This is something I came up with last night. No play testing and I don’t even have the pieces needed to play. This is very rough. 

It is a two player game that uses 2 sets of tree house pieces. That’s 30 pyramids in 5 different colors and 3 different sizes. 

Setup: Take all of the large and medium pyramids and randomly place them into a 4×5 grid. Then both players take turns placing the remaining small pyramids on top of the large and medium ones of different colors. 

Play: Players take turns moving a single pyramid one space on the grid. A player may immediately move the same pyramid once more if it landed on a larger pyramid of the same color. At no time can there ever be more than three pyramids stacked. A player may only move a pyramid a maximum of two spaces during his turn.  

 Goal: To get sets of three pyramids that are stacked from largest on top to smallest on bottom. This scores 1 point if it the stack is made up of 3 colors, 2 points if made up of 2 colors, and 3 points if made up of 1 color. Once a player has formed a triple stack he must immediately remove it from the table and place it in front of him. The empty space on the board may be moved into by other pyramids. 

 Game ends when one player has 5 points. 

Here’s my mostly unplaytested game for the Treehouse Design Challenge. I call it Cosmic Iced Rum, taking inspiration from Cosmic Encounter, Guillotine, and Rummy.
Cosmic Iced Rum

For two players and one stash, plays in less than ten minutes.

  1. Shuffle a stash of treehouse pieces (five colors, three sizes each), and create a single-file line. Use the tube to clearly mark one end of the row as the end of the line. All pieces will be drawn from the start of the line.
  2. Roll for powers, using the standard Treehouse die:
    • Aim: Reorient a pyramid. Force left or right placement on the other player
    • Dig: Draw from end of line.
    • Hop: Pull n+1th piece, depending on size (second for small, third for medium, fourth for large).
    • Tip: Precog defense, shift target one to left or right.
    • Swap: Swap end pieces with freshly pulled pyramid.
    • Wild: Your choice. Only if you roll Wild can two players have the same power.
  3. Play phase one, loading:
    • On your turn, draw the pyramid at the start of the line. It goes to the line you’re building in front you you, either on the left or the right.
    • When you place a pyramid in your line, you may aim it either at yourself or at your opponent, indicating the target of your power.
    • When you use a power, you must take a flat pyramid and make it upright.
  4. Play phase two, fighting:
    • Any remaining flat pyramids now fire, starting with the start of the line.
    • Shooting an upright pyramid causes to to be removed.
    • Shooting a defensive pyramid causes it to become offensive.
    • Shooting an offensive pyramid causes it to become upright.
    • When you use a power, you must take a flat pyramid and make it upright.
  5. Scoring: When all pyramids in both player’s lines are upright, a player gets five points for two like colors next to each other, and three points for two like sizes next to each other. A single pyramid may score twice: once for a match on the left, once for a match on the right.

There’s definitely a game in here somewhere, but it needs some TLC.

Time’s up!

Okay, flywheelers, post your games – make a new post if you want, or just add comments here. Here’s mine:
Transfer

Two to five players, with one tree of icehouse piece each (small, medium, large pyramid), and one die for the game.

Set up with pyramids in radial lines, large in middle, small on outside – so for two, it looks like: S M L . L M S – a player wins when they can create a .LMS line in one of the other arms.

Put the die in the center, with the 1 facing up. Pick a player to start, and run clockwise. On each turn, the player turns the die to an adjacent face and moves one piece that many spots. A “spot” is either where a pyramid currently is, or the empty “spot” at the end of the line. Empty spots close up after movement. If the player moved the die to a number that was higher, they may “cap” an opponent’s pyramid with a pyramid of the same or smaller size – capped pyramids may not move. A player may cap their own pyramids similarly at any time. If the player moved the die to a number that was lower, they must move a pyramid of theirs that is capping another if possible. If a player moves a piece off the end of a line, past the empty spot, the pyramid is tipped, and the player must take a turn to right it. A pyramid may not be moved past a tipped pyramid. If a player is unable to make a legal move, their turn is skipped.

(Cleanup, editing, and photos pending…)