|  Andy's Page About Homeworlds
 Contents:
  See Also: 
 I Love Homeworlds! I really like John
      Cooper's Icehouse
      game, Homeworlds.
      I think it's one of the very best Icehouse games we currently
      have. It's elegant and exciting, it looks great on the table,
      it's different every time, the theme rocks, and it makes excellent
      use of the pyramids. One of my criteria for a perfect Icehouse
      game is that it offer deep strategy while using little or no
      equipment other than the pyramids, especially including using
      the table itself as a featureless gameboard. Homeworlds is a
      perfect Icehouse game. When I wrote the Author's Notes for The
      Empty City, I listed my 5 favorite Icehouse games as
      being Icehouse,
      IceTowers,
      RAMbots,
      Zarcana, and Volcano.
      I gave honorable mentions to Zendo
      and Homeworlds. But I've played a lot of games since I wrote
      that list, and these days, my very favorite Icehouse game is
      Binary Homeworlds. (I'm also
      pretty into Martian
      Hold'em.)
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          |   NOTE: This scene never actually happens
            in a game of Homeworlds. Attacking allows you to take control
            of enemy spaceships, rather than blasting them into pieces. (Ships
            in Homeworlds are only destoryed due to Catastrophes.) I originally
            drew this picture for the predecessor game IceTraders,
            in which such attacks are possible.
           |  | It's the
            True "Space Chess" Science Fiction shows have often attempted to depict the "Chess
            of the Future." Consider Mr. Spock's 3-D chess set, or the
            Next Generation's use of Terrace as a futuristic-looking chess-style
            game. Even that holographic battle-chess game seen in the first
            Star Wars movie (the game which C-3PO was advised to "let
            the Wookie win") was played with soldier-like pieces on
            a grid-style board. Meanwhile, in the world of real board games, the idea of a
            "space chess" set has previously been realized only
            by replacing the kings, queens, pawns, bishops, knights, and
            rooks on a traditional chessboard with spaceships of various
            kinds. Other space themed games I've played have relied on complex
            gameboards and even more complex sets of cards, tokens, and components.
            While some such games (most notably Cosmic Encounter) are wonderful
            and entertaining, they don't fill the niche of a true space chess
            game. Homeworlds does. Where Chess is an abstract pure strategy
            game representing medieval warfare between kings, Homeworlds
            is an abstract pure strategy game representing interstellar warfare
            between planets. In both games, complicated forces have been
            reduced to elegant icons, but where Chess is played on a restrictive,
            64-square grid, Homeworlds creates a free-form, dynamic space-map
            out of any plain surface. Whereas Chess was a game played by Renaissance Kings, Homeworlds
            is a game for Starship Captains.
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 Binary Homeworlds  Homeworlds
      with 2 players is a very different game from that with 3 or more.
      The differences are significant enough that we've decided to
      emphasize the distinction by referring to our modified
      2 player version as Binary Homeworlds.
 The designer considered the Good/Evil elements integral to
      the original game, and was originally worried that the 2 player
      version would be comparatively uninteresting, since those rules
      had no meaning in a 2 player game of Homeworlds. However, after playing close to 100 games of Homeworlds during
      the course of the past year, mostly with just 2 players, I've
      come to conclude that John was backwards in his worries. To me,
      Binary Homeworlds is the superior game. The Good & Evil rules
      which allow 3 or more to play also add complexities that change
      the game from one of pure strategy to one of strategy + diplomacy
      + bluffing skill. And while those added elements are interesting,
      such games have not been anywhere near as compelling for me as
      the raw strategic challenge of Binary Homeworlds. I now see Binary Homeworlds as the basic game, with the Good/Evil
      rules being optional add-ons. Much like Magic:
      The Gathering and Cosmic
      Coasters, extra rules have been devised to make the game
      playable by more than 2... but the pure head-to-head action of
      the basic game is what really rocks. Ultimately, I find that Binary Homeworlds provides more replay
      value than regular Homeworlds because the results are always
      satisfying. In Binary Homeworlds, there's no luck factor to mess
      up your plans, no diplomatic failings to bring you down, and
      no hidden information you need to keep secret to succeed. Just
      as in the
      game which inspired the Good/Evil mechanism, you can lose
      regular Homeworlds for no reason other than being a bad liar...
      but in a Binary Homeworlds tournament,
      it's all about your skill as an imaginary admiral of the space
      fleet. Adjusting
      the Stash Aside from ignoring the Good/Evil rules, the only other difference
      between regular Homeworlds and Binary Homeworlds is in the number
      of Icehouse pieces used. Because controlling the limited economics
      of the game is what Homeworlds is really all about, we've found
      it better to limit the available number of pieces in the global
      stash to 3 of each size of each color. (I also recommended using
      4 of each size & color when you have 3 players.)
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 My Binary
      Homeworlds Carrying Cases I've been carrying an Icehouse set of one sort or another
      everywhere I go pretty much ever since we invented them. At first,
      it was a wood set in a drawstring bag. More recently, it's been
      a 5.3 stash set (5 colors plus 5 small blacks, for Volcano) in
      a hemp drawstring bag. Now what I usually carry around is an
      IceTowers
      boxed set loaded with extras (two more stashes (green &
      orange) plus PwP,
      a chessboard
      bandana, Homeworlds
      cards, extra catalogs, ICE-7s,
      and Marlene's
      Guide to Icehouse). But I also have a very special Icehouse set which I keep in
      my bag whenever I think I might get to play Binary Homeworlds.
      It's a limited-sized Icehouse set intended only for that purpose,
      which I carry in a really-cool black plastic case I got with
      a Mag-Lite flashlight once.
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    |       See
      how perfect it is? It's just the right size to hold the 36 piece
      set, and you can use it to organize the global stash during a
      game!
 There's also room inside for a set of Homeworlds
      cards, which are handy even when you're playing just with
      2. That little swatch of space goes a long way towards reminding
      you of the game's theme (particularly if you're playing on a
      black table) and of course, they indicate which systems are the
      Homeworlds. I also keep a Homeworlds reference card (from ICE-7)
      on the table when we play... it's really nice when someone asks
      what you're playing to have a rules summary so concise to let
      them look at! We also use it to mark which player's turn it currently
      is.
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          | My Travel-Sized Binary Homeworlds Carrying
            Case  More
            recently,
            I made an even more compact travel set by cutting down a set
            of pyramids, as shown in this
            video I made about it. (And speaking of videos about Homeworlds,
            don't miss this one I call The
            Bluebird Mistake.)
 |  3HOUSE
 We
            first published the rules for Homeworlds in Playing with
            Pyramids in 2002, immediately after John finished designing
            it. In 2007, we
            published the rules again in a booklet called 3HOUSE.
            I strongly recommend starting with the 3HOUSE version. It includes
            a lot more diagrams (like the one shown here), strategy info,
            nomenclature, tips, etc, which we've figured out in the last
            5 years.   |  | 
  
