
version 0.4
(C) 2001 Guilherme S. Töws
What You Need
- Two or more wackos.
- One pawn for each of the aforementioned wackos.
- Some dice, at least two.
- The board shown above, printed on something or someone.
- Sixteen pounds of paper.
Game Start
- Each player picks a pawn.
- Each player writes a pawn's special skill on a card (Skill Card).
- Skill Cards are shuffled, and each player gets one.
- Each player gains a Token.
- Each player puts his pawn in any square he wants.
- The first player to put his pawn in the board is also the first to play. Game normally proceeds clockwise.
Player Turns
Normally, the two parts of a player turn can be taken in any order.
Walk The Walk
- The player rolls the dice. Normal dice roll for movement is usually 2d6.
- The player moves his pawn (normally clockwise) by the number indicated by the dice.
- If the square the pawn lands on has any rules, execute them.
Talk The Talk
In this part of the turn, the player can choose to:
- Create, rewrite or destroy the rules of any square of the board.
- Create, rewrite or destroy the rules of a token he owns, and drop it in any empty square.
- Use a token he owns, and drop it in any empty square.
- Acquire one or more tokens that are on the same square his pawn is.
- Write and put a new Card in the Event Card Stack.
- Get a Card from the Event Card Stack and execute its ruling.
- Acquire a clean Token from storage.
Creating Rules
When you create the rules of a square or token, you must give it a name as well.
Then, add the rules. They can be just a simple command, or a complicate tangle of conditional and optional commands.
Some examples of rule types:
Simple - Simple rule. 'Lose 2 Health.'
Optional - Character may opt if the rule will be executed. 'Option: Move another pawn back two squares.'
Double Edged - A rule with both a good and a bad effect. Can be coupled with Optional. 'Option: Lose 2 Money. Gain 2 Health.'
Conditional - A rule that depends on a Statistic, or the owning of a Token, or a dice roll. 'If your Health is higher than 6, gain 1 Money.'
Rules can never be bound to a certain player or group of players.
A rule can not be executed in the same player turn it is created. Only the next player may have a chance to execute it.
Example:
Bill names one of the squares "Angry Dog", and rules the square: "If you don't have a Bone Token, nor you have the stat Running above 12, lose 2 Health."
Bob names his token "Bone", and rules the token: "Use this Token to erase the rules of all squares with 'Dog' in its title". He chooses to drop it 7 squares ahead of him, where he'll have the best chance to fetch the token in his next turn.
Tokens
Tokens also can have rules, and are more flexible: The rules can be defined for one or more of certain events:
- Token is acquired
- Token is used
- Token is dropped
- Someone steps on the square the Token is on
- etc.
Statistics
Statistics are created the moment they have to be. (If you didn't have Strength, but you just got a 'Lose 2 Strength', now you do.) They are always defaulted to the value of 10, and if any statistic reaches 0, you are out the game.
Event Cards
The Event Card Stack starts empty. Any player may put a card on it via the Talk the Talk, or by a rule.
Whenever a player takes a card, he enacts its ruling, and returns the card to the bottom of the stack.
Event Cards can be Skill Cards: In that case, the card is added to the capabilities of the pawn, and not put back in the stack.