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Game: Thud
 
Invented by Trevor Truran, 2002
Implemented by Valentin Chelnokov, 2014-03-08
Graphics by Dmitry Chelnokov
3 variants
requires ZoG 2.0

Elimination
2-player
Asymmetric

download 181 K
 
 

Thud!
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Thud is a board game devised by Trevor Truran and first published in 2002, inspired by the Terry Pratchett's Discworld novels.

In the game, the objective is to eliminate as many of the opposition's pieces as possible. The two antagonists are the trolls and the dwarfs, the trolls being few in number (but individually very powerful), while there are a large number of dwarfs, but each individual dwarf is very weak and requires support from nearby dwarfs to be of use against the trolls.

On the dwarfs' turn, they may either move or hurl one dwarf:

Move: any one dwarf is moved like a chess queen, any number of squares in any orthogonal or diagonal direction, but not onto or through any other piece, whether Thudstone, dwarf, or troll; or
Hurl: anywhere there is a straight (orthogonal or diagonal) line of adjacent dwarfs on the board, they may hurl the front dwarf in the direction continuing the line, as long as the space between the lead dwarf and the troll is less than the number of dwarfs in the line. This is different from a normal move in that the dwarf is permitted to land on a square containing a troll, in which case the troll is removed from the board and the dwarf takes his place. This may only be done if the endmost dwarf can land on a troll by moving in the direction of the line at most as many spaces as there are dwarfs in the line. Since a single dwarf is a line of one in any direction, a dwarf may always move one space to capture a troll on an immediately adjacent square.

On the trolls' turn, they may either move or shove one troll:

Move: one troll is moved like a chess king, one square in any orthogonal or diagonal direction onto an empty square. After the troll has been moved, any dwarfs on the eight squares adjacent to the moved troll may optionally [2] be immediately captured and removed from the board, at the troll player's discretion; or
Shove: anywhere there is a straight (orthogonal or diagonal) line of adjacent trolls on the board, they may shove the endmost troll in the direction continuing the line, up to as many spaces as there are trolls in the line. As in a normal move, the troll may not land on an occupied square, and any dwarfs in the eight squares adjacent to its final position may immediately be captured. Trolls may only make a shove if by doing so they capture at least one dwarf.

See: http://en.wikipedia.org/wiki/Games_of_the_Discworld#Thud


Koom Valley Thud
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For the 2005 rerelease of Thud, Truran devised a substantially different game that could be played with the same board and pieces, known as Koom Valley Thud.

For the dwarfs to win they must move the rock to the far side of the valley - onto any of the five squares on the opposite side of the board against which the dwarf commander is sitting. For the trolls to win they must capture the rock by placing three trolls adjacent to it (in any direction including diagonally). If neither side can achieve their objective the game is drawn.

Movement is the same as Classic Thud except that Trolls may now move up to 3 spaces in any direction (horizontal, vertical or diagonal).

Dwarfs may move the Rock instead of moving a dwarf piece. It may move only one square in any direction. To be moved it must be next to a dwarf and it must also be next to a dwarf at the end of its move.

A troll captures a dwarf by trampling over it. It moves in a straight line from a square next to the dwarf, through the square the dwarf is on and lands on the empty square immediately beyond. The trampled dwarf is removed from the board.

Several captures may be made in one move and a change of direction is allowed between captures.

Dwarfs capture a troll by moving a dwarf so that the troll is trapped between two dwarfs in any straight line (including diagonally). The three pieces, two dwarfs and a troll, must all be in line.

If the dwarf that has been moved also traps another troll between itself and another dwarf, that troll is also captured

Captures are only made when the capturing side moves a piece. The rock may be moved and come to rest next to three trolls. It can only be captured when a troll is moved.

See: http://en.wikipedia.org/wiki/Games_of_the_Discworld#Koom_Valley_Thud


Koom Valley Football
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It's my variant of the Koom Valley Thud. Added a few changes in the rules of the game:

1) Not allowed to capture of the opponent's pieces
2) Ball (unlike Rock) can move more than one square
3) Trolls can't move to the edge of the board

See: http://www.youtube.com/watch?v=FtCxPQ4DBCg

 

Download Thud now!
(181 K)

Thud

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