Chipmunks are extremely territorial - aggressively so.
These loners fight any invading usurper and chase them from their surrounding land. Each chipmunk has their own territory mapped out where they live, eat, patrol, and fiercely defend on a daily basis.
Your chipmunk has discovered a new territory, perfect for a homestead of its own - but what’s this? Other chipmunks are eyeing this territory too!
Now’s your chance!
The game is afoot. Not a word, grab your acorns and come.
Get in the game! It’s time to intimidate your opponents, send them fleeing in fear, and show the rest of these chipmunks what it means to be ...
Starting the Game
Standard Play Mode 4 Player’s
Choose a corner of the game board to start from.
Choose a chipmunk.
Each chipmunk has a dice, character card and ability tokens in their color.
Use your dice for both movement and Intimidation. Ability cards and tokens are used during play. Read each ability card to know when to play them during the game.
The person who most recently went hiking goes first. If there is a tie, the youngest player wins. Play continues clockwise from the winner.
Movement Phase:
Roll dice to move your chipmunk around the board. You can roll up to 3 times during a Movement Phase.
At different spots on the board are Plunge Holes. These are spots for your chipmunk to disappear into and reappear elsewhere on the board, allowing them to cover more territory faster. They are color coded to ensure easy identification on entry and exit.
To use a Plunge Hole, you must land on the hex during movement. Traveling through the Plunge Hole counts as one movement space, and you must have at least 2 movement spaces or higher to use the Plunge Hole (1 movement for entering the hole, 1 movement for exiting).
A chipmunk can stand on a Plunge Hole without entering it (or if they don’t have any more moves).
BEWARE! If you end your movement turn on the Plunge Hole exit, another chipmunk can use the same hole and you will be forced into an Intimidation Phase!
Intimidation Phase:
If at any point your chipmunk occupies the same square as another chipmunk, the Movement Phase ends and the Intimidation Phase begins.
Each player rolls a dice.
The dice with the highest value wins the intimidation and gain the spot on the board. If there is a tie, players roll again, while the losing chipmunk takes 1 Fear Token and rolls the dice. Move that many spaces in any direction, like a chipmunk scampers, from the conflict.
Fear tokens and ending your game:
Fear tokens are given when you lose an Intimidation Phase (as seen above) or when another chipmunk plays a special ability against you.
When you have collected 6 tokens, your chipmunk flees away and you are out of the game!
Ending Your Turn:
Your turn is over when you have either:
After your turn is complete. Play continues clockwise.
Winning the Game:
Congrats!
You are the last chipmunk on the board and you win the territory. You now have a new expanded homestead to defend with your proven ferocity!
Component | Quantity | Photo |
---|---|---|
{{item.name}} | {{item.quantity}} |
|
Average Rating | 2 reviews |
---|---|
Publish Date | March 18, 2023 |
Edition | First |
Department | Games |
Tags | {{tag.properties.name}} |
{{review.properties.review|truncate(review.stash('truncate')||200)}}