GobbledyGook!
is a game where fantastical, whimsical, maniacal creatures
lurk in the dark corners of the world, waiting for a chance
to cause mischief and mayhem!
These creatures
prey on unsuspecting, pompous humans while avoiding the
predations of hunters and their unsavory hounds.
Will your creatures grow and prosper?
COMPONENTS
To play
gobbledyGook!, you will need:
GETTING STARTED
Start a game by
setting up your village to terrorize, or labyrinth for
strangers to get lost in- whatever strikes your fancy!
Note that some scenarios have special rules for setup.
Then randomly put out the encounter blips, sprinkle some
Pumpkins around the board, and have each player pick a
starting spot evenly around the board. If you can't find
a round table to play on, have everyone start in a corner, or
all in the middle!
TAKING TURNS
When you're ready to
start, have each player roll two dice- whoever has the highest
roll goes first, and turns continue around the table in a
clockwise order. Each Brood may perform two actions with
each of their creatures, in any order. After the last
Brood has taken their turn, the HUMANS get a turn of their
own! See the Ambush and Hunter encounter blips for
details of what they do on the Humans turn. After the
Humans turn is complete, it's back to the first brood's turn,
and so on.
BREEDS
Creatures in the
world of gobbledyGook! come in all shapes, colors, and
temperaments. These are called BREEDS, and each breed
has a unique TALENT. Each player should choose a
BREED to play that best matches their available models.
A TALENT is an
upgrade that applies to ALL members of the band, for
free! It does not count towards your upgrade totals.
BREED | TALENT | DESCRIPTION | |
GOBLINS | Rediculous | Noxious, horrible creatures. | |
FAERIES | Flighty | Bittersweet, territorial spirits. | |
DWARFS | Armored | Grumpy, sturdy, vengeful folk. | |
LEPRAUCHANS | Greedy | Quaint, tricky shysters. | |
VERMIN | Sneaky | Clever, relentless pests. | |
REVELERS | Noisy | Japing, gaudy performers. | |
GHOULS | Voodoo | Morbid, wicked trick-or-treaters. | |
IMPS | Tricky | Gleeful, pesky devils. |
CREATURES
Type | Dice | Notes | Upgrades |
Minion | 1 | Gang Up- if your attack fails, your next attack may reroll 1 die. | 1 |
Beast | 2 | Limit 3 per brood. May not Loot, Shoot, or Carry. | 1 |
Leader | 2 | Limit 1 per brood. | 3 |
Heavy | 3 | Limit 1 per brood. May not Hide. (So no Looting or Pranks). | 2 |
UPGRADES
Upgrade | Limit | Special Abilities |
Armored | 3 | You may roll +1 die when Defending (passive). |
Bomber | 1 | 2 die ranged attack- high
die hits anyone adjacent to the target. If you roll any sixes, you also blow yourself up in the process! |
Choppy | 3 | +1 die when Meleeing. |
Clever | 3 | +1 die when rolling for Escape or Rescue, or when Defending from ambushes (passive). |
Flighty | 1 | May move in any direction including up (must end move on a level surface). |
Greedy | 1 | +1 die when Looting. |
Grippy | 3 | You may move on any surface, such as walls (must end move on a level surface). |
Noisy | 3 | If hidden, may reroll any 1 die, friendly or enemy, within 2 sticks. This reveals you! |
Rediculous | 3 | Earn 1 BRAG if you are KOed! |
Shooty | 3 | You may make ranged attacks! |
Sneaky | 3 | You may hide for free at
the end of your turn. |
Scry | 1 | As an action, may examine 1 blip within 1 stick without revealing it. |
Steed | 3 | Your move is doubled! You may not scrabble though. |
Tricky | 3 | You may prank for free,
once per turn. |
Voodoo | 1 | +1 die when rolling for Revive. |
You are REVEALED if:
COMPARE THE ROLLS: To see who won, compare the dice rolls. Don't add your rolls together- instead, notice what number was rolled on EACH of your dice. Whoever has a die with the HIGHEST number on it wins. In the case of a tie, compare the NEXT HIGHEST dice, and so on until the winner is determined (or it is a tie). For example, an attacker that rolls 6 and 1 will beat a target that rolls 5 and 5, because the 6 is the highest roll. An attacker with three dice that rolls 3, 2, 1 will beat a defender that rolls 3, 2 because the attacker's die that rolled 1 is still more than nothing (so having more dice is a big help). Remember that Veterans get a reroll in all types of combat- this means they may reroll one die when involved in that type of combat.
