by Jim "Nobody" Cornell
On the frozen tundra of the Great White North, titans meet on an impromptu crush of moving ice, locked in an epic struggle to show that they have the fortitude to overcome the imposing elements and the wretched designs of their foes to more a giant grinder of ice into their opponents goal. History will remember the side that overcame these obstacles as the victors and the other side as, uh, pantywaists who couldn't.
Not every 'Jack has access to a crush or grinder. If some want to play they have to improvise...
I package of air-drying clay
1 can dark blue spray paint
1 can white spray paint
1 heavy 'jack base
Step 1: The Base
Cut a 36"x36" base from 1/4" plexiglas (1A).
Step 2: The Water
Peel off the protective paper from one side and spray paint dark blue.
Step 3: The River Edges
Cut 1/4" plex to make the icy shorelines and the goals using the templates below You will need to make a set for each riverbank. They should each have a straight edge one one side. Lineup the straight edges and glue them in order so that the larger one is at the bottom and the narrowest one is on top and allow to dry. Spray paint them white. Paint the edges light blue. Paint circles o each side to act as goals. I used red paint and a loose stroke so the goals would look like they were made with blood (3A).
Step 4: The Floating Ice
Cut 1/4" plex to make the floating ice using the templates (4A).
NOTE: To break up the flatness and add some interest to the ice pieces I separated the pieces into four stacks. On one stack I added three small pieces of scrap left over from when I cut the pieces. On another stack I added two small pieces. On another I added one and the last stack I left alone. This addition was also useful as part of a late house rule.
Step 5: The Catch
Make the catch by cutting the 1/4" plex in a rough 2" square. Spray it white. Paint the edges light blue.
Step 6: The Ice Pads
Cut the craft foam into 3" squares (I used a brand that had an adhesive backing) and attach to the underside of the ice to help prevent them from marring the "water" surface. Cut a smaller piece to attach to the bottom of the catch.
Step 7: The Grinder
Make a tape ball slightly smaller than you want the finished size of your grinder to be. Spread greenstuff on the large 'jack base. Then quickly cover the entire tape ball in greenstuff. Attach the grinder to the base before either of them have a chance to cure. Undercoat white and paint the under-shadow light blue (7A).
Step 8: The Ice Bumpers
Split a package of DAK clay into two parts. Shape each part into an ice formation that will serve as a bumper. Allow to dry and spray white. Paint the under-shadows light blue (8A).
Any of these unofficial rules can be added when using this kind of table. Pick and choose as you wish...
Rule 1: Ice Floe
The ice is moving. Determine which way the river is flowing. When both sides have completed their turn roll 1d6 and refer to the table below to determine how far the ice floe has moved:
1-3 = 1 inch
4-5 = 2 inches
6 = 3 inches
When moving the ice start at the furthest point downstream. When a piece of ice strikes a piece of ice downstream its movement has ended.
When making the ice pieces I added small bits to some of them (see Step 4) so that I could have pieces moving at different rates from others. I then rolled 1d6 and referred to the chart above four times (a roll for those that didn't have the additional pieces, a roll for those with one, a roll for those with two, etc.). I recorded the results on a piece of scrap paper and began moving the ice pieces starting with the pieces furthest down stream.
If you want to add an additional degree of difficulty to the movement put a small dot on one corner of each piece of ice. When determining the distance the ice piece moves roll and additional 1d6 for each piece of ice that has a 'jack or the grinder on it and use the scatter template to determine which way the piece rotates. Example: Place the template over the ice piece and line the "6" arrow up with where the dot is on the ice. On a roll of 1 or 2 the ice rotates one arrow counterclockwise, 3 or 4 there is no rotation, and 5 or 6 rotates one arrow clockwise.
Rule 2: Jumping
'Jacks and the grinder may move normally from one ice piece to another that is within 1/2" without penalty. A 'jack may jump up to 1/2" of its basic movement. Example: A 'jack with a movement of 6" may move to a piece of ice that is up to 3" away regardless of whether it walked, charged, or ran.
Rule 3: The Grinder
The grinder in this game is a giant ball of ice. If it falls off a piece of ice, into the water, a controlling player loses control and the ice ball is treated as another ice of ice until it comes under control again. If the grinder moves off the downstream side of the board, place it back in its own deployment zone.
Rule 5: End Zones
Both shores are considered impassible
Feel free to share any other rules you may come up with...
Cheers and all of that crap,