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Rules / Daniel Skjold Pedersen / Fastaval 2014 ~1~ An Old Tweed Jacket and a Deerstalker ~ 25 players / Ages 6 and above / 15 minutes ~ ~ In An Old Tweed Jacket and a Deerstalker players are 18 th century British nobles who compete to be the most successful deer hunter by first hitting five deer meeples. Unfortunately, hunting is not the most skilled pastime among nobles who tend to fire at will at any moving target. Luckily for you, you do not care and the hunting season has just begun. Put on your old tweed jacket and a deerstalker and aim for victory. But be careful, as hitting horses, cows and goats will turn the local peasants against you. ~ CONTENTS 5 bags 95 animal meeples 25 yellow deer 20 white horses 20 green cows 20 blue goats 5 red foxes 5 black hunting dogs PREPARING THE HUNT Each player takes a bag and seeds it with 17 animal meeples: 5 yellow deer, 4 white horses, 4 green cows and 4 blue goats. (The red foxes and black hunting dogs are used for the variants on page 2.) The player who has most recently been hunting (or who won the last game) is start player and is first to hunt (see ”Hunting” below). HUNTING Players take a turn hunting alternately until a winner is found (see “End of the game”). On his turn a player must (A) continue firing at animal meeples until he (B) decides to end his hunt successfully, or (C) upsets the peasants and is forced to end the hunting and flee to his castle. Then a new turn begins for the next player in clockwise order. A) Firing at animal meeples To hunt a player draws animal meeples out of his bag one animal at a time. Players are not allowed to look into their bags during the game. B) Successful hunt The hunt is successful if the player decides to end his turn before upsetting the peasants. Deer meeples drawn during the turn, if any, are stored in front of the player in a personal pool of prey. The prey is now safe and shall not be returned to the bag in later turns. The player puts all drawn horse, cow and goat meeples into the bag of any one other player of his choice.

An old tweed jacket and a deerstalker rules fastaval 2014

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Official rules for "An old tweed jacket and a deerstalker" a board game made for Fastaval 2014, fastaval.dk. Made by Daniel Skjold Pedersen

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Page 1: An old tweed jacket and a deerstalker rules fastaval 2014

Rules  /  Daniel  Skjold  Pedersen  /  Fastaval  2014  

  ~1~  

 

An  Old  Tweed  Jacket  and  a  Deerstalker    

~  2-­‐5  players  /  Ages  6  and  above  /  15  minutes  ~    ~  In  An  Old  Tweed  Jacket  and  a  Deerstalker  players  are  18th  century  British  nobles  who  compete  to  be  the  most  successful  deer  hunter  by  first  hitting  five  deer  meeples.  Unfortunately,  hunting  is  not  the  most  skilled  pastime  among  nobles  who  tend  to  fire  at  will  at  any  moving  target.  Luckily  for  you,  you  do  not  care  and  the  hunting  season  has  just  begun.  Put  on  your  old  tweed  jacket  and  a  deerstalker  and  aim  for  victory.  But  be  careful,  as  hitting  horses,  cows  and  goats  will  turn  the  local  peasants  against  you.  ~    CONTENTS  5  bags  95  animal  meeples  

25  yellow  deer  

   20  white  horses  

 

20  green  cows  

 20  blue  goats  

 

5  red  foxes  

    5  black  hunting  dogs

 PREPARING  THE  HUNT  Each  player  takes  a  bag  and  seeds  it  with  17  animal  meeples:  5  yellow  deer,  4  white  horses,  4  green  cows  and  4  blue  goats.  (The  red  foxes  and  black  hunting  dogs  are  used  for  the  variants  on  page  2.)  The  player  who  has  most  recently  been  hunting  (or  who  won  the  last  game)  is  start  player  and  is  first  to  hunt  (see  ”Hunting”  below).    HUNTING  Players  take  a  turn  hunting  alternately  until  a  winner  is  found  (see  “End  of  the  game”).  On  his  turn  a  player  must  (A)  continue  firing  at  animal  meeples  until  he  (B)  decides  to  end  his  hunt  successfully,  or  (C)  upsets  the  peasants  and  is  forced  to  end  the  hunting  and  flee  to  his  castle.  Then  a  new  turn  begins  for  the  next  player  in  clockwise  order.    A)   Firing  at  animal  meeples  To  hunt  a  player  draws  animal  meeples  out  of  his  bag  one  animal  at  a  time.  Players  are  not  allowed  to  look  into  their  bags  during  the  game.    B)   Successful  hunt  The  hunt  is  successful  if  the  player  decides  to  end  his  turn  before  upsetting  the  peasants.  

