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The Hamsters

The Hamsters Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • Rules of Play
  • Combat
  • Event Squares
  • Yellow Squares
  • End of the Game

Components

  • 1 pre-cut sheet with hamsters in 6 different colours
  • 6 stands in 6 colours for the hamsters
  • 12 small sacks of grain
  • 18 "chance" cards
  • 1 die
  • 1 game board, 53 cm x 36 cm
  • These rules

For 2 to 6 players, ages 7 to 99. A dice game.

Goal of the Game

Each hamster must reach the burrow and deposit two sacks of grain in it. The first hamster to deposit two sacks of grain in the burrow has won.

Setup

The game board is unfolded on the table.

At the start of the game, the 6 little hamsters are detached from the pre-cut sheet and placed in the slots of the stands so that they stand upright. The colour of the stand must match the colour of the hamster.

Each hamster receives 2 sacks of grain, which are slipped into the 2 recesses of the stand.

Each player chooses one hamster. The hamsters are placed on the wheat field, which is marked on the board by the number 0.

The "chance" cards are sorted by identical pictures into three piles: the "mole" cards, the "beaver" cards and the "mouse" cards. These three piles are placed next to the game board, pictures face up so that they can be recognised.

Rules of Play

The youngest player starts the game. He throws the die and advances his hamster by as many squares as there are pips shown on the die. Only with 5 or 6 players does a player throw again when he rolls a 6.

Each player chooses the path he wants to take. The first two possibilities are marked by the number 1 on the game board.

Combat

The hamster is selfish and wants to keep its territory for itself alone. However, if chance means that a hamster must be placed on a square already occupied by another hamster, the latter must accept combat: the two players each throw the die in turn, and the one who obtains the lower number must move his hamster back by the number of squares shown on the die. Then play continues normally with the next player.

Event Squares

Orange squares with red numbers have special meanings. When a hamster stops on one of these squares, an event takes place:

Square 0 — On the wheat field the hamsters are placed before their great departure. The hamsters must return to this square if they have lost both of their sacks of grain on the way, or if they have arrived at the burrow with only one sack.

Square 2 — A family of mice has fallen into need. If the player is sensitive to this distress, he may help the mice if his hamster stops on one of the "2" squares. To do so, he gives them one sack of grain. In return, the player receives a "mouse" card which can help him and protect him from certain dangers of the route (see 9 and 14). A player who does not want to give a sack of grain does not receive a "mouse" card.

Square 4 — The beavers invite the hamster stationed on one of the "4" squares to come and cool off and have a drink together. If the player accepts this invitation, he receives a "beaver" card. But this means that he may only leave again after throwing a 1 or a 6 on the die. If the player declines the beavers' invitation, he does not receive a "beaver" card.

Square 6 — The hamster who has to stop on this rotten wooden bridge will fall into the water and must swim back to square 0 with his sacks of grain (or his sack, if he has only one left). He must start his whole route again.

Square 7 — If the hamster arrives on these squares carrying 2 sacks of grain, he is obliged to rest for a moment, so tired is he: the player cannot move on at his next turn. He must miss one turn. If the hamster has only one sack of grain, he may continue on his way at the next turn.

Square 8 — While crossing this gorge, a great danger lies in wait for the hamster: these are the rat thieves. A hamster who has to stop on one of these squares will be attacked and one sack of grain will be stolen from him. Only… a "beaver" card can save him! If the player has such a card, the beavers will hear his call for help and come to his aid. With their axes they will scatter the wicked rat thieves, which spares the hamster from losing a sack of grain. The "beaver" card is returned to the draw pile beside the game board. The hamster may set off calmly again at the next turn.

Square 9 — What luck! The mouse family is no longer in need. On the contrary, it now has stores of wheat and can return to its benefactor the sack of grain it had received earlier. If the hamster who had helped the mice stops on one of these squares, the mice will help him in their turn. As proof, the hamster must show the "mouse" card and will receive one sack of grain to complete his supplies. Thus the player again possesses two sacks of grain. The "mouse" card is kept by the player. A hamster who has already deposited a sack of grain in the burrow does not benefit from this advantage.

Square 11 — A hamster who lands on one of these 2 squares will be attacked by a very aggressive cat. He saves his life, but in fleeing he loses one sack of grain. If he had only one sack left, he must go back to square "0" and start his whole route again with two new sacks of grain.

Square 12 — A sparrowhawk flies over the hamsters' burrow, and its shadow on the ground tells of its intentions. The hamster must hurry if he does not want to be caught in its sharp claws. If he arrives on one of the "12" squares, he must throw the die again. If the number of pips on the die is enough to reach square 13, nothing happens to him (extra pips do not count — see 13). Otherwise, if the number of pips on the die is not enough to reach square 13, the hamster is caught by the sparrowhawk. If the player does not have a "mouse" card, he must return to square "0" and go through the whole route again. If he does have a "mouse" card, he only goes back as far as square "5". The "mouse" card is handed in by placing it on the corresponding pile beside the game board.

Square 13 — At this place, which is the burrow and the goal of the journey, the hamster deposits his sacks of grain. If the hamster has deposited only one sack of grain, he must return to square "0", take a sack again and redo this dangerous route entirely; he must arrive at square "13" with this second sack.

Yellow Squares

Yellow squares with red numbers also have a special meaning. They concern all players whose hamsters are in the immediate vicinity. To carry out the instructions relating to these squares, a player does not need to be exactly on them.

Square 1 — The hamsters' journey begins on one of these squares.

Square 3 — Whoever wants to rescue the injured mole must make a detour to carry it to the hospital. In exchange for this service, the player receives a "mole" card. (See square 10.)

Square 5 — At this point one must choose between a completely safe path that crosses a stone bridge, and a much shorter path, a shortcut that requires crossing a rotten wooden bridge. (See square 6.)

Square 10 — A wild and aggressive cat roams this territory, and one must beware of it. (See squares 11.) The player who has a "mole" card can ward off this danger and take the shortcut that is the mole tunnel. The "mole" card is handed in by placing it on the corresponding pile beside the game board.

End of the Game

The player who first succeeds in depositing two sacks of grain in the burrow wins the game.