1-2 players, minutes, 9 cards, 9 dice, and 8 tokens. Solo variant included. By George Jaros.
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1 Bounty Hunters 1-2 players, minutes, 9 cards, 9 dice, and 8 tokens. Solo variant included. By George Jaros. The nation s worst criminals are on the loose, making a mockery of law enforcement around the country. You must use your skills to capture these menaces and bring them to justice. However, this is your livelihood. You do need to make a few bucks, so you ll want to apprehend these characters when their reward money is at its peak. So you ll wait for them to commit a few more crimes while you stalk your prey, and nab them when the time is right. But be careful, there s another hunter out there hoping to grab your target and reap the bounty first. This is a two player game (with a solo variant) where players will try to manage their hands and strategically play cards from a shared pool of cards in order to score the most points. Players will be trying to collect dice of different colors and adjust the point values of each die. Players will also have a secret color that is worth bonus points to them. Components: - 9 Cards - 8 Criminals (2 each of Red, Yellow, Green, and Blue D6 dice) - 1 Marshal (White D6 die) - 8 Primary Target tokens (2 each of Red, Yellow, Green, and Blue) Setup: Place the eight (8) colored dice in the middle of the table, all with the 1 side face up. These represent the At Large Criminals and their Bounty value. While the Criminals are uncaptured they are At Large. Only At Large Criminals may have their Bounty adjusted, unless otherwise specified on a card. Place the White die, also with 1 face up. This represents the Marshal. You ll get bonus points for any Primary Targets you have captured when the Marshal comes. Give each player four tokens, one in each color. Each player should secretly select one of the tokens and hide the others they won t be used in the game. Keep all tokens (selected and discarded) secret from the other player (you may want to put the unused tokens in an opaque bag, box, pocket, etc.). The selected token represents your Primary Target. Criminals of a matching color will be worth more at the end of the game. Shuffle the cards and deal three out to each player. Place the remaining three face up in a line on the table. This is The Chase. There are three Locations in The Chase, Location 1 on the left, Location 2 in the middle, and Location 3 on the right. Cards will cycle through The Chase and back into players hands.
2 Player 1: The Chase: Player 2: Location 1 Location 2 Location 3 At Large Criminals Marshal Initial Setup Gameplay: On your turn, first, pick up the cards in Location 3 of The Chase. Next, advance the remaining cards through The Chase, leaving Location 1 open. Player 1: The Chase: Player 2: Location 1 Location 2 Location 3 At Large Criminals Marshal
3 Next, you can play a card into Location 1 of The Chase. Each card has two halves. You may play the card for either its Hunter or Criminal ability. Some abilities require you to pair the card with another card to use the ability. Place the paired card over the unused half of the main card, turned 90 degrees. Both cards will then move through the locations in The Chase together and get picked up from Location 3. Resolve the ability you played. Player 1: A captured criminal! The Chase: Player 2: Location 1 Location 2 Location 3 At Large Criminals Marshal Cards: Each card will have two sides, a Hunter side and a Criminal side. Hunter sides are used to pursue and capture Criminals and perform other Bounty Hunter actions. Criminal sides are used to have the Criminals complete crimes and elude capture. Which can increase their Bounty. If a Hunter has a pair of Criminals of the same color they cannot be affected by an opponent s actions (e.g. Prisoner Exchange or Transfer Custody). Hunter Abilities: - Capture To capture a criminal you must pair a Capture card with another card showing the color of the criminal you would like to capture. You can only capture at large criminals. If you pair a Capture card with a double colored card you may capture a criminal of either color. You can only capture one criminal at a time and you must have a second card to pair with this one. The Hostages/Report to Marshal card cannot be used to Capture. - Stakeout Increase the Bounty of an At Large Criminal the color in Location 3, then take all cards from Location 3 into your hand. Then take one card from your hand and return it to Location 3. - Catch a Copycat You caught a copycat criminal and may decrease the value of any already captured criminal in your custody. Also increase the value of the Marshal. - Transfer Custody Give any card from your hand to your opponent, then take a captured criminal from your opponent s custody. If you don t have a card to give you may still take custody of an opponent s criminal. - Prisoner Exchange Swap a Criminal in your custody with either an at large or an opponent's Criminal. Increase the Bounty on the Criminal you give, and Decrease the Bounty on the Criminal you take. - Report to Marshal Increase the Marshal die by 1, or by 2 if you pair any other card with this one.
