Vicous Magick
Protect the Goat

 - Rules of Protect the Goat -

Overview and Objective

Protect the Goat is a fusion of rock-paper-scissors and chess. The first player to capture the opposing player’s goat wins the game.  


Tooth and Claw Mockup


The Board

The gameboard for Protect the Goat is a 9x6 hexagonal board with alternating light and dark hexes, as illustrated by the figure below. Dark hexes represent impassable terrain.    

The Pieces

Each player begins the game with nine gamepieces. There are five types of pieces: goats, phants, lyons, sugarmice, and yafbeests. Pieces interact with the opposing player’s pieces when they are moved adjacent to them. Each player receives two of every piece, save for the goat. Save for the yafbeest, like pieces ignore each other when occupying adjacent hexes.  



Goat - the goat serves as an analogue to the king in chess. Loss of the goat is the loss of the game. Goats are captured by every other piece.  


Phant - the phant (elephant) captures every other piece, save for the sugarmouse. The phant stomps every other piece with its massive bulk, but is scared to death by sugarmice.  


Sugarmouse - the sugarmouse (a tiny, vicious creature akin to a honey badger) captures every other piece, save for the lyon. Being a mouse, the sugarmouse is vulnerable to cats, especially large cats such as lyons.  


Yafbeest - the yafbeest (monster) captures goats, mutually destroys opposing yafbeests, ignores lyons, and is captured by phants and sugarmice.  


Lyon - the lyon (lion) captures goats and sugarmice, ignores yafbeests, and is captured by phants.


Front View Tooth and Claw Pieces


A coin will be flipped prior to piece placement, and the player who wins the coin toss will get to place the first piece, after which point the players will take turns placing pieces until all pieces are placed. Pieces may only be placed on the first row of hexes (the nine light hexes bordering the edge of the board closest to the player). The player to win the coin toss also makes the first move.  



A turn consists of the movement of one gamepiece to an adjacent, light-colored hex in any direction, so long as it is unoccupied. When a gamepiece is moved into a space adjacent to a hex occupied by an opposing piece, the rules of battle automatically go into effect. Automatic battles do not count as a turn; only the physical one-space movement of a piece denotes a turn.      


Second Tooth and Claw Markup      


Battles and Combos

In accordance with the ranking/capture system outlined above for each piece, battles are automatically initiated when two pieces occupy adjacent hexes. Pieces will either capture, be captured by, or ignore other pieces. If a piece is moved adjacent to two capturable pieces, the player with initiative will determine which piece to capture. If a piece is adjacent to both a capturable and a capturing piece, offensive moves take precedent until no offensive moves are possible. If a piece is adjacent to two capturing pieces, the player commanding the capturing pieces determines which piece will make the capture. Battles do not end until all automatic offensive and defensive maneuvers are exhausted.  


Sample Setup

The following figure shows an example of how the gamepieces might be set up at the beginning of a game.    


Example 1 - Capturing a Piece

The following figure shows an example sequence of one move wherein a sugarmouse is moved into the hex adjacent that of  an opposing phant. A battle is automatically imitated, and the sugarmouse must move into the space of the captured phant.





Example 2 - Combination Capture

The following figure shows an example of a battle sequence initiated by moving a phant next to an opposing lyon. Because the phant captures lyons and yafbeests, this single move becomes a 4-capture combination.    




Above description and 3D designs are (c) J. Baugher 2012

Piece symbol designs are (c) N. Dray 2012 (Used with permission.)