|A hunt in a deadly maze|
|Min. Players:||warning.png“” is no number.|
|Max. Players:||warning.png“” is no number.|
|Icehouse stashes:||2 Treehouse sets (2HOUSE)|
|Treehouse sets:||warning.png“” is no number.|
|Other equipment:||optional chessboard|
|Setup time:||2 minutes|
|Min. Playing time:||warning.png“” is no number.|
|Max. Playing time:||warning.png“” is no number.|
Hunt is a game for 2-4 players hunting each other across a moving playfield of deadly nature using any two Treehouse sets.
What you need
- Two Treehouse sets, any set colors (Players will find the strategy changes slightly if the sets are mixed or identical)
- Optional chessboard bandana to help mark spaces
Setting up the game
- Setup a 5x5 space play field (Inside spaces).
- Randomly set all 10 large and 10 medium pieces (Fences) upright along the edges of the board (5 on each edge), outside the play field (Outside spaces).
- Fences are Outside the field to start, but may move Inside the 5x5 grid during game play.
- Fences are either Standing (upright) or Pointing (flat). The Fences are Standing at game start.
- Choose a first Player (longest hair, shortest hair, most novel color of hair, etc.).
- Players take turns drawing from the pool of 10 small pieces, creating a Stack on any empty Inside space on the board (for two players, this must be opposite corners of the board).
- The first small piece taken by each Player is placed on the board, later pieces are stacked on top of this piece in order.
- Players continue drawing until each player stack is full (4 high for 2 players, 3 for 3 players, 2 for 4 players).
- Set aside the remaining small pieces from the game.
- Sample Setup:
- Last Player to create a full Stack starts the game.
Winning the game
- The Player with the last Stack in play wins.
- Two pieces are adjacent if they are one space vertically or horizontally away from each other
- Possible consequence of a Hit, removes one piece from a Stack
- Any medium or large piece, may be either Standing or Pointing
- A successful strike on a Stack, may be self-inflicted and may cause Damage
- Any of the 5x5 grid spaces is consided Inside
- Any of the 20 starting spaces for the Fences is considered Outside
- A flat Fence pointing horizontally or vertically
- The Player's piece on the board, composed of a Stack of small pyramids representing the 'health' of the piece
- An upright Fence pointing upwards
Hitting and Damage
- Each Player Stack represents how much Damage from Hits a Stack can withstand before being destroyed.
- Checking for Hits is done at the end of each Step, after all pieces are moved during any of the three Turn Steps below.
- A Stack is considered Hit:
- If another Stack attempts to move into the same square as the Stack.
- If the Stack attempts to move onto a Fence or Outside square.
- If the Stack ends movement in the uninterrupted (only empty spaces between) path from a Pointing Fence pointing at the Stack.
- If a Fence is moved or Pointed such that it is Pointing (with only empty spaces between) at the Stack.
- If any piece is moved such that another Pointing Fence is only now pointing (with only empty spaces between) at the Stack.
- Any attempt to move any piece into a non-empty square or a Stack to an Outside square causes the piece to remain in place (the piece is still considered moved), though a Hit occurs and is resolved.
- If a Stack moves onto another Stack, only the stationary Stack is Hit.
- All Hits are determined and resolved simultaneously whenever a check is made.
- Any adjustments to a Stack (from Damage or the Dig or Wild Actions) never cause a Hit.
- Damage from Hits is resolved simultaneously:
- Each Hit causes one Damage to the Stack.
- No Damage occurs if the top color of the Stack matches the color of the Fence or opponent's Stack involved in the Hit.
- If the Hit is a Stack attempting to move Outside, Damage occurs regardless of top color of the Stack.
- For each Damage to a Stack, remove the top small pyramid of the Stack.
- If the Stack becomes empty, the owning Player loses and is out of the game.
- Each Hit causes one Damage to the Stack.
Playing the game
- Step 1
- Step 2
- Roll a Treehouse die and perform the result as shown below.
- If the action is impossible, then the Player's Stack is Hit and Damaged.
|1 - Tip|
|2 - Swap|
|3 - Hop|
|4 - Dig|
|5 - Aim||
Player must change the orientation of at least one adjacent Fence of their Stack to any Pointing direction (towards an Inside space) or to Standing. A change to a new direction must occur for each affected Fence.
|6 - Wild||
Player may reorder the pieces of their Stack and then must choose one of the above options.
- Step 3
- Player then must move their Stack one space in any Row or Column to an Inside space. If this would result in coexisting with another piece, the Stack remains in place (though considered moved) and the consequences of the Hit(s) occur.
Play continues clockwise to the next Player.
|Entered in the Icehouse Game Design Competition, Winter 2008|
|Winner: Martian 12s - Runners-Up: WreckTangle, Timelock|
|Other Entries (in alphabetical order): Chicken Run, Hunt, Martian Gunslinger, Timberland, Virus Fight|
|Additional Mechanic||None +|
|BGG Link||Http://boardgamegeek.com/game/35014 35014 +|
|Description||A hunt in a deadly maze|
|Designer||Jeff Wood +|
|Max. Players||warning.png“” is no number.|
|Max. Playing Time||warning.png“” is no number.|
|Min. Players||warning.png“” is no number.|
|Min. Playing Time||warning.png“” is no number.|
|Other Equipment||optional chessboard +|
|Primary Mechanic||None +|
|Primary Theme||Abstract +|
|Random Chance||Medium +|
|Rules Complexity||Low +|
|Sets||warning.png“” is no number.|
|Setup Time||2 minutes +|
|Stashes||2 Treehouse sets (2HOUSE) +|
|Strategy Depth||Medium +|