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Bigfoot

Bigfoot Rulebook

Table of Contents

Table of Contents

  • Components
  • Set-up
  • Gameplay
    • Cryptozoologist: Draw 6 Path cards and form 2 face-up Paths
    • Bigfoot: Choose a Path
    • Both Players: Resolve Paths
    • Cryptozoologist: May Make a Guess
    • Cryptozoologist: May pay an Action Card for a Second Guess
    • Next Round
  • Winning/Losing
  • Alternate Game Modes
  • Action Cards
    • Donation / Rest
    • Perfect Placement / Turn the Tables
    • Epiphany / Decoy
    • Tranquilizer / Prank
    • Detour / Shortcut

Components

  • 1 Bigfoot Card
  • 1 Cryptozoologist Card
  • 10 Lair Cards
  • 36 Path Cards
  • 3 Reference Cards
  • 1 Rounds Tracker
  • 1 Player Aid Sheet
  • 25 Footprint Tokens

Set-up

  1. Decide who will play Bigfoot and who will play the Cryptozoologist. Give each player their respective card. The Bigfoot card should be "Awake" side up. The Cryptozoologist card should be "Respected" side up.
  2. Give each player a Turn Summary reference card and give the Cryptozoologist the Lair Tracking reference card.
  3. Give the Bigfoot player 24 Footprint tokens and use 1 token to track the rounds on the Game Rounds card.
  4. Shuffle the 10 Lair cards. Bigfoot should draw 5 of them and keep them secret. Keep the remaining Lair Cards face-down for use later in the game.
  5. Shuffle the Path Cards to form a draw deck for the Cryptozoologist.
  6. Place the 4 Dark Brown Footprint Cards next to the draw deck in a sloppy pile. This will be where Path cards are discarded.

Gameplay

Each game is played over 6 rounds. The Cryptozoologist's goal is to trap Bigfoot by discovering all five of Bigfoot's Lairs by the end of the 6th round (or earlier). If Bigfoot has any undiscovered Lairs at the end of the game, Bigfoot wins.

Each of the 6 rounds has the following steps:

  1. Cryptozoologist: Draw 6 Path cards and form 2 face-up Paths
  2. Bigfoot: Choose a Path
  3. Both Players: Resolve Paths
  4. Cryptozoologist: May make a Guess
  5. Cryptozoologist: May buy a Second Guess

Cryptozoologist: Draw 6 Path cards and form 2 face-up Paths

The Cryptozoologist draws 6 cards from the Path deck, reviews the cards, and then divides the cards into two paths laid out face-up on the table. A path may have as few as one card, but all of the cards must be used to form the paths.

NOTE: If using the 'Perfect Placement' Action Card, you must still have 1 card in each distinctive Path. The forced card does not count as that one card.

Bigfoot: Choose a Path

The Bigfoot chooses one path and leaves the other path to the Cryptozoologist.

Both Players: Resolve Paths

Each player now resolves their path.

The Path cards that are divided into left and right sides are called Action cards. All Action cards are moved from each player's path to the table in front of that player and remain face-up.

Action cards may be played immediately or held and played later as appropriate to the text on the card. When played, only the side applicable to the person playing the Action card is activated. After an Action card is played, it is discarded.

Path cards showing an Audio Recorder, Camera, or Motion Detector are called Sensor cards. All Sensor cards in the Cryptozoologist's path are discarded, but all Sensor cards in the Bigfoot's path are resolved as follows:

  • Camera: There is one terrain symbol on every Camera card. The Bigfoot counts how many times that symbol appears on the undiscovered Lair cards then places that many Footprint tokens on the Camera card.
  • Motion Detector: There are two terrain symbols on every Motion Detector card. The Bigfoot counts how many times each of those symbols appear on the undiscovered Lair cards, totals those two numbers, then places that many Footprint tokens on the Motion Detector card.
  • Audio Recorder: There are three Lair names on each Audio Recorder card. The Bigfoot counts how many of those Lair names are among the undiscovered Lair cards, then places that many Footprint tokens on the Audio Recorder card.

If the Bigfoot's Character card is currently on the Awake side, the Bigfoot player may flip the card to the Tired side to avoid (discard) one Sensor card before it is resolved.

All resolved Sensor cards are left on the table for the remainder of the game so they can be referenced as needed.

Cryptozoologist: May Make a Guess

Using the information shown on resolved Sensor cards, the Cryptozoologist may make one guess each round as to the name of one of Bigfoot's undiscovered Lair cards. The Cryptozoologist is not required to make a guess every round.

If the guessed card is among the Bigfoot's undiscovered Lairs, the Bigfoot places the Lair card on the table near the Cryptozoologist. If this was the last undiscovered Lair, the Cryptozoologist has trapped the Bigfoot and has won the game! If the Bigfoot still has undiscovered Lairs, the game continues.

If the guessed card is NOT among the Bigfoot's undiscovered Lairs, the Bigfoot finds the name Lair card in the stack of leftover Lair cards and places it face up on the table. Even a wrong guess provides valuable information. However, as a penalty for making an incorrect guess, the Cryptozoologist's character card is flipped from Respected to Shamed.

If the Cryptozoologist's character card was already on the Shamed side, the International Bigfoot Observers Parliament (IBOP) revokes the Cryptozoologist's credentials and the Bigfoot wins the game!

Cryptozoologist: May pay an Action Card for a Second Guess

Once per round, the Cryptozoologist may buy the right to make a second guess buy discarding one of his/her face-up Action cards. Right or wrong, the second guess is handled in the same manner as described above.

Next Round

Advance the round marker. If the marker is NOT on the END space, play the next round in the same manner as the one just completed.

Winning/Losing

The Cryptozoologist wins if all five of the Bigfoot's Lairs were discovered before the round marker reaches the END space. If the round marker makes it to the END space, the game is over and the Bigfoot wins.

Alternate Game Modes

  • Elusive Bigfoot: The Cryptozoologist draws only 5 Path cards each round and lays out the 2 Paths with the cards face-up as usual.
  • Family Mode: The Cryptozoologist draws 6 Path cards each round as usual but lays out the 2 Paths with the cards face-down.

Action Cards

Throughout the game, it is possible for both players to collect Action Cards. Each Action Card has a different use for each player. Each card describes how the Action Card works, and these cards are discarded when played.

Further description of Action Cards:

Donation / Rest

  • Cryptozoologist: Flip the character card from Shamed to Respected.
  • Bigfoot: Flip the character card from Tired to Awake.

Perfect Placement / Turn the Tables

  • Cryptozoologist: One of the drawn Path cards is placed between the two paths and is added to whichever path the Bigfoot chooses that round.
  • Bigfoot: The Bigfoot gets to draw the Path cards, review them, and lay them out into two paths. The Cryptozoologist must then choose which path to take.

Epiphany / Decoy

  • Cryptozoologist: Reveal the top card from the pile of leftover Lair cards.
  • Bigfoot: No effect, but those leftover Lair cards are safe.

Tranquilizer / Prank

  • Cryptozoologist: Flip the Bigfoot's character card from Awake to Tired. No effect if the card is already on Tired.
  • Bigfoot: Flip the Cryptozoologist's character card from Respected to Shamed. No effect if the card is already on Shamed.

Detour / Shortcut

  • Cryptozoologist: Draw two random cards from the discard pile and add them to the regular drawn cards to create the paths this round. More than one Detour card may be played in a round.
  • Bigfoot: Before the paths are created, the Cryptozoologist must randomly discard one drawn Path card. More than one Shortcut card may be played in a round.