Mad Dog

v3.1

NOTE: This game has been superseded by another version called Martian Race. It has a number of improvements and, in my opinion, is more fun to play. The biggest change from Mad Dog to Martian Race is the removal of the Mad Dog phase itself. If you've played Mad Dog before and enjoyed the Mad Dog phase, it is suggested that you use the appropriate rules from Mad Dog and include that phase in a game of Martian Race. The removal of the Mad Dog phase was done after a number of people commented that it was boring to continue playing the game once the winner had been determined. If you've played Mad Dog and like the Mad Dog phase, please email me. If I get enough comments in favor of the Mad Dog phase, I may either add it to the new Martian Race game or I may update Mad Dog and continue to maintain two separate games.

Object
The object of the game is to be the first player to get all of the Mothers from your tribe to the Market, the Well, and then to the Kennel. The first player to have all Mothers finish the course takes control of the 'Mad Dog', which can destroy other Mothers that haven't finished their chores. The size of winning player's win is increased for each victim of the Mad Dog.
An additional feature of the game is the ability to customize some of the parameters of the game to fit the players' desire for playing time and luck-to-strategy balance. The rules describe the 'basic' game, and the settable parameters are described near the end.

Players
2-4 players, age 7 and up.

Equipment
A chess/checker board. The four squares one away from the corners on opposite sides are specially named. Going clockwise from one corner, they are Home, the Kennel, the Market, the Well. (Home - A7, Well - H2, Market - A2, Kennel - H7)

Two 6-sided dice.

A set of Icehouse pieces from Looney Labs. Each player will need a single stash (all the pieces of one color), but a maximum of 5 will be on the board at any one time. The number of pieces required per player is dependent on the number of players, as shown in this table:

Number of Players Number of pieces of each size per player
2 5
3 4
4 3
The pieces represent the 'Mothers' from the player's tribe. For this game either real Icehouse pieces or some substitute pieces can be used for Mothers. Such substitutes must have the following properties: For more information on making substitute pieces visit Zarf's page.

The different sized pieces represent Mothers that have achieved different goals:
All the diagrams in these directions show a bird's eye view of the board. A piece that is lying down looks like a triangle, and standing piece looks like a square.
Small Medium Large
Standing
Lying Down


The Board

Start of Game
All pieces start off the board.
Decide order of play.

Turn
Roll both dice and take two moves as indicated. Each move consists of one of your Mothers performing the number of steps indicated on one of the dice. As in backgammon, the number rolled on each die can be used by different pieces or the same piece, but the move indicated by each die must be legal. (Note: 1 turn = 2 moves; 1 move = 1-6 steps)

Here are two examples of a Mother using a die roll of 5 for its first move.

Blocking
To prevent being pushed (see below), multiple pieces owned by the same player can occupy the same square. The number and orientation of pieces in a square determine how vulnerable they are to enemy attacks.

The easy way to calculate the vulnerability of the Mothers in a square is to assign any lying down pieces a value of 1 and any standing pieces a value of 2. The total occupying value determines the vulnerability of the Mothers in the square.
Note: The sizes of the pieces don't matter for blocking considerations.
<3 - Vulnerable Enemy may land and 'push'.
=3 - Partially Blocked Enemy may pass through but may not end a move.
>3 - Totally Blocked Enemy may not even pass through.

Pushing
If a Mother ends a move (not necessarily a turn) in a square occupied by one or more vulnerable enemy Mothers (see Blocking rules), the Mothers are 'pushed' to other squares as decided by the owner of the newly arriving Mother. The number of squares the current occupants are moved is....

 1 +1 if the new piece ends it move standing up
    +1 if the old piece is lying down
    +1 if the new piece is bigger than the old piece

Example: On Grey's turn he rolls a 2 on one of the dice and decides to go after Black's pieces. He moves as shown. At the end of the move he is in Black's square. Grey gets to push each piece 2 squares in any direction (1 +1 because they're each lying down). He decides to move one of the pieces north two squares. He moves the other piece west one square and north one square. Since Black's piece lands on a square occupied by one of White's pieces, Black gets to push the white piece one square. She decides to push it one square north. (All pieces in this example are the same size.)
Example: Grey sure would like to move into the Market, currently occupied by one of Black's (bigger, standing) pieces by using his lying down piece and a roll of 2 as shown. If he did, he would push Black's piece only one square. Because it would be illegal for the black piece to end a move on either of the squares a distance of one away from the corner (see 'blocking' rules above), it is illegal for Grey to move his piece into the corner in the first place.

