rules - Squirmy Beast

Transcription

rules - Squirmy Beast
RULEBOOK
Each player controls a camp of bandits and your goal is to
rob this boomtown blind, shootin’ anyone who gets in your
way! Who will rob the most money and be the baddest
bandit of them all?
boomtown bandits
COMPONENTS: 6 town location boards, 15 dice (5 player sets),
15 tokens (5 player sets) 42 loot cards (red backs), 7 bonus loot cards
(blue backs), 1 marshal’s badge, 1 “first player” whiskey bottle.
The town is full of loot - each location has a pile of 7 cards,
and 1 is up for grabs each round. Fights are settled the old
fashioned way - with a Wild West shootout! Except in this
town, your six shooters are dice!
SET-UP
2 players - 3 locations
3 players - 4 locations
4 players - 5 locations
5 players - 6 locations (all of ‘em)
shooter dice
game play
coward
die
Each player chooses a color and takes the
2 shooter dice, 2 shooter tokens, 1 coward die
and 1 coward token.
Each player should have 3 tokens and 3 dice
(their camp of bandits).
Place the 7 loot cards for each
chosen location face down in a
pile above the location.
MMIININNNEEEEE
M
INEE
MIN
M
Choose the boomtown you’ll
rob today:
grab some dice!
start player
Make a row of selected locations (in any order) as shown:
TRAIN
BANK
BROTHEL
STAGECOACH
MINE
SAMPLE BOOMTOWN for 4 players (locations = players + 1)
Set aside the bonus cards relevant for the selected locations and the “Own this Town!”
bonus card, and set them aside until end game scoring.
2
To determine the start player,
flick and spin the bottle using
the whiskey bottle token.
The player it is pointing to (or
closest) will take the bottle and
be first to play.
As the first player, you are also
the first to place the marshal
badge. Place it on a location
tile. That location is unavailable
for this round of play.
rounds
There are three phases to each round:
PLACEMENT
Each player, starting with the first, places one token face
down at any available location. Each player keeps placing
one token face down in turn order until all tokens have
been placed. You may peek at your own tokens at any time.
Note that more than one token of the same color can be
placed at the same location - just not at the same time
(since tokens must be placed one at a time).
REVEAL
Once all tokens have been placed by all players, all the
tokens are revealed by flipping them so that the symbols
are visible.
SHOOTOUT
Resolve each location one at a time going from left to right.
If there is only one player’s tokens at a location, they win a
loot card from the top of that location’s pile.
If there is more than one player competing for the loot, a
shootout occurs! See page 4.
3
IF A BULLET ICON IS ROLLED:
This is a hit. Only the player who rolled the
hit, and called it first, counts. That player can
also count all other hits they rolled, declaring
which token they target per hit. The target
token(s) are removed from the location.
shootout!
IF A RUN AWAY ICON IS ROLLED:
You still call a “hit.” The coward token
associated with your roll (and also any other
coward showing on anyone’s die) are removed
from the location!
This is a REAL TIME,
WILD WEST shootout!
During a shootout, players simultaneously roll all of the
dice corresponding to the tokens revealed at that location
for a real time shootout! All players at that location roll at
the same time.
NOTE: If there is a player or players not involved in the
shootout, they will act as the judge. One of the
non-shooting players should say, “3-2-1-DRAW!” to start
each shootout. If every player is involved in the shootout,
choose one player to say the countdown.
Rolling starts on the word, “DRAW!” Rolling as fast as
possible, players roll and reroll until anyone rolls ANY icon.
That person needs to immediately shout “HIT!” Rolling
immediately stops as soon as someone shouts, “HIT!”
(You must roll it AND call it to freeze the action).
After hits are resolved, the countdown restarts with the
remaining players’ dice and tokens until only one player’s
tokens remain at the location. The last player gets to draw
the top loot card, and that location is resolved this round.