OVERKILL: If the winning roll consists of any dice that rolled HIGHER than the loser's HIGHEST die, then OVERKILL occurs. You do one point of OVERKILL for each die that rolled higher than the opponent's highest die.
LOOT- quiet.
You may attempt to
steal something valuable from a WANDERER or a HUNTER. Roll
your dice vs. the target's dice. If you LOSE, you
will be revealed and the target will immediately make a
melee attack on you! The target is then still
eligible for looting, mischief or mayhem. If you WIN
with overkill, earn one point of TIN (take the
encounter blip). If you won but got no overkill,
earn one point of BRAG. Once any Tin or Brag has
been earned, a WANDERER will flee (remove them from the
board), but a HUNTER will stay. Hunters can only be
looted once.
PRANK- quiet.
You're up to no
good! Describe some kind of prank your creature attempts
against a WANDERER, HOUND or HUNTER within 1 stick.
Then, roll your dice vs. the target's dice. If you tie
or lose, your prank fails, but you are not revealed. If
you WIN, place a REVEAL marker on the victim. All
further LOOT or MAYHEM attempts on the target will be at +1
DIE! PRANKS may not be attempted on a target
that already has a
reveal marker on it.
MAYHEM- noisy!
MELEE.
ATTACKING OTHER
BROODS.
You may use MAYHEM to attack other
broods as described above, with the following restrictions:
NIGHT WATCH
SETUP: Place 6
blips per player evenly around the board. Broods can
start at any corner. Each player rolls 2 dice- highest
roll goes first, then turns proceed clockwise around the
table.
NIGHT WATCHMEN:
If
there
are
NO
hunters
or
hounds on the board at the start of the Humans turn, have each
player roll one die for every 2 models they have active on the
board. If anyone rolled Doubles, they must place a
HUNTER at their board edge (in the case of multiple doubles,
the highest roll must place)- otherwise, whoever rolled the
highest must place a HOUND at their board edge.
Then run any Hunters or Hounds according to their rules.
GAME ENDS:
When there are no unresolved blips (that aren't Hunters or
Hounds), or all the broods have been KOed.
HIGHWAYMEN
SETUP:
Clear a road from one board end to the other. Place a
wagon or coach at one end of the road. Place 3 blips per
player evenly around the board, and keep the rest of the blips
handy for the wagon. Broods can start at any corner.
THE WAGON:
Broods
may attack the WAGON with ranged or melee. The wagon
defends with one die. Any HITS on the wagon will earn 1
brag, and cause the wagon to drop a random BLIP, face UP, on
the road behind it (this reveals the blip). If it is a
Hunter, place him on TOP of the wagon instead- he'll
immediately shoot at whatever model attacked the wagon!
HUMAN TURN:
At
the end of each Human turn, the Wagon will move two sticks
forward until it moves off the far board edge. If it
collides with any models, treat as a 3 die melee attack
against the model, and if it survives, push it to the nearest
road edge. Any HUNTERS on board will stay on board and
will fire, once per turn, at the nearest revealed target in
line of sight.
ADVANCED GAMES:
For a more challenging game, start the wagon with a HUNTER on
board at the beginning of the game!
GAME ENDS: When
the
Wagon
is off the board and there are no unresolved blips.
