Big Foot
Big Foot Rulebook
Table of Contents
Table of Contents
Setup
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Open the game board, picture side up.
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Find the ten BIG FOOT disds (five have footprints, five are blank) and the BIG FOOT creature. Place the discs footprint down on the table top and mix them by moving them around.
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Hold the creature upside down, and secretly load the discs, still footprint down, one at a time into BIG FOOT'S base (Fig. 1).
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Shuffle the cards and place the deck face down beside the game board.
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Give each player two tokens of the same color. If there are only 2 players, take 4 tokens...two each of two colors.
Object
Be the last survivor after BIG FOOT has frightened everyone else away.
To Play
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Each of you, in turn, places one of your tokens on any spot on the board. These spots don't count for this turn! Repeat this procedure untill all tokens are in play. Try to keep away from BIG FOOT'S cave!
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Each player rolls the dice. High number goes first and play continues clockwise.
NOTE: All players try to keep their tokens away from BIG FOOT. But when one of you lands on a BIG FOOT spot, you become the creature for that turn and move the BIG FOOT piece.
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The high roller now begins the game by rolling the dice and moving one of his tokens the full dice count in either direction.
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Notice that different spots require different moves:
A. Blue Spot
When you land here, pick up a card. Immediately do as the directions on the card tell you. If the spot to which you have been directed is occupied, you don't move and your turn ends. Return the card to the bottom of the deck.
If you draw a PROTECTION CARD, keep it face up in front of you until you need it.
B. BIG FOOT Spot
Landing here, you may now move the BIG FOOT creature! First, roll the dice. Then move BIG FOOT the full dice count in ay one direction. BIG FOOT pursues. He doesn't respond to colors of different spots. BIG FOOT does not "stomp" on the spot he starts on. If the creature lands on a token as he travels or when he stops, do the following:
- Press down on BIG FOOT and dispense a disc. If it is blank, the token is safe. Remove the disck from the board. If it is a footprint, BIG FOOT has frightened that person (that token) out of the game. Remove both footprint and token from the board. Place the footprint discs print side down beside the board.
NOTE: BIG FOOT may stomp on as many tokens in a turn as the dice count allows him. But he can only scare away one token of any one color. This is to prevent BIG FOOT from wiping out a player too early in the game.
If you own a PROTECTION CARD, and an opposing player is about to roll the dice to move BIG FOOT, you may place the card over the token you feel is threatened. The protected space is counted by BIG FOOT in his move, but no footprint disc is dispensed. When the move is over (even if BIG FOOT is left standing on the protected space) that PROTECTION CARD is returned to the bottom of the deck.
- If you move BIG FOOT over or onto your own token, you must dispence a disc. If a footprint appears, your token is out of the game.
NOTE: If BIG FOOT is left standing on your token at the end of his turn and the token has not been removed by a footprint, you may move that token during your next turn.
C. DOUBLE BIG FOOT Spot
Move BIG FOOT twice the number rolled.
D. LOCATION Spot (Supply Store, Minig Town, etc.)
When you draw a card, it may tell you to move one of your tokens or one of your opponent's to one of these locations.
E. GREEN SAFETY STATION Spot
BIG FOOT cannot get you here. But you cannot occupy a green spot for more than one turn.
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BIG FOOT is an obstacle. You cannot move your token by him....you must go the other way.
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If a space to which you will move by exact count is already occupied by a token, you must go in the other direction. If all directions are blocked, you lose your turn. You may at all times jump over other tokens, but count one spot as you go.
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When the BIG FOOT mover dispenses the last disc, this player is the only one who can reload. As before, he places all the discs footprint down on the table, mixes them and then secretly loads them into the creature. BIG FOOT is then returned to the spot he last occupied.
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When all remaining players have only one token left on the board, all the BIG FOOT spots become "doubles". This prevents the game from slowing down.
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As BIG FOOT stomps on player after player, more and more tokens are scared off the board. Finally, when there is only one token left, BIG FOOT cannot get you and you are THE WINNER!