Picking up Food and Water
As mentioned earlier, the different sized pieces represent achievement of various goals. All small pieces are trying to reach the Market to pick up some food. All medium pieces are trying to get to the Well for some water. All large pieces are Mothers that have finished their chores and are on the way to the Kennel to let the Mad Dog loose. In order to change from small to medium, a piece must end a move standing up on the Market. In order to change from medium to large, a piece must end a move standing up on the Well.

Example:Here is an example of a piece getting to the Market on a 4, picking up some food (growing), and leaving with a 5.

Releasing the Mad Dog
A Mother that has finished her chores (a large piece) that stands up at the Kennel is removed from the board. As with the Well and the Market, if there is already a Mother there, it can be pushed to another square. The first player to stand his last Mother up at the Kennel is the winner of the game and now controls the Mad Dog. The last piece stood up at the Kennel is used to represent the Dog.

Example:Black is controlling the Mad Dog. One of her dice is a 2, so she decides to go after Grey's large piece. First, the grey piece is reduced from a large to a medium. Next, it is pushed 3 squares (1 +1 because the Mad Dog is bigger +1 because it's lying down). Black pushes the grey piece onto the square with two of White's pieces. The grey piece (now a medium) can push the small piece 3 squares (1 +1 grey bigger +1 white lying), and it can push White's medium piece 2 (1 +1 white lying). It decides to push the medium piece east one and south one and push the small piece onto the Mad Dog. White's small piece is destroyed (bigger win for Black).

Another Example:This is similar to the previous example. After reducing Grey's large piece to a medium, Black can push the piece 2 squares (1 +1 bigger). Grey is pushed onto the white piece. He can push it 2 squares (1 +1 grey standing) onto the Mad Dog. In this case, a medium piece is reduced to a small and then pushed 2 squares (1 +1 Mad Dog bigger) as though Black's Mad Dog just landed there. Just to rile things up, Black pushes the (now small) white piece back from where it came. Now it's Whites turn to push Grey. White could now push Grey the 2 squares (1 +1 white standing) onto the Mad Dog. White, however predicts that Black would just push Grey's piece back onto the same square again and Grey would push White's small piece to its demise. To avoid this, White pushes Grey's piece east and north.

End of Move Timing
Having the Mad Dog roaming about and allowing Mothers to get pushed onto the Mad Dog, possibly at their destination corner (Well, Market, or Kennel) can lead to some confusing situations. Here is the order of the actions that occur at the end of a Mother's move, either as part of the owners turn or as part of some other player's push.

  1. Get attacked by the Mad Dog (reduced or destroyed).
  2. Push enemy Mothers (not the Mad Dog) to other squares.
  3. Get pushed by Mad Dog.
  4. Pick up food or water (grow) if still at the Well or Market or leave the board or let loose the Mad Dog at the Kennel.
If pushing enemy Mothers (step 2) or getting pushed by the Mad Dog (step 3) leads to more pushing, handle those situations after finishing all four steps listed above for the current move. (For you computer geeks out there, handle it liek a queue, not a stack.)


That's it. You now know enough to play Mad Dog. Everything below here is just gravy.


Tournament or Multi-Game Scoring
In a single game, the winner is the first player to stand each of his Mothers up on the Kennel - everyone else loses. The number of other Mothers taken by the Mad Dog can be used to differentiate the magnitude of various wins. For each game, each player gets points equal to the number of Mothers that finished the course. Additionally, the winner gets an extra five points plus one point for each other Mother destroyed (not just reduced). This provides non-winners with motivation to throw other non-winners at the Mad Dog.

Example: In a three player game, Black won and was able to eat one white Mother and no grey ones.
Grey   4 points (all Mothers finished course)
White   3 points
Black   4 (for the Mothers) +5 for winning +1 victim = 10 points

Beginning Tactics
A lot of time during games, especially with beginners, is used by players trying to figure out how to keep a block together given a particular roll. Here are some standard moves worth remembering/memorizing. These standard moves even consider getting a standing piece to a square first to get the longer push.

