The Gnome Awakens
A downloadable game
The Gnome Awakens.
Gran daddy gnome has vanished.
In his absence, the sinister monsters has arrived at the local parking lot and they will rest until they have picnicked at the perfect spot.
With the support of the gnomish forest fighting force. You and your allies lead a brave resistance. With help from forest critters, magic and traps. You will confuse and forcible move the Monsters to spots in the forest so they wont find the hidden town of Gnomoha.
Rules
SETUP:
Place the round counter on the 1. Then Roll a d10 a number of times equal twice the player count. Each time, after the roll, place a parking lot token at the position on the board matching the die roll. Then place 4 perfect picnic tokens on the board by placing a token on the innermost circle opposite of a parking spot. Then move the picnic spoken 3 times by rolling the movement and step die 3 times, moving the token after each roll. Repeat this for each token.
Then add enemies to board by rolling a spawn dice for each player, and then once more. The spawn die depends on number of players but will be a d4 for 2 players, d6 for 3 players and a d8 for 4 players. The result dictates where a new monster spawns.
The players then draw 3 cards from the deck.
ROUNDS:
The game then follows two phases. The Player phase and the Monster Phase.
PLAYER PHASE:
- Check which player has the most different colored cards. That player begins.
- The player first decides if they want to discard a card. If they do, draw a new card.
- The player then rolls the color dice. Whatever results it shows are the colors that player can play.
- The player then plays as many cards as they wish
- The player then draws cards so they have 3 cards on their hand again.
- The player then pass their turn clockwise.
- This then repeats until all players have had a turn. Then the Monster phase begins.
MONSTER PHASE:
Move each monster.
Starting at the outermost monster on the 0 spot, then going in. Roll the movement die(the one with arrows on it) and the step die (the d4). That monster moves an amount of spots equal the roll of the step die in the direction of the movement die.
After the first enemy has moved. Repeat this step with each other enemy.
Then more enemies spawn.
Roll a spawn dice for each player, and then once more. The spawn die depends on amount of players but will be a d4 for 2 players, d6 for 3 players and a d8 for 4 players. The result dictates where a new monster spawns.
Then the round counter moves up a spot.
Finally all active trap tokens, temporary perfect picnic tokens and all illusion walls tokens count down 1 step or is removed if their counter hits 0.
Cards:
There exists 4 colors of cards in the game, each representing a way of manipulating the monsters.
Yellow cards are animals. These chase the monsters around the board and can always be used. Each card will show how many spaces a monster can be moved and in what direction they can be moved.
Blue cards are traps. When a trap card is placed, you may place a trap token on any spot that does not have anything on it already. This token stays till the end of the game unless it is triggered by an monster walking into it. The monster will be stuck for as long as the token remains. Whenever you count down illusion walls or active traps, count down the trap token. Each card will say where the trap counter starts.
Green Cards are illusions. Illusion cards allow you to place illusion tokens on the board. To place a illusion token, pick a road connecting two spots and place an illusion token there. If a monster tries to walk down that road they cant and stop moving.
Pink Cards are perfect picnic cards. These allow you to place a temporary perfect picnic token on an empty spot. These last for the round and function as a picnic token in all other aspects.
Download
Install instructions
This is a board game.
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