MISFIRES
If a player jumps the gun (rolls early), players should stop
and start over. If a player misses their RUN AWAY icon,
any other player can call it. In the event someone declares a
HIT where there is none, they must stop rolling while every
other player continues until they count to ‘3’ aloud. Once
they have counted to ‘3’, they can rejoin the shootout.
IN THE EVENT OF A TIE
If more than one player rolls a bullet icon at the same time,
and neither the judge nor the players can decide who was
first, the hits are ignored and rolling restarts after a new
“3-2-1-DRAW!” countdown. If there’s a coward RUN
AWAY icon shown in any tie event, those coward tokens
are removed immediately.
NOTE ON DICE ROLLING AND LIVE PLAY:
Remember, playing games is for super happy fun times, so don’t be a jerk.
It’s no fun for anyone.
4
loot cards
THE SHOOTOUT
Arya, Camille, Molly, James, and Sam are all in on a
train robbery. Camille offers to call it. “3-2..”
Whoops! Arya has jumped the gun and started
rolling early. After the countdown resumes, she’ll
need to count to 3 before she can rejoin the action.
“3-2-1 Draw!” The dice fly in every direction. All
at once it seems, people shout “HIT!” James is
showing 2 bullets, but players agree Molly and
Camille shouted it first, together. Everyone calls it
a tie, so no bullets count. Sam’s white die is showing
the run away icon, which will always trigger.
Sam removes his coward token from play. Camille,
Arya, James and Molly all get a fresh start.
Sam now offers to call the roll now.
“Ready everyone?”
Example #1
ALL OTHER TURNS
Each player should have all of their tokens, (unless
specified by a card), at the start of each turn. Generally, all
other turns act just like the first except for the following:
NEW FIRST PLAYER
The first player rotates to the left at the end of a turn.
Pass the whiskey bottle to indicate this change in player.
The new first player selects a location to be closed by the
Marshal (can be the same one) and then places a token first.
PLAYING LOOT CARDS
Once you rob a location, those loot cards become your
hand. Cards are both end game points ($ value) and can be
used one time (revealed) as a useful action.
$ value
(points)
card
timing
card
power
5
$
liquid
courage
location
info
PLAY during SH
OOTOUT
Your placed cowa
rd acts like a
shooter this roun
d.
SALOON
TURN USE: Cards can be played on any turn following the
one in which they are gained.
TIMING: Cards will indicate when it can be played. Typical
timing is before or after placement, before shootouts or
even during a shootout. Sometimes a card requires that it be
played immediately. If so, it will be marked in red.
LOCATION: Cards may play in a location that differs from
where they were gained. (e.g. grab from Train, use at Bank).
ORDER OF PLAY: The cards’ actions are resolved in the
order they were played, if multiple players are playing cards.
MONEY: The money value on the loot card WILL count
towards your end point total whether they have been played
or kept secret.
NO ACTION: Cards that have no actions can be kept
private or made public at the players discretion.
TARGET: Cards that do not specify YOU or YOUR tokens
may be played on any player to strategic effect.
COUNT: The number of each type of card
owned by each player is public knowledge.
5
OWN THIS TOWN!
Players should keep track of which locations they have
robbed. The first player to rob from each location and
declares they have done so claims the “Own This Town!”
bonus card.
THE LOOT CARDS
Jessica and Leonard are duelling it out at the Bank.
She has a shooter and he has a shooter and coward.
Jessica rolls a hit, and then plays her Double Barrel
card so it can count as two hits against both of
Leonard’s bandits. She declares that his shooter and
coward are shot.
Leonard responds by playing the Body Double card
so that only one hit counts! With only one valid hit
remaining, Jessica targets his shooter, and they will
commence the shootout with her remaining shooter
and his remaining coward.
Moments later, Leonard flees and Jessica’s team
loots the bank. She plays Brothel Inspector down in
front of her (revealing $5 in loot) to draw two cards
at the Bank and keep one.
