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Playground Commandos
An entry in the 2002 Unequal Forces Game Design Competition

Designed by L. Lynn Smith
For 2 players

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The game can consist of the following materials:

  • 1 8x8 board (with the central 2x2 area marked)
  • 4 Black discs (representing Skateboards)
  • 8 Red discs (representing Pogosticks)
  • 6 Coins (representing Trashcans)
This game can be played with the contents of a standard Checker set with the addition of the coins.

Setup

[ ][P][ ][ ][ ][ ][P][ ]
[P][ ][ ][ ][ ][ ][ ][P]
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[ ][ ][ ][S][S][ ][ ][ ]
[ ][ ][ ][S][S][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ]
[P][ ][ ][ ][ ][ ][ ][P]
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S=Skateboard P=Pogosticks

The Pogosticks belong to the Attacker and the Skateboards to the Defender. Trashcans are neutral pieces which begin the game off-board.

Game Turns

Each player begins the game by placing one Trashcan upon the playing field each turn, beginning with the Attacker. This is done until all six Trashcans have been placed. Then each player, beginning with the Attacker, move one piece according to their particular movement rules. Passing of the turn is not allowed.

Movement

Trashcans -- once placed upon the playing field cannot be moved or captured. Trashcans may only be placed upon empty spaces.

Pogosticks -- makes one orthogonal or diagonal step to either an empty or enemy-occupied space, or leaps over any one orthogonal or diagonal adjacent occupied space to the next empty or enemy-occupied space. The leap over an occupied space can contain any piece regardless of ownership or neutrality.

Skateboards -- makes one diagonal step to either an empty or enemy occupied space, or slides through orthogonally adjacent spaces and stopping on either an empty or enemy-occupied space (similar to the Rook in Chess).

Although the Pogosticks may leap over a Trashcan, the Skateboard is blocked by it. Neither may capture the Trashcan.

Captures are preformed when any piece lands upon an enemy-occupied space. The captured piece is removed from the game.

Winning

The game is won by the Attacker (Pogosticks) if:

  1. All the Skateboards are captured; or
  2. Four Pogosticks occupy the central 2x2 area of the board
The game is won by the Defender (Skateboards) if:

  1. There are only 3 Pogosticks on the board.
Justification of the Rules

When given the challenge of creating a game with unequal forces, the idea of a small centrally located force surrounded by a large sparsely surrounding force came to mind immediately. This was similar to certain ancient Viking games.

It was first decided that each force would represent only one type of piece movement, therefore increasing the depth of inequality. It was also determined that any piece introduced should be fairly simple in its rules of movement.

The most simplest types of movements are the steps, slides and leaps. Each of these movements would be represented. All the playing pieces would be allowed to step, one side would be given the ability to slide and the other the ability to leap. Since the forces were unequal, the smaller force would be allowed the powerful orthogonal slide and the larger force merely the simple single leap.

The choice of the 8x8 playing field was to aid the interested party in easily obtaining the equipment by the purchase of an inexpensive Checker set, usually only a few dollars.

Creating the initial setup was the product of the win conditions. Once again, there was added another level of inequality by establishing separate win conditions for each player. The simple occupation of the central 2x2 area was used to create aggressive behaviour between the players, one would seek to occupy and the other to prevent occupation. With the smaller force starting at the central location, it was give to them to defend this area. Since it would take at least 4 pieces to occupy the central 2x2 area, the win condition was given to the defender if the attacker was reduced to less than 4. This left the potential of the defender being reduced to 0 and this was given as a win condition to the attacker since the defender would no longer be able to play.

So, it was determined that the attacker should have more than 4 pieces. There was much testing of various forces, the final decision was based upon several factors. With the attacker having 8 pieces, this gave ample opportunity for the occupation win. With the defender having only 4, this created the situation that necessitated the capture of only one extra piece in the exchange of three. The minimum for each player to remain in the game would be 4 for the attacker and 1 for the defender. By having the minimalistic forces, it made for fairly quick but interesting games.

The defending pieces were located exactly upon the area which they would be defending. The attacking pieces were space around the board so that they were neither directly under threat of capture and had only a token form of defense, the mutual defense of two adjacent pieces.

After playing several games with these forces, it was determined that the game was very formulaic. Depending upon the player's ability to look ahead, certain patterns could be played assuring absolute victory.

Enter the concept of the random factor. One that would change from game-to-game but still be under the full control of each player. The non-moving blocker, Trashcan, once introduced would play a decisive factor in the overall play of the game. Effecting such play both positively and negatively. The choice of 6 was based upon several factors. The Trashcan should not over-impede the play of the game nor prevent either player from actually moving a particular piece. Also, it was to be a neutral force that was not equal to either of the other two. So, with the defender having 4 and the attacker having 8, it was decided that the neutral pieces should be 6. Once again, creating another area of inequality.

When the game was played with all these elements, it offered a nice, simple but thoughtful play. Neither player had any particular advantage and could easily adjust such during the Trashcan placement phase of the game. This also gave a nice hint to the player's strategy.

The idea for the names, both of the pieces and the game, came from the behaviour of the various pieces within the game. Skateboards, Pogosticks lead to the name of the blockers as Trashcans. The central 2x2 area was seen as the concrete slab located in the middle of a playground, a desired area for the enjoyment of certain play equipment.

Now you know how this game was developed.

This game © copyright 2002 L. Lynn Smith.

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