From an up-down Partial Block (one lying down piece, x, and one standing piece, y)


From an up-up Total Block (two standing pieces, x & y) Of course moving forward some number of spaces could include the same number of turns for each piece if that's usable. There is nothing that says these move are always the best ones; it depends on actual conditions. For instance, you may want to forego safety in an effort to advance further toward the goal squares.

Settable Parameters
Some of the rules can be modified slightly to suit the players' desired playing time and balance between strategy and luck.

The table below gives some sets of values for these parameters. The 'Standard' values match those given through the rest of this document. 'Beginning' values concentrate more on keeping the action going and keeping the game from dragging on too long. 'Tournament' values place a greater emphasis on strategic skill but make for a longer game. Notice that the target squares do no have to be arranged symmetrically, as shown in 'My Faves'. Also note that with 'My Faves' two standing Mothers are still safe from the Mad Dog, but one standing and one lying down are vulnerable to being attacked. Feel free to use the 'Your Faves' column to keep track of the values you like/use the most.


Standard Beginning Tournament My faves Your faves
Pieces for a 2/3/4 player game 5/4/3 4/3/3 5/5/5 5/5/4     /     /    
Location of...
  Home
  Well
  Market
  Kennel

  A7
  H2
  A2
  H7

  B7
  G2
  B2
  G7

  A8
  H1
  A1
  H8

  A7
  H1
  A1
  H7

      
      
      
      
Mad Dog reduces size by... 1 3 1 1 or 2     
Strength to block a square
  partial block
  total block

  3
  4

  3
  4

  3
  4

  4
  4

      
      

History/Design Philosophy
So what were some of the influences and goals, both minor and major, that went into shaping the rules for this games as they are here?

It all started with a desire to create yet another game that could be played with Icehouse pieces from Looney Labs. It would be nice if the new game took advantage of the stacking ability of the new plastic version of the pieces, but that was fairly low on the list of priorities. Using the pieces' ability to stand or to point in various directions was a must. So was taking advantage of the various sizes of pieces.

Before any details could be worked out, some major questions had to be answered. The first concern was the overall game type. There already exist quite a few games played with Icehouse pieces. All of the board games so far developed, Martian Go, Trice, DNA, Gridlock, Igloo, Martian Chess, and Ice Chess are strategy based with little luck involved. Included in the thses games are Icehouse variants of Chess and Go; what other popular games or game types are there that seem reasonable to create with Icehouse pieces? I wanted to stay away from card games; Zarcana and Pantopia already covered that. Of the more popular games, the ones that seemed the most underrepresented by the current stable of Icehouse games are the race games. Along the race game lines, Backgammon and Pachisi seemed like good starting points for development of a new set of rules. From those games, what should be kept as-is, what should be changed for use with Icehouse pieces, and what should be changed just for fun?

That was enough to start with. The most obvious two-dimensional board is a chess/checker board. Merely racing around the perimeter of the board would just reduce the game back to being one-dimensional. One way to make two-dimensionality 'interesting' would be to make the path cross over itself, maybe like a figure eight. This essentially broke the trip up into four legs: A1 to H8 to H1 to A8 and back to A1. The question of how to keep track of the leg each piece was on then came up. In Checkers and Shogi, when a piece is promoted it is flipped over to show a new face and/or stacked on top of another piece. This isn't quite feasible with Icehouse pieces. It was decided instead to use the different sizes to denote attainment of various goals. The last leg of the race (back to the beginning) was removed to reduce the number of legs of the race from four down to three, thus matching the number of different piece sizes. This, in turn, nailed the number of pieces per player to five (or less). The endpoints of the race segments were moved in from the corners after some playtesting revealed how sparse the wasteland between Home and the Well was during the early part of the game and how crowded the span between the Well and and Market was during the next stage.