4 Criminal Abilities: - Burglary, Bank Robbery, Car Theft, Run a Con These increase the Bounty (die value) of one Yellow, Green, Red, or Blue criminal, respectively. Only at large criminals can have their bounty increased. - Hostages Increases the Bounty of any at large criminal by 2. - Lay Low Decreases the Bounty of an at large criminal that matches the colors on the card. Also, Increase the Marshal. - On the Run Rearrange the order of any cards in The Chase, including this one. Also, decrease the Marshal. - Jail Break Move any one criminal from your custody back to the group of at large criminals and increase that criminal s bounty. Also, decrease the Marshal by 1. Game End: The game ends immediately when one of the following conditions occurs: - All eight Criminals (colored dice) have been captured. - The Marshal (white die) reaches a value of 6. Scoring: Each player will add up the Bounty (points) earned for the Criminals (dice) they have captured. Each Criminal is worth a Bounty equal to its die value. Players lose the Bounty of any of their Primary Targets that are still At Large. The Marshal (white die) will increase the Bounty of each player s Primary Target criminals by the value of the white die. The winner is the player with the highest earned Bounty. In the case of a tie, the player with the fewest cards in hand is the winner. If there is still a tie the player that ended the game is the winner. E.g. The game ended when the Marshal reached a value of 6. Uncaptured were Green-3 and Red 2. Player 1 captured Blue-2, Blue-5, Green-4, Red-3 with a Primary Target of Green for a total score of 17. Player 2 captured Yellow-5 and Yellow 4 with a Primary Target of Yellow, for a total score of 21. Notes: Once a Criminal is captured, that Criminal s Bounty cannot be changed except with the Catch a Copycat action. When a Hunter has captured a pair of Criminals of matching color they cannot be acted upon by the opponent (with Prisoner Exchange or Transfer Custody). Any reference to Increase or Decrease indicates a value of 1, unless otherwise specified. Dice values do not wrap from one to six or six to one. No value can be less than 1 or greater than 6. When completing the actions described on a card you must complete as much of the card s actions as possible. If you cannot complete all the actions, do as much as you can. E.g. if you play Jail Break and the Marshal is already at 1 you may still return a Criminal to At Large status and increase that Criminal s Bounty.
5 Solo Variant: Bounty Hunters can be played solo with a few changes to the rules. In the solo variant you will be playing against an automated Bounty Hunter, HunterBot. Setup: Setup of the dice is the same. Deal out three cards for The Chase, three cards to you, and three face-down cards in a queue for HunterBot, corresponding to each Location in The Chase. Choose 1 Primary Target token at random. Gameplay: Complete your turn as you would in a standard game. Between each of your turns the automated Bounty Hunter (HunterBot) will take a turn. Take the following steps: 1. Move any cards from Location 3 into HunterBot s lineup to the right of the card corresponding to Location Advance The Chase. 3. Play HunterBot s card corresponding to Location 1 into Location 1 of The Chase. a. HunterBot will play the opposite side that you played on your last turn. So if you last played a Hunter action, HunterBot will play a Criminal action, and vice versa. b. If HunterBot took two cards from Location 3, play a second card to Location 1 (the card that corresponded to Location 2). Play this card underneath the card HunterBot played to Location 1, but do not take any action on that card. c. Advance HunterBot s cards so that the three remaining cards correspond to each Location in The Chase again. If HunterBot had collected two cards at the beginning of its turn you can decide which of those cards goes in a slot corresponding with Location 2 and which with Location 3. d. HunterBot should always end its turn with exactly 3 cards in its queue, one corresponding to each Location in The Chase. Card Changes & How HunterBot makes decisions: - Always o If the HunterBot cannot do the actions