Pile-Up Rush
Pile-Up Rush Rulebook
Table of Contents
Table of Contents
Contents & Setup
- 1 Ring
- 1 Hourglass
- 20 Blocks (10 per team)
Divide players into two teams (for odd number of players, see "Variants").
Each team takes their 10 wooden blocks.
Place the ring and the hourglass within reach in the center of the table.
Choose the starting team. For next rounds, losing team of the previous round will start.
Ring has two sides, freely choose which one you will use. Easy side is recommended for beginners.
- Easy side
- Hard side
Gameplay
Each round, teams take turns in playing as many blocks as they want within the time limit. A team's turn starts when the opposing team finishes its turn by flipping the hourglass upside down.
Except for the starting team's first turn, the hourglass can be flipped whenever the team decides to end its turn, of course before the sand runs out.
Keep taking turns until 1 of the 3 victory conditions is met for round end.
Starting team's 1st turn rule
The starting team turns up the hourglass to start the round. The team can play up to 3 blocks on their first turn. Then flip the hourglass before sand runs out. However, do not flip it before the sand level fall below the line drawn on the upper part.
Block placement rules
- Only use 1 hand to play blocks, and only 1 block in hand is allowed when playing.
- You cannot touch blocks already in play. However, you can try shifting their position by using the block you have in hand.
- You must place at least 1 block before ending your turn.
- Players of a team play simultaneously.
- You cannot turn the hourglass if any teammate still has a block in hand.
End of round & Victory
The aim of the game is to gain 4 victory points (VP). You win a round and VPs when:
- opposing team causes one or more blocks to fall out of the ring (worth 1 VP).
- opposing team fails to flip the hourglass before time runs out (worth 1 VP).
- your team succeeds in placing all its blocks onto the ring (worth 2 VP).
For each VP you win, take a block away from your opponent. It cannot be used in subsequent rounds.
Both teams take their remaining blocks back and the losing team starts the next round.
The first team to remove 4 blocks from the opposing team wins the game.
Variants
Using both hands: If playing with an odd number of players, you can allow a player to play with both hands. He can either place 1 block with both hands, or have a block in each hand. Kids and beginners can also use both hands to play on an easier level.
Locking block order: During round setup, preset blocks in the order of your choice in one single line. You must always use blocks from either end.
Locking block number: During round setup, players of the same team share their blocks evenly between them. A player can only place his own blocks.
Create your own rules to have even more fun!