The
Squig Hopper Dungeon Race
Being an amusing little game to spend your free time with.
Viktor Svärd - Original Concept * Game Design
Sebastian Magnusson - Game
Design & Development * Transcription
When the days grow long and sunny and the Dwarfs are
especially unrelenting the Night Goblin Lords need to find other amusement than
raiding and warring. Thus was born the Squig Hopper Dungeon Races. Bouncing
around dark and dank dungeons unhinged gobbos compete against each other for
the favour of their lords. These in turn bet heavily on the races, and entire
goblin kingdoms are won and lost. So saddle up your Squig, and let's start the
race!
What you need:
Preparations:
Horribly primitive example dungeon:
-----------------
I I AA
I I-AA
I I AA
I I
-----------------
(A = start/goal room)
Winning the game:
Race your Squig Hopper around the arena from start to goal before anyone else.
More than one number of "laps" can be required if you wish.
"Da great fing wiv Donjoon Rejses is dat da house always wins"
- Schnozz the Fairly Great, Night Goblinn Warlord
Starting the game:
After all players have placed their Squig Hoppers, randomly determine the
starting order. The first player can then start moving.
Moving the Squig Hopper:
Roll 2D6. You may move the Squig Hopper that number of squares (straight or
diagonally at your choosing), providing nothing unexpected happens. Note that
you must always move the full number rolled on the dice, no more, no less.
However, should you roll a double of any number (eg two 1's, two 2's, etc.)
then the Squig has decided to ignore it's riders commands and will move of it's
own accord. Roll the Scatter dice and move the Squig Hopper in that direction
the normal number of squares. [note: Try to establish a rough direction, it
doesn't have to move in a straight line of squares (eg two forward, one left,
two forward, one left, etc. is totally acceptable). If you are an unreasonable
person you can use a D8, but it's less fun] If you due to this run into a wall
or another Squig Hopper then you are immediately Knocked Down (in the case of
another Squig Hopper, both models are Knocked Down) in the last square you
occupied before running into the obstacle. If you choose to move diagonally
across the corner of a wall, roll a D6. If you roll a 6, then you are Knocked
Down in the square you intended to move to.
"If da Squig doessant obey bite 'im in da back, issa sure way ta get
sumwhere at leest" - Bogrot the Extraordinarily Insane, Squig Hopper
Being Knocked Down:
You can get Knocked Down due to a number of reasons, which are detailed
otherwise in this document. When you get Knocked Down your move ends
immediately, if it was your turn. Furthermore, in your next turn you must get
up before you can move. In the turn you get up you may not do anything else.
Bashing your opponents:
Whenever a Squig Hopper moves into a square adjacent to one or more other Squig
Hoppers he may strike any one of them. Note that if you move adjacent to them a
further time in the same turn you may strike additional blows. If you choose to
attack another Squig Hopper, roll a D6. If the result is a 6 then you have
truly pummeled your opponent and he is Knocked Down in the same square he was
standing in.
"..." - Gibrat Noiseless, mute Squig Hopper
Death:
Make your own choice - you can either have death final, with the player
resigning the game. Or, if you're few players you could simply make his Squig
Hopper restart the race from the very beginning. There is always a chance to
catch up!
Obstacles:
The common denominator of all obstacles is that they stand in the way of your
path to victory, and often result in your Squig Hopper being Knocked Down, or
even killed! There are many obstacles (especially considering that you might be
using something else than Warhammer Quest) but here are a few suggestions for
what they do: