SCENARIOS
By Sean Patten
SCENARIO
1: TOWN SQUARE
SET
UP:
Set up the
board as
shown.
The orange
dots are where
encounter
tokens should
be placed, face
down.
Place one
townsfolk on
each space
with a red X
on it.
CRITTERS:
Each
player may
start with two
points of
critters.
The
critters start inside their start space.
HOW
TO WIN:
The first
player to earn
7 points is
the
winner!
SCENARIO
2: TRAFFIC
SET
UP:
Set up the
board as shown
below.
The orange
dots are where
encounter
tokens should
be placed, face
down.
Place one
townsfolk on
each space
with a red X
on it. The
red arrows
indicate where
CARS enter and
what direction
they go.
ALL spaces
along the path of
the arrow are
considered
a LANE.
CRITTERS: Each
player may start with two points of
critters. The critters start inside their
start space.
SPECIAL RULES: CARS. Each turn, after moving
the townsfolk,
check the two
LANES. Place
a CAR at the red arrow for
any LANE that does
not have any townsfolk in
it.
- The CAR moves
all the way down the lane
and off the other side of
the board.
- If
a CAR enters a
space
with CRITTERS in
it, even ones in
cages, they must
drop any carried
food and return
to their start
point. Any
cages
hit by cars
are destroyed
(no points are
earned).
- CARS
also generate
new encounter
tokens
behind them!
Add one
to every empty
space they
pass over,
including
spaces that
used to have
cages in them.
HOW TO WIN: The first
player to earn 7 points is the winner!
SCENARIO
3: SHOWDOWN
SET
UP:
Set up the
board as shown
below.
The orange
dots are where
encounter
tokens should
be placed, face
down.
Place TWO
townsfolk on
each space
with a red X
on it
(each player
runs 2
townsfolk
instead of 1).
CRITTERS:
Each player may start with three points of
critters. For example, a weasel
and a raccoon would be 3
points. The critters start
inside their start space.
SPECIAL RULES: DRIVE 'EM OUT.
It is possible to make a townsfolk
LEAVE THE BOARD in this scenario! Any time a townsfolk is moved because they lost a
scuffle, if the move can take them off the
board, they count as being
DRIVEN OUT. The player who
caused them
to leave earns 2 points! Once
they have left, townsfolk will not
return.
HOW TO WIN: The
game ends when all eight
townsfolk have been driven out
of town. At that moment,
the player with the most points
wins!