3play - rules

The active player picks an action from the list and tells the other player what they have picked. The other player picks a body part from the list and doesn't tell the other player. The active player has three attempts to guess the body part by performing the action on the parts they guess. If the active player guesses correctly they swap places becoming the passive player.

Example: If the active player picks bite. they might bite their partners neck. The passive player tells them they chose wrong. The active player then bites a nipple. No thats not it either. Then nibbles on an ear... oooh thats it.


nuzzle/rub face on
dance/rub groin on



The active player seems to be in the most powerful position because they get to pick not only what action they want to perform but they can choose 3 different body parts to perform the action on but it's
The passive player who has ultimate power because they can lie.
If the active player guessed correctly they can still bluff and
tell them they failed to make them go another round as the
active player or they can lie and say they guessed right if they want to be the active one.

Hununga - goals

short term-
Get feedback on rules in order to simplify them. The goal is to have a strategy game with lots of depth but rules so simple and intuitive you dont need to look at charts or complex rule explanations.

long term-
add more varied objectives and unit upgrades. I would like to move beyond the preset starting pieces and deployment in order to a encourage pregame army building meta game.

assign one if these upgrades to a playing piece for a set price... when a die roll matches the units defence value it may activate this special power instead of its normal action.

Battle standard- when this units defense value is rolled it may be activated to allow that die to be rerolled. The result must be used to activate a different unit.
spy- the units defensive value is hidden until an enemy piece moves next to it.
assassin- swap places with a piece of the same defensive value. When that value is rolled.
healer- may respawn when this units defence value is rolled.
mage- use a ranged magical attack to destroy a piece of the same value anywhere on theboard.
scout- diagonal movement allowed when die roll marches this units defence value. All movement for this unit must bediagonal for this turn.

Hununga - interactive flash boardgame


All playing pieces snap to the board squares. You can click on individual dice for single rolls or the arrow between then to roll both die.

Hununga - archives

While trying to track down my old flash files for the game I came across this old prototype board and a early draft of the rules...


inspiration- this game is inspired by my two favorite board games. Street Soccer (a modern Dutch game) and Chaturanga (an early version of chess). The game is designed to be a combat game but seeks to avoid the imbalances that lead to predictable endgames. To avoid those problems I have made it possible for the players to respawn captured pieces.

how to win- The first player to get 3 points wins. You get points by holding the center objective or by capturing an opponents king.

how to play- Each turn the active player rolls 2D6. They use the numbers on each dice to move and attack with a different piece. If doubles are rolled then instead of moving two pieces you can choose to move the same piece twice. The active piece must use the entire number rolled on the die to move or move and attack.

moving and attacking- piece may only move and attack along horizontals and verticals (diagonals are not allowed). All pieces move the same... expending one dice point to move each square. The different pieces have different defense values represented by the number of dots on the piece. These represent the amount of dice points needed to capture the piece. The pawns have one dot, the bishops two dots, the knight three dots, the rook four dots, and the king has six dots (The names of the pieces are not important only the numbers... the names don't make sense because I haven't renamed the pieces to match the Aztec/Inca theme yet). So to capture a rook on a roll of a five you would have to move one square and then capture with the remaining four points. To capture a king you already have to be adjacent to him and roll a six. To capture you do not move into the same square as the piece... you capture from adjacent squares. This allows a piece to attack nearby pieces without having to move out of the objective area.

example - on the first turn the green player rolls a 4 and a 6. He moves his king one square to the side and three forward to take a center square (die 4). The King's pawn then moves forward five and captures the red king's pawn with the remaining one point (die 6).

respawn- If you have pieces which have been captured you may give up your highest dice roll to respawn them in your corner. The corner respawn square is marked with an arrow symbol. If there is already a piece in that square you cannot respawn. An enemy can move to your respawn square to keep you from bringing in reinforcements.

Objective- The primary objective is to take and hold the center (the area marked with the large sun symbol). To do this you must end a turn with you having at least one piece in the center four squares and your enemy must not have any pieces in those squares. If at the beginning of the next turn your opponent has not moved into one of the center squares or removed all your pieces in the center you score a point.

Bonus- Each time a point is scored the opponent of the scoring player gets a reroll token. Each token can be used once to reroll one die. This rule was added to give the loosing player a little momentum to make a comeback. The closer the score the more exciting and memorable the experience so this bonus is designed to keep the game balanced and fast paced.

Hununga - rules (current draft)

2 six sided dice
2 teams with 8 pieces each - see images
-the # of dots on the piece = #of dice pips needed to capture it.
6 scoring tokens (3 per team)
game board with 4 objective squares in the center and a reserect square in the corners of each deplyment zone.

both players set up their pieces as shown in the figure below.
decide which player will go first.

The players are competing to be the first to score three points. Points are scored each time a player kills the oponents priest or holds the objective
undesputed till for a full turn sequence.

Turn Sequence:
The active player will roll both die to begin his turn. The results of the rolls can be used to move, attack, or reserect destroyed pieces. The player must use all the pips rolled on one die to active a single piece before using the pips from the second roll to acive a different piece.The results of the two rolls can never be combined. Once the first player has used all the pips on both his dice then his turn end s and his opponents turn begins.

Moving - Move your piece the number of pips on the die. You can only move less spaces than pips on the die if you use the remaining pips to attack with. Pieces move orthogonaly. Pieces are not allowed to move diagonaly or to move thorugh other pieces.

Attacking - To attack you must be adjecent to the opponents piece you plan to attack and have the same number of pips left as the strength of the unitto be attacked.

Doubles - If doubles are rolled then you may use both dice to activat the same piece. Each activation is still handled separately so you cannot combine the results of the two rolls in order to capture a strong enemy piece.

Reserection - As long as the player hasn't rolled doubles they have the option to bing in destroyed pieces. The player may choose to sacrifice their highest dice result in order to bring back a piece that was destroyed by thier opponents. In order for this to happen they must give up their highest dice result and the reserection square must be empty.

Each time a player scores a point he marks this by taking a scoring token and placing it between himself and his depoyment zone to mark his score. His opponent then takes a marker and places it in the corner of his reserection square to mark that he has gained a free reroll. A player may only have one reroll token at a time if they do not use it before thier opponent scores again then the new reroll token will be lost. A reroll token may be used to reroll one die roll.

Take and Hold - When a player end his turn with one or more of his pieces in the objective squares while his opponent doesn't have any pieces in objective squares place a scoring marker in the center of the objective. This maks that the player has taken the objective. If they can hold the objective the remainder of the turn sequence then they have scored a point and get the marker. If the opponent is able to move a piece into an objective square or destroy all your scoring units the marker is removed.

Kill - The other way to score is to destroyh the opponents priest. Destroying the a priest is difficult because the priests' defensive value is 6. This means you will need to already be next to the enemies priest and roll a 6 in order to destroy it.

Tactics and Balance:
The opponent of the scoring player is given a reroll token in order to give them a better chance to make a comback
Moving one of your pieces onto the opponents reserection square is a good tactic to shift the games momentum in your favor. Either you will be able to outnumber him in the long run because he cant bring in reserects or he hill have to turn his attention to freeing up that square instead.

Hununga - prototype

This is a visual comp for a board and pieces. We had it all fully working in flash a few years ago but I'm still trying to locate all the original source files. When I locate them I'll post the interactive version of the board.


How can there be victory in a war between immortals? Hununga represents the struggle between two rival tribes of immortals and seeks to bring an end to their eternal wars. Both tribes are attempting to control the Ziggurat of Hununga long enough to carry out carry the ritual necessary to achieve Godhood.