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Two Fat Dudes (Iteration 2)

Page history last edited by Dave Seidner 14 years, 9 months ago

 

Two Fat Dudes in a Narrow Hallway, or: The Big Squeeze: Iteration 2

15 Minute Board Game Challenge

Designer

Dave Seidner

Overview

A quick roll and move game for two players with conflict, decision and negotiation.  Each player represents a fat dude at the opposite end of a narrow hallway.  The players inevitably encounter each other somewhere in the middle.  Will they negotiate a way around each other?  Or, will they simply bump big bellies in conflict?  The winner gets to boast the title of Honorary Skinny Dude!  Play time lasts between 5 and 20 minutes.

Components

1 Game board sheet with hallway track, score chart and encounter counter (included in this doc)

Rules manual (what you’re reading right now)

2 player tokens (preferably red and blue)

1 four sided die (or a coin)

1 edge token (any token that can be passed between the players)

1 turn marker (any marker that can be passed between the players to mark whose turn it is)

Object

The player who has the most points at the end of the game wins the title of Honorary Skinny Dude!  In the case of a tie, the player that exited the hallway at the end of the final round wins.  If both players tie in points and they both exit the hallway during the final round, then the victory is shared.

Setup

1.      Players choose a colored player token and write their names in the provided score sheet headers matching the player color.

2.      Players put their player tokens on opposite ends of the hallway track in the semi-circle space of their own color.

3.      Players roll the die to determine the start player.  Put a star next to the start player’s name in the provided score sheet. The start player begins with the turn marker.  The player who is NOT the start player puts the edge token in front of him.

Rules

1.      The game is played over several rounds.  Each round consists of one turn from each player.

2.      The start player rolls the die and moves his player token that number of spaces towards the center of the hallway track.

3.      Each rectangular space on the hallway track has a color and a number associated with it.

4.      If the player token lands on a space representing his own color, he adds the number on the space to his score in the score sheet.

5.      If the player token lands on a space representing his opponents color, the number on that space is subtracted from his score.

6.      If either player lands on the green space with the number 10 on it, 10 points are added to that player’s score

7.      After the start player moves and records his score, he passes the turn marker to the second player and he does the same.  This completes a round.

8.      Play continues with a new round.  The player rolls and continues to move his token towards the center (and ultimately the other end of the hallway) from the space he landed on last turn.

9.      At some point, the two players will meet somewhere towards the middle of the hallway track, when this happens it is called an encounter.

10.  Player tokens may not immediately pass each other, so if a die roll would logically move a token past the other players token (or land on the same space as the other players token), the player moves his token to the space closest to his opponents space and stops there.  This would trigger an encounter.

11.  Encounter Rules:

a.      The player that triggered the encounter records his score as if he had landed on that space by a normal die roll.

b.      That player also checks off the next available space on the encounter counter, to keep track of which encounter this is (You can have up to 5 encounters in a game.  4 normal encounters, and if there is a 5th and final encounter, the rules change for that last encounter)

c.       The players can now negotiate

                                                              i.      The players can try to negotiate to pass each other on the hallway track. (getting to the other end of the hallway triggers the end game)

                                                            ii.      The rules of negotiation are:

1.      Either player may start a negotiation

2.      The player who initiates a negotiation has to pay one point for the privilege.

3.      The player who initiates the negotiation may offer the opponent one, some, all or even more points than he has currently accumulated (putting that player in the negative) to pass each other in the hallway and begin a race to the end of the hallway.

4.      The opponent may either accept, decline or counter-offer.

a.      If the opponent makes a counter-offer, it costs that player one point for the privilege.

5.      Both players can continue to negotiate back and forth, each counter-offer costing a point from their score.

6.      Players can always pay the cost and the offered incentive even if they are currently at or below zero points.

7.      Example:

a.      Player A currently has 23 points

b.      Player B currently has 6 points

c.       Player A offers Player B 18 points to pass now.

