On the elementary school playground, it's kill or be killed. Do or die. Win, or go back inside. On the blacktop during recess, rival cliques compete for control of the jungle gym. So align yourselves, and prepare for the battle of your 9-year-old lives.
3 to 5
- 3 six-sided dice for each player
- 1 "Attack" and 1 "Recruit" card for each player
- The Jungle Gym board (or a facsimile)
- A pen and paper (to keep track of the rounds and do basic arithmetic)
Each player should have both an "Attack" and a "Recruit" card in their hands. At the start of the game, each player has one die, placed in front of him and outside of the currently unoccupied jungle gym.
How to Play:
The object of the game is to have control of the jungle gym when recess ends, which occurs at the conclusion of the tenth round of play. Players vie for control of the territory by rolling their dice. In order to bolster their armies, players can refrain from attacking during any round to recruit their fellow classmates into the good fight.
Though no player has control of the jungle gym at the start of the first round, the structure of play is the same as any other. Players must first decide whether to attack (roll dice in an attempt to take control of the jungle gym) or recruit (pass on attacking that turn in order to acquire an extra die).
Each player makes the decision by placing the appropriate card from their hand face down on the table. Once all players have done so, the cards are revealed. All actions are said to take place simultaneously.
In order to seize the jungle gym, players must attack the grade-schooler currently in control of the territory. If no player currently controls the jungle gym - as is the case with the first round - then all attacking players battle each other for control.
In order to attack, a player rolls all dice in his possession (representing his gang of adolescent soldiers). The player's attack power is the sum of all his rolled dice. In the case of the first round, the player with the highest attack power takes control of the jungle gym. In the event of a tie for highest attack power, tying players must re-roll.
When attacking the jungle gym, each player's attack power is compared to that of the player in control of the territory. Here, ties between attacking and defending players count as losses for attacking players. Any losing player must discard one of his die (unless he only has one die left). Players tying for highest attack power must re-roll to determine a victor.
By playing the recruit card, a player chooses to hang back from the battle, and instead coerce his peers into joining the crew. Any time a player recruits, he adds one die to his army that round, with a maximum of three dice allowed.