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          | My Bank Board  Since
            the pieces in the Bank need to be kept separate from those in
            play, I like to set up the Bank in an off-board rack of some
            kind. The opened Maglite case works great for this, as shown
            above, as does a Volcano
            Board, also seen in use in a photo above. A Volcano board
            is even nicer for this if you mask off the unneeded spaces with
            ELBS,
            but for the ultimate Homeworlds Bank Board I got a few of these
            special 3x4 boards custom made by Kadon Enterprises. (BTW, this
            board helped inspire my game Twin
            Win.) 
  We made these available for sale: Buy
            it! | My Starfield Playmat Setting aside things like that light table at the Icehouse
            Lounge (in Vegas) or that black window ledge at the La
            Canna Coffeeshop (in Amsterdam),
            my favorite surface for a game of Homeworlds is this round starfield
            playmat which I created by cutting a 2' circle out of black felt
            and splattering it with drops of white paint. Making one of these playmats is a fun craft project and is
            the best way to get one since I doubt we'll ever follow through
            on the
            boxed set concept I described a few years ago (before the
            Treehouse
            Revolution).   |  | 
  
    |  My Standard
      Opening Move After trying out numerous different permutations, I now usually
      start with a Large Green ship and a Blue/Red star system. Here's
      why: 
        I like having my initial Growth power in ship form so that
        I can sacrifice it later in the game.
        Yellow isn't needed until later and there's no particular
        benefit in having Yellow in your home star, so I never start
        with it.
        Red is very useful to have in the star system, since it provides
        what I call a Planetary Defense System.
        The best choice for size combo is what I call the Banker,
        which is Small/Medium. I actually think it's so much better that
        I recommend stronger players forgo that choice. My second choice
        is what I call Goldilocks, which is Small/Large. I use the Fortress,
        Medium/Large, only when I'm stuck with that choice.
        As for which color I choose for which piece in my star system,
        I don't give it much thought unless I'm the second to build,
        in which case I try to make sure my choices don't use up too
        many of a particular size of color. I hate getting frozen out
        of the red or blue economy because I unnecessarily used a vital
        ship option as part of my star.
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  Playing With
      Russell
 The first guy I've played a lot of Homeworlds with is my friend
      Russell.
      We play Homeworlds whenever we get together, which isn't as often
      as we'd like, since he lives a thousand miles away from me. But
      we've played everywhere from the
      Grassy Knoll to the
      Coffeeshops of Amsterdam (such as the Bluebird)
      and even the
      Icehouse Lounge in Las Vegas. I'm still eager to play again
      whenever we get together. We've even played by email. Here's a detailed account of our
      first such game: 
        
          | Andy vs. Russell, Play-By-Email Game #1 |  | 
  
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 History
      of Binary Homeworlds Tournaments During the first 4 Big Experiments, tournaments were held
      for either standard Homeworlds or its predecessor, IceTraders.
      I don't have any records on those games. I care only about Binary
      Homeworlds tournaments. 
        