Example #2
Played loot cards are placed
in front of you. It helps to
group cards by location.
game end
location reference
Once any one loot stack is empty, that indicates that it
is the last round. (e.g. if the left-most location is the first
to run out of loot, the players will still resolve each other
location where there are tokens).
BANK
At the end of the last turn, each player tallies up the
number of loot cards won from each location.
BONUS CARDS
If there is a bonus card for that location, the player with
the most loot cards for the location claims the bonus for it.
In the event of a tie, there is a sudden-death shootout to
determine who can claim the bonus (using one shooter per
tied player).
Once all bonuses have been accounted for, each player
adds up all of their loot and bonus cards. The player with
the most money wins!
In the event of a money tie, the players have a final
shootout with all their dice. The winner of that shootout is
the baddest bandit and wins the game!
15
$
10
$
friendly
fire
double
barrel
PLAY during shootout
SALOON
The SALOON. Your bandit camp’s
Coward is a bit of a drunk. You’ll find
that there are abilities that give your
Coward some advantages here in
addition to what money you can find.
The BANK is a great place to rob
some cash, but it’s also sometimes
closed due to bank holidays and
does not grant you any strategic
advantages with its loot cards.
The TRAIN gets around, and with
all of those passengers, there are
rumors that spread. Timing is key. You
also might get lucky and find a rich
passenger on board with a safe.
STAGECOACH
BROTHEL
The BROTHEL is full of rumors,
whispers, and beautiful ladies. You will
find some money to steal, but there
is also strategic advantage through
information here.
TRAIN
MINE
The STAGECOACH is full of action
in this Boomtown. There always seems
to be weapons and some money lying
around it for some crazy reason.
The MINE. There is great money to
be had, but there is also some risk
involved, so watch out for a cave-in
while trying to get that big score.
Target player with more than
ONE token at a location
removes ONE this round.
PLAY during SHOOTOUT
STAGECOACH
6
7
CREDITS
DESIGN - Isaac Epp
DEVELOPMENT - Peter Vaughan, Squirmy Beast Inc.
ILLUSTRATION - Erwin Haya
LOGO/ADDITIONAL BRANDING - Marshall Gill
ART DIRECTION - Isaac Epp
PRODUCTION - Shari Spiro, Ad Magic/Breaking Games
3D MODELS - Michael Laubach, Formodo
LEAD PLAY TESTER AND ALL AROUND BADDEST
BANDIT OF THEM ALL - Kerry Laws
PLAY TESTING - Matthew Austin, Steven Bellin, John Berges,
Dan Blanchett, Brad Brooks, Norv Brooks, Jasmine Butler-Davis,
Pete Butler-Davis, Trevor Calvert, Banana Chan, Reed Comrie,
Nick Corea, Aaron DeMark, Kelsey Domeny, Sebastien Duclos,
Douglas Eboch, Andy Federspiel, Herb Ferman, Lindsay Ferman,
Emmett Furey, Kevin Gibson, Miguel Goncalves, Patrick Harris,
Ian Heto, JR Honeycutt, Brian Kaiser, Jason David Kingsley,
You-Jin Lee, Chaz Miester, David Miotke, Geoff Mitchell,
Jessica Patterson, Leonard Patterson, Glenn Porter, Kim Porter,
Rich Ridlen, Grant Rodiek, Gabriel Rodriguez, Russ Schaff,
Trevor Silvernail, Ammie Stobaugh, Chris Strain, Jim Trewin,
Joey Vigour, Alex Wallisch, Desiree Weitzenhoffer,
Wes Weitzenhoffer, Ta-Te Wu, Matt Yang, Kaiwen Young
FIND US ONLINE!
http://www.BreakingGames.com
http://www.BoomtownBandits.com
http://www.leagueofgamemakers.com
FACEBOOK
https://www.facebook.com/breakinggames
TWITTER
@breaking_games
@squirmybeast
#boomtownbandits
© Ad Magic / Squirmy Beast Inc., 2015. All rights reserved.
All trademarks and registered trademarks are the property of their respective owners.