Print: Fit To Page!

Transcription

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A Game of Deductive Cryptozoology 2 Players • 15 minutes • Ages 12+ In this game, one player is a Cryptozoologist hunting for an elusive Bigfoot, while the other player is a Bigfoot just minding his own business and trying to stay hidden. Each round, the Cryptozoologist lays out two paths peppered with secret sensors and waits for the Bigfoot to come along and choose a path. The sensors tripped by the Bigfoot give the Crypto-­‐
zoologist clues about the locations of the Bigfoot’s five lairs. The Cryptozoologist wins if all five lairs are discovered in six rounds, otherwise, the Bigfoot slips quietly into the woods with a grin. Components 2 Character Cards 1 Round Card & Marker 10 Lair Cards 36 Path Cards 24 Chips 2 Player Aids 1 Set-­‐up • Decide who will play Bigfoot and who will play the Cryptozoologist. Place the character cards on the table with the AWAKE and RESPECTED sides face-­‐up. • Give each player a Player Aid. • Give Bigfoot the 24 chips. • The Bigfoot shuffles the Lair cards and draws five of them. Keep the leftovers face-­‐
down in a pile for use later in the game. • The Cryptozoologist shuffles the Path cards and places them nearby. Gameplay The game is played over 6 rounds and each round is made up of the following five phases: 1. Draw Cards and Create Paths The Cryptozoologist draws 6 cards from the Path deck, reviews the cards, and then divides the cards into two paths laid out face-­‐down on the table. A path may have as few as one card, but all of the cards must be used in both paths. 2 NOTE: If using the Perfect Placement Action card, the forced card does not count as the minimum one card in a path. 2. Choose a Path The Bigfoot chooses one path and leaves the other path to the Crypto-­‐zoologist. 3. Resolve Paths Players simultaneously flip over their Path cards. Path cards divided into left and right sides are called Action cards. All Action cards are moved from each player’s path to the table in front of that player and remain face-­‐up. Action cards may be played immediately or held and played later as appropriate to the text on the card. When played, only the one side applicable to the person playing the Action card is activated. After an Action card is played, it is discarded. Path cards showing an Audio Recorder, Camera, or Motion Detector are called Sensor cards. All Sensor cards in the Cryptozoologist’s path are discarded. 3 All Sensor cards in the Bigfoot’s path are resolved as follows: Camera: There is one terrain symbol on every Camera card. The Bigfoot counts how many times that symbol appears on the undiscovered lair cards then places that many chips on the Camera card. Motion Detector: There are two terrain symbols on every Motion Detector card. The Bigfoot counts how many times each of those symbols appear on the undiscovered lair cards, totals those two numbers, then places that many chips on the Motion Detector card. Audio Recorder: There are three lair names on each Audio Recorder card. The Bigfoot counts how many of those lair names are among the undiscovered lair cards, then places that many chips on the Audio Recorder card. If the Bigfoot’s Character card is currently on the Awake side, the Bigfoot player may flip the card to 4 the Tired side to avoid (discard) one Sensor card before it is resolved. All resolved Sensor cards are left on the table for the remainder of the game so they can be referenced as needed. 4. Make a Guess Using the information shown on resolved Sensor cards, the Cryptozoologist may make one guess each round as to the name on one of the Bigfoot’s undiscovered lair cards. The Cryptozoologist is not required to make a guess every round. If the guessed card is among the Bigfoot’s undiscovered lairs, the Bigfoot places the card on the table near the Cryptozoologist. If this was the last undiscovered lair, the Crypto-­‐zoologist has trapped the Bigfoot and has won the game! If the Bigfoot still has undiscovered lairs, the game continues. If the guessed card is NOT among the Bigfoot’s undiscovered lairs, the Cryptozoologist takes the top card from the pile of leftover Lair cards and places it face up on the table. Even a wrong guess provides 5 valuable information. However, as a penalty for making an incorrect guess, the Crypto-­‐zoologist’s character card is flipped from Respected to Shamed. If the character card was already on the Shamed side, the International Bigfoot Observers Parliament (IBOP) revokes the Cryptozoologist’s credentials and the Bigfoot wins the game! 5. Buy a 2nd Guess Once per round, the Cryptozoologist may buy the right to make a second guess buy discarding one of his/her face-­‐up Action cards. Right or wrong, the second guess is handled in the same manner as described above. Next Round Advance the round marker. If the marker is NOT on the END space, play the next round in the same manner as the one just completed. Winning and Losing The Cryptozoologist wins if all five of the Bigfoot’s lairs were discovered before the round marker reaches the END space. 6 If the round marker makes it to the END space, the game is over and the Bigfoot wins. Appendix: Action Cards Donation/Rest Cryptozoologist: Flip the character card from Shamed to Respected Bigfoot: Flip the character card from Tired to Awake Perfect Placement / Turn the Tables Cryptozoologist: One of the drawn Path cards is placed between the two paths and is added to whichever path the Bigfoot chooses that round. Bigfoot: The Bigfoot gets to draw the Path cards, review them, and lay them out into two paths. The Cryptozoologist must then choose which path to take. 7 Epiphany/Decoy Cryptozoologist: Reveal the top card from the pile of leftover Lair cards. Bigfoot: No effect, but those leftover Lair cards are safe. Tranquilizer/Prank Cryptozoologist: Flip the Bigfoot’s character card from Awake to Tired. No effect if the card is already on Tired. Bigfoot: Flip the Cryptozoologist’s character card from Respected to Shamed. No effect if the card is already on Shamed. Detour/Shortcut Cryptozoologist: Draw two random cards from the discard pile and add them to the regular drawn cards to create the paths this round. More than one Detour card may be played in a round. Bigfoot: Before the paths are created, the Cryptozoologist must randomly discard one drawn Path card. More than one Shortcut card may be played in a round. 8 

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