Deer  meeples  drawn  during  the  turn,  if  any,  are  stored  in  front  of  the  player  in  a  personal  pool  of  prey.  The  prey  is  now  safe  and  shall  not  be  returned  to  the  bag  in  later  turns.  

The  player  puts  all  drawn  horse,  cow  and  goat  meeples  into  the  bag  of  any  one  other  player  of  his  choice.    

Page 2: An old tweed jacket and a deerstalker rules fastaval 2014

Rules  /  Daniel  Skjold  Pedersen  /  Fastaval  2014  

  ~2~  

C)   Upsetting  the  peasants  If  a  player  upsets  the  peasants  the  turn  is  wasted.  

The  first  horse,  the  first  cow  and  the  first  goat  meeple  drawn  during  each  hunt  is  a  warning  to  the  player.  As  soon  as  a  player  draws  the  second  horse,  cow  or  goat  meeple  he  upsets  the  local  peasants  and  is  forced  to  end  his  turn  immediately.  He  must  return  all  animal  meeples  drawn  this  turn  to  his  bag.  

     

END  OF  THE  GAME  The  game  ends  as  soon  as  a  player  has  hit  (i.e.  drawn)  all  5  deer  meeples  out  of  his  bag  and  added  them  to  his  prey  pool.  He  is  declared  the  most  successful  deer  hunter  and  wins  the  game.  

     VARIANTS  The  following  three  variants  are  for  players  who  want  to  mix  up  their  game  of  An  Old  Tweed  Jacket  and  a  Deerstalker.    The  Great  Fox  Hunt  –  look  out  for  the  fox  during  other  players’  turns  (for  3+  players  only)     When  preparing  the  game  players  also  seed  their  bag  with  a  red  fox  meeple.  

As  soon  as  a  player  draws  a  fox  the  turn  is  temporarily  interrupted  by  the  real-­‐time  mini  game  The  Great  Fox  Hunt.  As  soon  as  the  fox  is  drawn  and  spotted  all  players  out  of  turn  draw  animal  meeples  out  of  their  bag  as  quickly  as  they  can  but  one  at  a  time  until  someone  draws  his  fox  and  shouts  ‘FOX’  (or  ‘RÆV’  in  Danish).  He  may  take  one  deer  meeple  out  of  his  bag  and  place  in  his  pool  of  prey  as  a  reward.  Then  all  participants  in  The  Great  Fox  Hunt  returns  all  drawn  animal  meeples  to  their  bags  (not  prey)  and  the  ordinary  turn  is  resumed.    Last  Fox  Wins  –  introduces  a  new  way  to  win  the  game     When  preparing  the  game  players  also  seed  their  bag  with  a  red  fox  meeple.  

When  ending  a  hunt  successfully  the  fox,  if  any  drawn,  goes  to  the  pool  of  prey  along  with  deer  meeples.  If  the  player  upsets  the  peasants  any  fox  drawn  during  the  turn  is  returned  to  the  bag  along  with  horses,  cows  and  goats.  Apart  from  winning  by  drawing  five  deer  meeples  a  player  also  win  if  he  is  the  last  player  to  draw  and  add  a  fox  meeple  to  his  pool  of  prey.    The  Hunting  Dog  –  introduces  a  new  animal  players  should  avoid  firing  at     When  preparing  the  game  players  also  seed  their  bag  with  a  black  hunting  dog  meeple.  

When  drawing  the  hunting  dog  the  turn  ends  immediately  –  no  warning  is  given.  The  player  puts  the  drawn  hunting  dog  into  the  bag  of  another  player  of  his  choice  while  returning  all  other  animal  meeples  drawn  during  the  turn  to  his  own  bag.