This article presents six different options for playing Homeworlds with more than 2 people. But first, some background information.
The Looney Pyramids game system began with a short story I wrote in 1987, about a group of friends who obsessively played a turnless, boardless board game called Icehouse, featuring small, colorful pyramids. My friend, John Cooper, was inspired to create real rules for such a game, and it was good enough to launch everything we’ve built since then… but, of course, it wasn’t really as good as the version in my story.
After we started creating other games for the pyramids, I took my own stab at designing a game like the one I had originally envisioned, and thus was born IceTowers. We’ve had a lot of fun with that one, too, but again, it’s not the incredibly compelling game my characters would carry with them everywhere and play at any opportunity.
But then John created Homeworlds, which for me has really become the true Icehouse game. It lacks the turnless element that so fascinated us in the early days, but otherwise it checks all the boxes: beautiful arrangements of colorful pyramids on an otherwise featureless playing area, with chess-level gameplay that makes you want to carry a set with you everywhere you go and which continues to be a game I’m always interested in playing even after 20 years.
Like Chess, it’s a perfect information game for two. But it didn’t start that way. The first time we published Homeworlds, in 2002’s Playing with Pyramids, it was described as being for 2-6 players, with 4 being ideal. The game also included a hidden information element, with each player being assigned a secret alignment: Good or Evil.
The rules for Homeworlds didn’t coalesce until the last minute before publication of Playing with Pyramids, and as I then started playing it obsessively, it became clear to me that the two player version was the best, since the Good vs. Evil element didn’t apply. I also determined that the classic full Icehouse set was too many pieces, and that the game played best with 3 trios of each color instead of 5. At first, I called attention to this version by naming it Binary Homeworlds, but as it gained popularity, the 3+ version of the game went the way of the dinosaurs (as did Icehouse, for that matter). When we finally published it as a standalone set in 2020, we simply called it Homeworlds even though, technically, it’s Binary Homeworlds.
So what were the extra rules for Good vs. Evil, and what are the best options for playing non-binary Homeworlds? I’m getting there, but first, a few notes that apply to all 4 versions described in the following section:
* More Players, More Pyramids: Binary Homeworlds is best with 3 trios, but 5 trios is indeed best when playing with 4. In addition to the other added rules, the bank should contain N trios, where N = number of players + 1.
* Mandatory Setup Equality: During the first round, as the players choose the pairs of pyramids that form their Homeworlds, additional constraints are recommended for fairness. Players should discuss and agree on these limits before starting. The goal is to start everyone on the same footing, connection-wise. One option is for all players to choose the same sizes, which we call Small Universe. With 3 players, everyone can choose a different pairing, and thus play in a full size universe, but with 4 (or more), someone will have to match someone else, so for that to be fair, it’s best if everyone matches an equal number of other players.
* Table Talk: All forms of open discussion are permitted. But can you believe what the other players are saying?
Four Options for Non-Binary Homeworlds
1) Good vs. Evil: Each player gets a card or other marker labeled Good or Evil. For an even number of players, use an even split of cards; with an odd number of players, start with an extra Good card in the mix. Players must look at their cards while keeping them hidden from others. Evil players then have the goal of eliminating any other player, while the Good players win collectively if all Evil players are eliminated. Note that the optional nature of calling a Catastrophe will be a factor here, as trust becomes an element in determining someone’s secret intentions. Whenever a player is eliminated, both their hidden alignment and that of the player who eliminated them are revealed. The game continues until an Evil player wins or all Evil players have been eliminated.
2) Sinister Homeworlds: You win if you eliminate the player on your left. If some other player causes their elimination, the game continues without that player and your goal changes to the new person on your left.
3) Last Captain Standing: The goal is simple: outlast all other players!
4) Federation vs. Alliance: This version is for 4 or 6 players. Each player has their own Homeworld and takes their own turn, but each is also part of a 2 or 3 player team. The teams must be seated evenly interspersed, and should use starting arrangements that connect their stars but don’t connect to the other side’s stars. One team wins as a group when anyone on the other team is eliminated. Players on the same team can use the color of other team members’ ships at stars they also occupy as if they were their own.
Two Other Options for More Than Two Players
These last two aren’t really non-binary versions, they’re just ways of involving more than two players in a two player game.
5) Double-Cross Style: On the face of it, this is just a regular game played by a pair of two-person teams, with both players on each side openly discussing their options before settling on the next move. (That right there is also is a valid way to play.) One player on each team is the Captain and makes the final move, after being given advice on the best option by their First Officer. But here’s the trick: No matter how good that advice is, the Captain MUST refuse it, and make some other move. The First Officer will be motivated to figure out and make the best recommendation each time because, surprise, they are actually working for the enemy and they win, along with the other Captain, if their own Captain loses. (Our first name for this was Commander Worf Style, inspired by the observation that Captain Picard always said “No, Mr. Worf,” even though the Klingon’s advice often turned out to have been the right decision.) Note that the Captain can ignore the First Officer’s recommendations during setup and the second turn.
6) The Interstellar Threeway: This version is for 3 players and requires 3 full Binary Homeworlds game sets. It’s basically just 3 people playing 3 two-player games at the same time. If each player wins one game, play again until one player wins both of the games they are in.
The photos above were taken by Dr. Leila Zucker at Constellation 2022, where John Cooper, Wil Allyn, and I played an Interstellar Threeway on the Spiral Galaxy effigy, inspired by the James Webb Space Telescope and built by Michael Verdon and his team, which was burned the following night. (Wil won.)



As I write this, I’m halfway through a drive across America in 