on a card because there are no criminals available to act on, if the HunterBot s action is a Criminal action, decrease the Marshal Hunter action, increase the Marshal, except for failed Captures. o Dice color priority Red, Yellow, Green, Blue o Usually, any time the HunterBot must decide between two dice of the same color, it will choose the higher valued die. If increasing the bounty of a die it will choose the higher value that is less than 6. If decreasing the bounty it will choose the lower value that is greater than 1. - Capture HunterBot does not need to pair a card with a Capture action. If HunterBot plays a Capture action it will capture a criminal that matches a color on the card played. HunterBot will capture the criminal with a higher value. If there is a tie preference goes to the color of the Captured side of the card. If HunterBot cannot capture any criminals, decrease the Marshal die if possible. - Stakeout HunterBot will take two standard turns in a row. The selected action for the second turn will be a second Hunter ability. - Catch a Copycat HunterBot will decrease the value of your highest valued criminal. If you do not have a captured criminal HunterBot will increase the Marshal.
6 - Transfer Custody o HunterBot will take your highest valued criminal. If there is a tie it will take in this order: Red, Yellow, Green, Blue. If Take Custody was paired with a card you may take it. If Take Custody was not paired with a card you may take any one of HunterBot s cards and then replace that card with any of yours. o If you play Take Custody you must pair it with a card if you have one. Do not take the action on the paired card. - Prisoner Exchange HunterBot will exchange its lowest valued criminal for the highest valued criminal available (yours or at large criminals). If there is a tie for its lowest it will trade in this order: Blue, Green, Yellow, Red. If there is a tie for the highest valued criminal it will take from the at-large criminals first. If there is still a tie it will take in this order: Red, Yellow, Green, Blue. - Report to Marshal If Report to Marshal happens to get paired with another card, increase the Marshal by 2 if possible, and otherwise increase the Marshal by 1. - Burglary, Bank Robbery, Car Theft, Run a Con HunterBot will increase the Bounty of one Yellow, Green, Red, or Blue at large criminal, respectively. See below for how HunterBot decides which of a pair of criminals is increased. - Hostages HunterBot will increase the lowest valued criminal by 2. If there is a tie it will choose in this order: Red, Yellow, Green, Blue. - Lay Low HunterBot will decrease the highest valued criminal that matches a color on the card played. If there is a tie it will choose in this order: Blue, Green, Yellow, Red. - On The Run HunterBot will advance The Chase, moving the card in Location 3 to Location 1. - Jail Break HunterBot will move your highest valued criminal back to the at large group. If there is a tie it will choose in this order: Red, Yellow, Green, Blue. The game ends as per normal rules. Total your earned Bounty as per a 2 player game. Draw a random Primary Target token for HunterBot and then score HunterBot s Bounty as in a 2 player game as well. Your Solo Score is your Bounty, minus HunterBot s Bounty You re barely scraping by It s a job, someone s got to do it Hey, you might actually be able to make living catching these scoundrels! When they see you coming they better start running You ve got your own reality TV show! If they want a job done right, you re the one they call. 60 The Empire is in need of your services. Credits: Game design by: George Jaros - Special Thanks: Julie Zaborac, Mike Jaros, Sam Jaros! Playtesting by: Julie Zaborac, Sam Jaros Graphics From: The Noun Project - thenounproject.com Gan Khoon Lay, Luis Prado, parkjisun, Ben Gilman, Eden Clairicia, Juan Pablo Bravo, Chris Dobbins, Jorge Reyes, Jaime Carrion, Chameleon Design, Anthony Bossard, Landan Lloyd, Gregor Cresnar, Aldric Rodriguez, Maureen Garrity Copyright This work is licensed under the Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit George J Jaros Games
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