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          | 2011 Binary Homeworlds Champion: This
            year we had 4 players, but it quickly became two finalists, Andy
            and Joshua Kronengold. They fought an intense game which ended
            in a draw. Josh handily won the rematch. Winner: Joshua
            Kronengold
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          | 2010 Binary Homeworlds Champion: Only
            one challenger took on the 5 time champ, but he won! Andy cursed
            himself for saying "Sure, let's just make it one winner-take-all
            game" but that's what he said, and he lost! Winner: Tim
            Seiger
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          | 2009 Binary Homeworlds Champion: This
            tournament was run using chess clocks. Winner: Andrew Looney
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          | 2008 Binary Homeworlds Champion: The
            5th Binary Homeworlds tournament was held at Big Experiment #9
            in 2008, again in the Floating Tournament format, but without
            a final game, the results being based simply on overall score. Winner: Andrew Looney
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          | 2007 Binary Homeworlds Champion: The
            4th Binary Homeworlds tournament was held at Big
            Experiment #8 in 2007, again in the Floating Tournament format.
            The finalsts were Dayle Hodge and Andrew Looney. Andy had lost
            to Dayle twice during their prelim games, but emerged victorious
            from the Finals. Winner: Andrew Looney
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          | 2006 Binary Homeworlds Champion: The
            3nd Binary Homeworlds tournament was held at Big Experiment #7
            in 2006 and while the participants were few, the competition
            was fierce. The finalsts were Jesse
            Welton and Andrew Looney, and after an epic 3+ hour game,
            Andy was the winner. Winner: Andrew Looney
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          | 2005 Binary Homeworlds Champion: The
            2nd Binary Homeworlds tournament was held at Big Experiment #6
            in 2005 and was far more successful due to the all-weekend-long
            floating
            tournament format devised by Liam
            (see below). We had 10 participants who played 17 games at random
            times throughout the weekend, and on Sunday afternoon the top
            two players had an exciting showdown. Those players were Jesse
            Welton, with a score of 6 (3 first-contact wins) and Andy Looney,
            also with a score of 6 (4 first-contact wins, 1 repeat win, and
            3 losses). Winner: Andrew Looney
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          | 2004 Binary Homeworlds Champion: The
            1st Binary Homeworlds tournament was held at Origins in 2004,
            and was run using a system of timer rules (see below) which I
            suggested we try and which didn't work out at all well. A three
            way tie resulted between myself, Russell, and Spanky Bob, and
            thus went into overtime. The final medallion wasn't awarded until
            months later, when the final tie-breaker game was played at Dragon*Con. Winner: Russell
            Grieshop
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 |  Floating
      Tournament Rules You play whenever you can arrange a match against anyone you
      want to challenge. If you win, your score goes up by 1 point.
      If you lose, it goes down by 1 point. Also, an extra point is
      given to the victor if this is the first time these 2 have played
      together. When it's time for the finals, the two players with
      the highest overall scores play a final, winner-take-all battle
      for the championship. 
        
          | Obsolete Timer rules: As noted above, I no longer advocate these rules. However,
            for history's sake, I'm not deleting them (But I am just making
            the text really tiny). They might still be useful for helping
            decide who is ahead when a game is unexpectedly stopped and not
            likely to be resumed. 
              I suggest 30 minutes for each round. Of course,
              the timer will be kept hidden from all players.
              Make a note of who went first. After the
              timer rings, the game continues until all players have taken
              an equal number of turns.
              When the game is stopped, determine the winner
              this formula:
              
                If all players but one have seen half of
                their Homeworld's star get destroyed, then the player with an
                intact star is the winner.
                Failing that, if one player has more large
                ships than any other player, that player wins.
                In the event of a tie for large ships, the
                player who fully controls the largest number of star systems
                wins.
                If there's a tie for that too, the player
                with the most ships total is the winner.
                If it's still a tie, count up the pips on
                all of the ships each player controls. Highest score wins.
                If none of that results in a clear winner,
                call the game a tie and give each player a partial win.
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  Using Xeno Colors
 The Rainbow Treehouse
      set provides the standard colors normally used for Homeworlds,
      however it can also be played with a 3HOUSE set made with Xeno
      colors. Here's the color translation we use: 
        Cyan = Green
        Orange = Red
        Purple = Blue
        Clear = Yellow
       
 The Official
      Rules In addition to appearing in 3HOUSE
      and Playing
      with Pyramids, the complete rules to Homeworlds
      can be found on John
      Cooper's website.
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