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Chuck-It Chicken!

Chuck-It Chicken! Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Goal of the Game
  • Start of the Game
  • Turn
    • Both dice show headgear
    • Only one die shows headgear, the other shows the rooster's head
  • Moving the Figures
  • Throwing the Eggs
    • Hit or miss?
  • End of the Game

Components

  • 1 game board (henhouse with straw bales)
  • 1 nest with the rooster and a gutter
  • 4 obstacles: 1 milk churn, 1 barrel, 1 bucket, 1 watering can
  • 12 hens, in three different headgear: a hat, a cap and a helmet
  • 2 symbol dice
  • 1 egg

Setup

  • Stick the four rubber pads to the corners of the game board from underneath.
  • Place the game board in the middle of the table.
  • Insert the nest with the rooster and the gutter into the hole at the top of the game board.
  • Place the milk churn, barrel, bucket and watering can on the game board as shown in the photograph on the underside of the box.
  • Each player chooses a hen team. A hen team consists of three hens of one color.
  • Each player places the hens of their team on any three points on the brown wooden floor.
  • Put the dice and the egg ready.

Goal of the Game

The goal of the game is to be the first to reach the nest and chase away the impudent rooster.

Start of the Game

The youngest player begins. Then the turn passes clockwise.

Turn

The player whose turn it is rolls both dice. One die shows various headgear. The other die may also show the rooster's head. Thus, the player may roll one of the following results:

Both dice show headgear

If a die shows a headgear picture, the player moves the hen wearing the matching headgear up one step. Thus, if the player rolls two different headgear, he may move the two corresponding hens up one step each. If the dice show two identical headgear, the corresponding hen may climb up two steps.

(Examples are illustrated in the original booklet.)

Only one die shows headgear, the other shows the rooster's head

In this case the player performs two actions, in exactly this order:

  1. The player moves the hen whose headgear matches the headgear rolled on the die up one step, as described above.
  2. The player then briefly takes the role of the rooster. He may now throw the egg at the hens. Of course, he tries to hit the hens belonging to his opponents.

(Examples are illustrated in the original booklet.)

Moving the Figures

The figures move according to the following rules:

  • The player making the move may choose which of the free straw bales of the next step to place his hen on. A hen may not be placed on a straw bale already occupied by another figure.
  • If all positions of one step are occupied, the player takes the hen of an opponent from that step and moves it one step down. He then places his own hen on the freed straw bale.

Attention! Some positions are safer than others! The milk churn, barrel, bucket or watering can can serve as an excellent shelter from the flying eggs!

Throwing the Eggs

The player making the move places the egg in the recess located in the upper part of the gutter. Aiming, he turns the rooster so that the gutter points in the direction of the hen he wants to hit.

Don't worry! The egg won't break, and the hens won't feel a thing, since they are not wearing their headgear for nothing: it protects them from the flying eggs!

He then launches the egg by pushing it from below with his finger, out of the recess, as shown in the illustration. And there it rolls down!

Hitting a hen is not so easy. The egg is shaped in such a way that it is unknown where it will roll.

Hit or miss?

If the player hits and knocks one or several hens off their straw bales, he simply places them again on the nearest free straw bale. But precisely on the step onto which they rolled! If there are no free places on that step, the hen must go down even further. These rules also apply if the player accidentally hits one of his own hens.

Regardless of whether the player hit a hen or missed, his turn ends here, and the next participant enters the game.

End of the Game

The winner is the one who first places one of his hens on the finish point, which is located on the rooster's back.

To jump onto the rooster's back from the topmost straw bale, the player must roll the die once more, and the corresponding headgear must appear on it.