CHASE– A chasing board game & TOGETHER: A non-competitive (and yet fun and difficult) board game.
CHASE – a board game for 2- 4 players
1. Pieces Required:Game board; ordinary six sided dice; (for two players) one hunter game piece and one quarry game piece
2. This is a type of racing game and, in that respect, it is like LUDO or GAME OF LIFE in that you roll a dice and move your piece around a board according to the number that you roll.
3. HOWEVER, some players are hunters (Like bounty hunters) and some are quarry. If a hunter piece lands on a square occupied by a quarry piece then the hunter wins (the quarry has been captured).
4. In order for the quarry to win, they must reach the final (HOME) square.
5. SAFE SQUARES: There are also some SAFE squares along the way. A hunter piece cannot capture a Quarry piece while it is on a safe square.
6. OBSTACLE SQUARES: Furthermore, there are also squares that are called OBSTACLE squares and if any player lands on an obstacle square then their piece can’t move forward until they have rolled the number that is printed on the square.
7. SHOOT/HEALING SQUARES– A shoot square, marked by the crosshairs of a gun sight gives the hunter or the quarry a chance to hit the opposing piece from a distance. If a hunter or quarry piece lands on a shoot square AND if they can roll the number printed on the square then their opponent (like an injured person) must limp forwards only two squares a turn until they reach a HEALING SQUARE. However, the opponents piece must be within a distance (range) of no more than four squares in order to shoot it and the player only gets one chance to roll the right number (only one shot). Once a player reaches a healing square they can roll again and move forwards as normal.
8. Quarry always rolls first.
Newly Added Rules designed to give players more choice– .
9. On the game board there can be MANY ROUTES to the HOME SQUARE (or even a choice of several HOME SQUARES to aim for) so that the players have a choice of which route they wish to follow and can also, where routes intersect, change routes if they want to.
10. OBTAIN TRANSPORT SQUARES: If a player lands on a transport square they can, if there is a picture of a car or train, leap ahead several squares or even, if there is a picture of a boat or plane, cross over water that their opponent cannot cross (thus forcing their opponent to either try and land on a boat/transport square or to follow an alternative land route (another path) and (if they are a hunter) catch up with their quarry at a later intersection
TOGETHER – A non-competitive (and yet fun and difficult) board game
- Rule One- None win unless all win. This is not a competition against other players but a competition against the game by the players working together ( like climbing a mountain).
- Rule Two- This is essentially a type of race game with pitfalls and lucky squares in it, like snakes and ladders.
- Rule Three-However, in this game. Players may share the points from dice rolls and so, for example, if you roll a six what you can do is move forward three and give three points to another player so that THEY can move forward three and, in this way, by sharing points, the players move forward as a team.
- Rule Four – As I said, it is like snakes and ladders in that there are pit-falls as well as lucky squares and these good and bad squares take various forms:
Fortune Squares (The Ladders in this game) –
1. Roll again square.
2.Move forward this number of spaces square.
3. Double your next dice roll square.
4. Rescue Square- Landing on this square releases a player who is stuck in a “Freeze Square”.
Donation Rule: As with Dice points. If you land on a fortune square you may, if you choose, give your “Roll again” or your “Move forward Number of Spaces” to another player.
Misfortune Squares – (The Snakes in the game)-
1.Miss a turn square.
2. Move backwards this number of places square.
3. Half your next dice roll square.
4. Freeze Square – If a player lands on a freeze square then they cannot move their piece until either a)One of the other players lands on a rescue square or b) they manage to roll the required (and difficult) number (for example rolling a six twice).