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Gremlins: Gizmo's Great Escape

Gremlins: Gizmo's Great Escape Rulebook

Table of Contents

Table of Contents

  • Number of Players
  • Time to Play
  • Components
  • Setup
  • Player Turns
  • Action Cards
  • Trap Spaces
  • Winning the Game

Number of Players

2

Time to Play

10 Minutes

Components

  • 6 Gremlins figures
  • 20 Action Cards
  • 1 game board

Setup

  1. Players pick to play as either Gizmo or Stripe.
  2. Place Gizmo, Stripe, and the four Gremlins in their starting spaces on the board.
  3. Shuffle the 20 Action cards and place them in a stack facedown by the board.
  4. The Gizmo player gets to go first.

Player Turns

On a players turn they draw an action card and move pieces as indicated by their half of the card. Players may not skip making moves. Pieces can be moved up, down, left or right, but may not move diagonally. Players may move pieces in any order they wish.

Action Cards

Action Cards tell a player what pieces they should move on their turn as well as how many spaced to move each piece. (Printed as "spaced"; likely a typo for "spaces".) Each Action Card is divided into two halves: Gizmo (Blue) and Stripe (Red). Whenever the Gizmo player draws an Action Card, they perform the actions listed only on the Gizmo half of the card in whatever order they wish. Whenever the Stripe player draws an Action Card, they perform only the actions listed on the Stripe half of the card, in whatever order they wish.

Trap Spaces

There are many Trap spaces on the board. If any Gremlins move on to a Trap space, remove them from the board and place them out of play for the remainder of the game. If either Stripe or Gizmo moves onto a trap space, the game ends and that player loses the game.

Winning the Game

The Gizmo player wins the game by successfully moving Gizmo from the starting point to an Exit space at the other end of the board or if a Trap space destroys Stripe. The Stripe player wins by moving Stripe or any Gremlin into a space that Gizmo occupies, or if a Trap space destroys Gizmo.