Hunting Hunting Beavers Rules
Amidst the 17th Century, the Iroquois Wars were fought in a series of skirmishes over the economical dominance within their valley and the lower Great Lakes region. The Iroquois were pitted against the northern Algonquians and their French allies, and all for one purpose; beaver pelts.
Components:
144 Unit Cards
72 Hunters (2 Attack/2 Defense)
Warriors (3 Attack/1 Defense)
24 Defenders (1 Attack/5 Defense)
12 War Chiefs (10 Attack/1 Defense)
30 Beaver Cards
15 Singles
10 Doubles
5 Triples
Currency Tokens
Play Board
Objective:
Players compete for the Beaver Cards located in the hunting grounds in the middle of the board. Players must try to collect as many Beavers as they can before the Beaver Card pile is exhausted, as well as potentially stealing them from opposing players.
Setup:
This game is played with 4 players.
Players choose their color (Red, Green, Blue, or White) and are dealt a hand of six random unit cards.
One random Beaver Card is placed face down on each of the three hunting grounds.
Play:
The game is played in rounds. Each round is split into three phases: Planning, Raiding, and Hunting.
Planning
● At the start of every round, you may draw up to 2 cards until you have a maximum of 6 cards in your hand.
● A new Beaver Card is placed face down in each of the hunting grounds. If there are Beaver Cards at the hunting grounds from a previous round, new ones will be placed on top of them or beside them if they are face up without obscuring them.
● All players simultaneously plan out their card actions for the round.
○ For example, a Player may plan to both send units to a Hunting ground, Defend, and Raid another player all during the same round, provided they have enough cards to do so
● A player defending places the cards they want to use over their player space on their planning board
● When all players are ready, each will move their boards (with cards on top) out of their hidden area for the rest of the round.
Raiding
● Players announce if they are raiding another player.
● If the defending player does not have any units defending, the attacking player wins and takes twice as much currency as the number of units they sent (i.e. if the attacker sends 2 units, they steal up to 4 currency).
● If the defending player has units defending, the attacking player’s total attack power of their attacking units must be higher than the total defense power of the defending units to win. (i.e. 1 Defender (5 Defense) would successfully defend against a Hunter and a Warrior (Total of 5 Attack). If an attacker successfully beats the total defense, they may take up to as much currency as the number of units they sent (2 units steal up to 2 currency).
○ If the defending player doesn’t have enough currency, not including the currency that they would gain from their attacks on other players during the same round, the attacking player would receive as much as the defending player can offer.
● If multiple players attack the same player, the attacker with the highest attack power gets the currency. If two attackers tie for highest attack power, no one steals any currency.
● Any units used for raiding or defense are sent to the discard pile after the phase ends, regardless of whether they were successful or not. Hunting
● Players will go through each hunting ground one by one to see which areas are being visited
● The player with the highest total attack in each hunting area will add up the total number of currency indicated by the placed beaver cards, discard them, and obtain an equal number of Currency Tokens
○ If two or more players tie in total attack power, no one collects currency but all the cards in that hunting ground are revealed and stays revealed.
● If you are the only player visiting a hunting ground, you collect all of the currency from that area
● If no players visit a hunting ground, the beaver card there stays face down
● Any units used for hunting are sent to the discard pile at the end of the round
Do Nothing
● If you opt to do nothing in your turn, you may take advantage of the do nothing rule
● When you do not use any unit cards, instead of drawing two at the beginning of the round, you can either...
○ Refill your hand to six (Ex. if you have two cards and employ do nothing rule, you can choose to refill your hand to six by drawing four cards)
○ Shuffle your hand back into the deck and draw six (Ex. if you have two cards and employ the do nothing rule, you can choose to discard the two cards you have and draw six.)
Resolution:
The game ends once 10 rounds have passed and thus exhausted the Beaver pile. Whoever has the most currency tokens at the end of the game is declared the winner. If a tie happens to occur, all players that have tied are declared winners. Any beavers left in the hunting grounds are discarded and the game still ends.
Credits:
Xander - Minister of Beaver Aesthetics
Carter - Asset Creation
David - PR Department
Aaron - Slack Talker (also known as Slacker)
Kevin - The Frenchman