Warning: Slighty playtested alpha version. There are still some problems with this game. The main one is that it simply takes too long to play. The initial stages after a kick-off tend to be a bit boring as minions just close to tackling range. Once there however, it gets fairly interesting and tactical.
Each player chooses a colour and takes all the pieces of that colour. Four pieces of each size represent the 12 minions on your Martian Rugby team; the remaining piece of each size should be kept handy but off the field. One small pyramid of one of the unused colours should also be kept handy to represent the ball.
Decide which end of the field each player will defend. You don't have to sit behind your end - in fact it's easier to play if you sit on the sidelines, but you must know which end of the field is yours. You can even swap ends at half time if you feel one end gives an advantage...
Decide which player will kick-off (by coin toss, rock-paper-scissors, whatever). This player is the defender, at least initially. The receiving player is the attacker.
Once this is done, each player may place their 12 minions on their side of the field, anywhere they feel like, with one exception: The defender must place one piece at the very centre of the field. Piece placement can usually be done simultaneously, but if you are paranoid about a player gaining an advantage by watching where the other player is placing his pieces first then take turns beginning with the defender. The attacker must place his pieces standing up, but the defender may place his pieces standing or lying down.
Play begins with the kick-off, which is a Kick (see below) by the defender in the centre of the field. After the kick-off, turns alternate with the attacker having the first turn.
If a potential Move is blocked by other pieces in the way, simply nudge them gently any way you feel like until there is just enough room to place the newly moved piece - this is a contact sport after all! If this causes more pieces to be shoved around in a chain reaction, so be it. This is not a licence to shove pieces all over the place - any piece moved must still be in contact with whatever piece pushed it. You are also not allowed to deliberately turn a piece through a larger angle than required to nudge it out of the way.
If the passer and catcher are not touching each other, and the defender believes that by Moving one of his minions (as described above) he can bring that minion to a position to block the pass, he may shout "Interception!" and make the Move. If the Move fails to bring the minion into a blocking position, that minion may not do anything on its player's next turn (not even Stand Still - it just does nothing). If the intercept attempt is successful, the intercepting minion takes possession of the ball. This causes an immediate Turnover (see below). (Yes, this means the minion who made the interception gets another action before the defender can do anything.)
If no intercept attempt is made, or if one fails, the pass succeeds and the receiving minion takes possession of the ball. If the receiving minion has not yet done anything this turn, it may Move normally or Pass or Kick the ball in turn.
A minion who passes must also Move as described above or Stand Still as described below, either before or after the pass (unless a Turnover occurs). The movement component and the passing component may not be separated by another piece's action (except for a possible intercept attempt).
If the defender believes that by Moving one of his minions (as described above) he can bring that minion to a position to block the kick within 5 centimetres (2 inches) of the kicker, he may shout "Charge down!" and make the Move. If the Move fails to bring the minion into such a blocking position, that minion may not do anything on its player's next turn (not even Stand Still - it just does nothing). If the minion does reach a legal blocking position, roll the die. On a 1-3 the charge-down attempt is successful and the charging minion takes possession of the ball. This causes an immediate Turnover (see below). (Yes, this means the minion who made the charge-down gets another action before the defender can do anything.) If the die roll is 4-6, the charge-down fails and the charging minion forfeits its next action as if it had failed to reach a blocking position.
If the target spot is an empty area of the field the attacker places the ball piece at the spot, upright and rotated any way desired. The kick might not actually land at this spot however. Assign a number from 1 to 4 to each face of the ball piece, then roll the die. On a 5 or 6 the ball lands right there - leave it there. On a 1 to 4, move the ball in the direction of the same numbered face by the width of a large pyramid (see diagram) and roll again, continuing until a 5 or 6 is rolled.
If at any stage during the resolution of a kick (incuding initial target spot selection) the ball touches a minion, that minion catches the ball. If it is a defending minion, this causes an immediate Turnover. If it is an attacking minion, and that minion is closer to the defender's end of the field than the kicker, the catcher is offside and an immediate Turnover occurs. If it is an attacking minion, and that minion is not closer to the defender's end of the field than the kicker, the attacker simply continues his turn.
If the kick resolves (by a 5 or 6 rolled on the die) without the ball touching any minion, leave the ball loose on the field. The attacking player continues his turn. While the ball is loose, the roles of attacker and defender are unassigned. If the ball happens to land behind the front of the kicking minion, any piece which has not yet moved may move and pick it up, and then kick or pass it if desired. If the ball lands in front of the kicking minion, then any piece on the same team in front of the kicking minion is offside and may not touch it until an opponent's minion does so. Minions with their frontmost point behind the frontmost point of the kicker are not offside, and may move forwards and pick up the ball if they can reach it (and then pass or kick it again if desired).
A minion who kicks must also Move as described above or Stand Still as described below, either before or after the kick (unless a Turnover occurs). The movement component and the kicking component may not be separated by another piece's action.
A minion lying down Stands Still by being replaced by the spare piece of the same size. This replacement is done by placing the new piece on the field standing upright, with its base touching the point of the old piece. The old piece is then removed and becomes the spare piece.
If the ball is loose at any stage, the attacker and defender roles are unassigned. Any minion from any team can pick up the ball without causing a Turnover.
An attacking minion with the ball who pushes a defending minion is not tackled - he is merely pushing them away as he runs.
The game ends at the end of an agreed time limit, or after one player has scored 15 points. The highest scorer wins.
Pay attention to which directions your opponent' minions are facing. It may be possible to run the ball-carrier through a thick defensive line in safety if none are facing the right way to make a tackle on their turn. For this reason, it pays to have a few defenders forming a second line of defence.
As in Earth rugby, the kick-and-chase tactic can prove worthwhile. Kick the ball far upfield and run your minions after it. By the time your opponent has turned his minions around to chase the ball, you may be in front of them. To defend against this strategy it is worthwhile leaving a "fullback" piece close to your own end line, ready to chase any kicks your opponent may send down your end of the field. The fullback also serves as a last line of defence if a ball-carrier breaks through the defensive lines.