces and a standard 6-sided die.) Complete Treehouse sets are available from Looney Labs in 2 color schemes, Rainbow and Xeno.

Setup

Everybody gets a Tree:

Each player gets a trio of pieces, which begin in the classic "Tree" formation.

As shown here, a Tree is a Small on a Medium on a Large.

This is the House:

One extra trio is set in the center of the table, arranged with the Small standing up and the Medium and Large pieces on opposites sides of the Small, lying down and pointing away from each other, as shown above.

Goal

The object of the game is to rearrange your trio of pyramids to match the current arrangement of the House.

Who Goes First?

Whoever's holding the die goes first!

How to Play

Each trio occupies its own line of 1-3 spaces. All lines run parallel. Pieces can only ever point upright, to the left, or to the right, and pieces stack only if upright. On a Hop or Dig, pieces may be placed between others, or at the end of the line; close up all gaps in the line after performing the action.

Possible Actions

On your turn, roll a six-sided die. If you can do this action to your own trio, you must. If not, you may do the action to the House. If you cannot do anything, roll again.

TIP Knock over any upright piece or stack. A tipped stack then separates, all pointing one way. (You can only tip the whole tower -- you can't "tip-off" the top piece.)
SWAP Choose two pieces. They switch places. Pieces only reorient if entering a stack. (Yes, two pieces within a single stack may be swapped.)
HOP Any upright piece jumps up, landing upright in any spot in the line. Stand up anything it lands on. (If the hopping piece wasn't on top, whatever was goes along for the ride.)
DIG A sideways piece tunnels down and surfaces upright in place or at any spot along the line in the direction it was pointing. Stand up anything it rises underneath.
AIM Re-orient a solitary piece, pointing it up, left or right.
WILD Choose any of the five actions above, and apply it to your trio or the House.

Notes

No Passing: You cannot pass (even on a Wild) if there's some way for you to do the indicated action to your trio. If you can't do anything, you have the option to do the action to the House, but you can choose to pass on that action if you wish. Note that Hopping and landing in the same spot is considered a pass and is not permitted.

Winning: As soon as your trio matches exactly the arrangement of the House, you win! You can win even if it's not your turn. If two people match the House at once, victory goes to the person who took the turn that created the win.

Analogy: Here's a fun way to think about this game: it's kind of like Fluxx! Your Keepers are your trio of pyramids, and the Goal is the configuration of the House. You can win either by changing the Goal to match your Keepers, or getting the Keepers that match the current Goal. The Rules -- i.e. the things you're allowed to do during your turn -- change with each turn with a roll of the die, and sometimes you are required to perform an Action you don't really want to do. Lastly, you never know who's going to win until someone does!

   



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Last Modified: Oct 16 2008 at 00:29