After this, elements of another game were added. The book The Way to Play, by The Diagram Group, mentions a game called "Hyena Chase", which is popular in northern Africa. This is a one-dimensional race game, with all players going in the same direction. The first player to get his piece (mother) from the start (village) to the far end (well) and back again gets to control the Hyena. This piece can roam the path trying to eat the other players' pieces (thus increasing the magnitude of the win). This sounded like an interesting mechanic to add to the new game. The first order of business was naming the significant spaces. In addition to the 'Well', the 'Market' wasn't too difficult, but just where does one go find a wild Hyena to let loose to ravage the countryside? To make the game just a little less region-specific, we changed Hyena to Mad Dog. Where does one find dogs? At the Kennel of course. Having the Mad Dog eat pieces the very first time it attacks them seemed severe. Using a reduction in size to denote bribing the dog with food or water seemed in keeping with the theme of the game and with the use of Icehouse pieces.

Back to Backgammon's hitting and blocking. How much should it take to block a square? Could two pieces lying down protect themselves? How about three or four? To provide a motivation for using a step to stand up at the end of a move, it was decided to make standing pieces more impervious to attack. Two standing pieces could completely block a square. Just below that, one standing and one lying down piece should at least be safe from attack. To add a little spice it was decided to expand Backgammon's two levels of vulnerability (vulnerable/blocked) to three by adding spaces that the enemy couldn't even pass through. This was deemed to be safe (i.e. non-game-unbalancing) because the opponent(s) could always take alternate routes to avoid blocked squares. The less than/equal to/greater than scheme made calculating vulnerability fairly easy. What about when a vulnerable piece is attacked? Backgammon's rule of sending the piece all the way back to the beginning seems a bit severe. Having the distance that attacked pieces are pushed (to use Mad Dog lingo) dependent on the size and orientation (standing/lying down) of the pieces involved provided more motivation both to use the pieces' ability to stand up and the end of a move and to finish the course in a timely manner.

Bugs and Known Issues
Theme: We kept the some of the terminology from Hyena Chase. You still have to go to the Well. Instead of 'washing clothes', your Mother is picking up water. Any culture that has to go to the Well for water would probably also need to go to the Market for food. I'm not so sure that they would then got to the Kennel to release a Mad Dog, however.
During game development, a number of other themes were tried:

Length of Game: Backgammon has 24 points along the path and most of the pieces start part way along the path. On an 8x8 board, each Mother will have to use 43 moves to complete the course at a minimum. This doesn't include standing up, being pushed back, or having to go around blocked squares. A four player game with five Mothers per player could take quite a while (usually almost two hours during playtesting). Maybe the number of Mothers per player could be a function of the number of players in the game. (e.g. MothersPerPlayer = 7 - NumberOfPlayers) Note: The Mothers per player idea was adopted in version 2 of the rules. The repositioning of the corner squares reduced the minimum number of moves by 4.

Number of Rules
During playtesting we had to add some extra rules just to cover situations as they arose (e.g. no more than one piece of a given color on the corner squares). We've tried to create a short list of general rules to cover as many of the special purpose ones as possible, but there still seems to be quite a few.

Possibility of a Double Block: In a game with three or four players, if the first two players both roll a double 3 on their first turns, they could set up blocks on the two squares adjacent to Home. This would prevent other players from being able to play. To prevent the first two players from doing this, such a situation could be declared a win for the third player and, if present, fourth player (0, 0, 5, and 5 points for the players respectively in tournament scoring). Note: Version 2 of the rules added the triple-block rule to the Turn section.

Parameters: There are many little things that could be tweaked in the rules:

Revision History
Version Date Description
1 Nov 5, 1999 Initial Version
2 Nov 12, 1999 Make use of some of the possible rules to speed the game up.
  • Number of pieces per player depends on number of players.
  • Moved Home, Market, Well and Kennel in from the corners (and added the triple-block rule).
3 Nov 24, 1999 Add Settable Parameters Section.
3.1 Jul 22, 2001 Very minor wording changes.

Credits
Initial Concept: Ryan McGuire
Rules Development: Ryan McGuire and Dan Isaac
Playtesting (so far): Ryan McGuire, Dan Isaac, Clayton Castle, Scott McCoy, Jennifer McGuire, Joshua McGuire
Icehouse Pieces designed by:Andrew Looney
Other Icehouse Games designed by: Andrew and Kristin Looney, Jacob and John and Kory and Kristin, and many others
Comments and Suggestions are Welcome -- email Ryan