                                                                                                                                      i.      Player A now has 22 points (Player A paid the one point cost for the offer)

d.      Player B counter-offers, asking for 23 points

                                                                                                                                      i.      Player B now has 5 points (Player B paid the one point cost for the counter-offer)

e.      Player A accepts the counter-offer

f.        Player A now has -1 point (Had 22, gave 23)

g.      Player B now has 28 points (Had 5, received 23)

h.      The race to end game is on!

i.        At first glance this might seem like a real bad deal for Player A, but depending on the board position, which encounter it is and which player has The Edge Token, it might be a fair deal.  Maybe even a good deal.

                                                          iii.      If the players reach a successful negotiation, they exchange the points and then switch spots on the board (passing each other).  They both record the scores based on their new positions and endgame play continues.

                                                           iv.      If the players didn’t successfully negotiate or decided not to negotiate, then the player with The Edge Token is known as the player with The Edge and has a choice to make:

1.      The player with The Edge can go back to his end of the hallway and lose 5 or 10 points (depending on which encounter it is) while his opponent stays where he is.

2.      The player with The Edge can send his opponent back to the opponents start space; the opponent also pays the cost of 5 or 10 points (depending on which encounter it is).  The player with The Edge stays where he is.

                                                             v.      After making the choice, the player with The Edge passes The Edge Token to the other player.  That player will have The Edge on the next encounter.

                                                           vi.      During encounters 1 and 2, the cost to move a player token back to its start space is 5 points.  During encounters 3 and 4, this cost goes up to 10 points.

d.      If the players make it to a fifth and final encounter, the encounter rules are as follows:

                                                              i.      If the active player’s roll would logically cause him to land on the same space his opponent currently occupies, he instead lands on the space closest to his opponent (not past him).  This does not trigger the final encounter.  That player records his score and play passes to the next player.

                                                            ii.      If the active players roll would logically cause him to pass his opponent, then he does pass the opponent, but only by one space. (If the player tokens are next to each other and the active player rolls a 4, the token would just squeeze past his opponent and land on the opposite side of his opponent – in this scenario a roll of 2, 3, or 4 will give the same result as a roll of 2.  A roll of 1 would not allow the players to pass each other.)  Players always record their score (positive or negative) at the end of their turn corresponding to the space they are on.  (At this point our fat dudes have worked up a sweat and between them have lost about a pound. They are now slippery and just thin enough to awkwardly pass each other without conflict or the need for negotiation).

12.  End game Rules:

a.      Once the player tokens have passed each other (whether through negotiation or the final encounter) the end game is triggered.

b.      Now the players continue to roll and move on their turn towards the other end of the hallway (where your opponent began) – the race is on!

c.       Players continue to record scores on their way out (mostly negatives at this point)

d.      If the start player makes it to the end first (semicircle space of opponents color) the other player gets one more turn to finish the round.

e.      If the second player makes it to the end first, the game ends immediately and we go right to end game scoring.

f.        Players do not need an exact die roll to land on the end space (opposite color semicircle)

13.  End game scoring:

a.      The player who exited the hallway track first: The score is simply the total of all points gained and lost throughout the game.

b.      The player who is left on the board must subtract five points for every space left in his path towards the exit from his existing total score.

c.       The player who has the most points at the end of the game wins the title of Honorary Skinny Dude!  In the case of a tie, the player that exited the hallway at the end of the final round wins.  If both players tie in points and they both exit the hallway during the final round, then the victory is shared.

How to use a coin as a four sided die

Simply flip the coin twice and use the die result from this table:

1st Flip

2nd Flip

Die Result

Tails

Tails

1

Tails

Heads

2

Heads

Tails

3

Heads

Heads

4

Board Notation

The little blue and red numbers to the left and right of the hallway track shows the number of points a player subtracts from his score if that is his board position at the end of the game.  The red player refers to the red numbers and the blue player refers to the blue numbers.  These numbers were derived from the calculation presented in Rule 13b (End game scoring)

 

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