CLANKERS
SETUP:
Place all of the Hole, Food, and and Trap blips randomly
around the board. Place one CLANKER model per player in
the middle of the board (see below). Broods can start at
any corner.
CLANKERS:
The humans have made steam powered mechanoid Clankers to try
to stop you! Clankers can be any size, usually between 3
and 6 dice! Clankers can be pranked, looted, or attacked
just like Hunters.
PRANKING CLANKERS: Regardless of its size,
clankers always roll 2 dice when defending against
pranks. You may prank a Clanker multiple times, up to it's
remaining number of hits (as it takes damage, remove any
excess reveal markers).
LOOTING CLANKERS: Clankers roll their full
dice (minus any damage) when defending against looting.
You
may loot a Clanker as many times as it has hits!
DAMAGING
CLANKERS: Instead of taking stun, a stunning hit
will add 1 reveal marker to the clanker as if it had been
successfully
EARNING BRAG: Because Clankers are so tough, if
you damage them at all, you'll earn 1 Brag per remaining hit on the Clanker,
instead of 1 brag per point of damage!
HUMAN
TURN: Clankers don't see too well, so on their
turn, they will move 1 stick in a RANDOM direction, and then
shoot at the nearest revealed target. If there are more
than 1 revealed targets at the same range, it will SPLIT UP
the attack dice between them, making multiple attacks that are
less powerful. If there are no revealed targets within
maximum range, it will move an additional 1 stick in a random
direction. (To do random move, roll a D6, double it, and
use a clock face for direction).
GAME ENDS: When
all the clankers have been disabled and all blips resolved.
LEAVES
SETUP:
Place several leaf piles around the board, next to any
building or tall scenery. Rate the leaf piles in size
from 2 to 5 dice. Place two blips per player evenly
around the board, and keep the rest handy.
LEAF PILES: Roll from two to five dice, depending on
their size. Anyone may attempt to WRECK a leaf pile by
using a MELEE attack or a PRANK attempt. If they lose,
draw a random blip
from the remaining pile and reveal it on the spot!. If
they win, they'll earn one brag for every die the leaf pile
rolled, and remove the leaf pile.
GAME ENDS: When all the leaf piles have been wrecked and
all the blips have been resolved.
SIGNS
SETUP:
Place two signs per player evenly around the board- on the
front of buildings or other distinct terrain feature.
Place 2 blips inside
each building with a sign on it, plus two more blips out in
the street.
SIGNS: The goal is to steal as many signs as
you can. To steal a sign, make a LOOT roll next to the
sign. The sign rolls 2 dice. If you fail, an alarm
sounds- reveal ALL the blips inside that sign's
building! Signs must be carried like furniture (noisy),
and are worth 1 TIN or 3 brag each (player's choice).
BLIPS IN BUILDINGS: entering a building will reveal ALL
the blips at once!
GAME ENDS: When all the signs have been stolen and all
the blips have been resolved.
THE HAUNTED FOREST
SETUP:
Place as many spooky trees on the
board as you can get together! Place one blip at
the base of each tree. All trees start out
"asleep". Fill out the rest of the board
with scenery as you see fit, but don't place more than 6 blips
per player. When a blip is revealed, consult the chart
below instead of using the normal rules for blips.
AWAKEN: At
the beginning of the TREE TURN, any sleeping trees that have
models adjacent, or revealed models within 1 stick, must roll
to see if they awaken. Roll their dice- if any dice roll
a 6, the tree awakens and attacks the nearest model!
Place a reveal marker next to the tree to show that it is
awake.
SLEEP: At the
end of the TREE TURN, any awakened trees that do NOT have
models within 1 stick of them must roll their remaining dice,
and unless they roll any 6's, they will go back to sleep
(remove the reveal marker to show they are asleep).
ADVANCED GAMES:
For a more challenging game, give the trees THREE dice!
GAME ENDS:
When there are no unresolved blips, or all the broods
have been KOed.