07/05/09

SQUIG GOLF

The full contact golf/crochet game of golbins and giant carnivours mushrooms
Of all the goblin tribes of the Old World, Night Goblins are some of the most insane. In battle they herd massive fungal monsters capable of eating a man whole into battle with pitch forks and noise makers. During their off times though, grown bored of peace, they will amuse themselves with dangerous games. Among the most entertaining is Squig Golf, a game where brave and insane goblins ride squigs over an obstacle course racing to eat the most shrooms. To play players will first need to set-up a 6’x4’ board with terrain on it. Most of the board should be clear, but some hills, woods, lakes, and traps make for a more interesting game. In addition, the board will need a starting place and a pre-determined number of shroom patches. Before the game begins, players must take turns placing each shroom patch anywhere on the board not within 12” of another shroom patch or the starting space. Lastly, roll for wind and shuffle the shroom powers deck and place it face down beside the board. To begin, players roll off to determine turn order, re-rolling draws. Each player gets one squig hopper that will enter play on their first turn starting on the starting spot. On each player’s turn they must “hop” their squig hopper. To hop, the player first choose a direction and declares how many artillery dice they are hopping. The player rolls that many dice and moves their squig that many inches in the chosen direction, stopping every ten inches to land for a moment. Before the game begins, one player must roll a scatter die and a D3. This determines the wind direction and strength for the entire game. A roll of a hit means there is no wind. When moving a squig hopper, players must stop their squig hopper every ten inches as usual and move it again in the direction of the wind a number of inches equal to the wind’s strength before continuing their movement. Each misfire roll of the artillery dice adds one extra inch to the wind’s strength.

Example: The squig hopper in the above picture is moving 18” and the wind is blowing to the right 3”. The squig moves 10”, lands, moves 3” right, and then continues 8” in the original direction.

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There are two ways to score in Squig Golf; eating shroom patches, or fighting. If a squig hopper lands on a shoom patch, its player gets one point. In addition the shroom patch is removed from play for the remainder of the game and the player must draw a shroom power card. If the player already had a shroom power card, they must discard it before drawing. If a squig hopper lands on another player’s squig hopper, the two will quickly fight. Both players roll a die. The player that rolled highest wins and scores one point while the loser looses one wound. Re-roll ties. All squig hoppers have 4 wounds, and if a squig hopper loses all it’s wounds it will lose its next turn and its player will lose one point. After skipping one turn, the squig hopper regains all wounds and may at normally. Once the last shroom patch has been removed from play, the game ends. Players add up how many points they’ve earned and who ever has the most wins. The player who landed on the last shoom patch gets an additional bonus point.

Terrain and Traps
Hills - If a squig hopper ends it’s move on a hill’s slope, it must move down the hill until it reaches level land. Woods - Every time a sguig hopper attempts to move in woods or lands in woods roll a die. On a roll of a one the squig hopper does not move for the rest of the turn Pond - A squig hopper that lands in a pond ends its move. A squig hopper hopping out water halves its move. Spiky Spots - A squig hopper that lands on a spiky spot loses one wound. Out of Bounds - A squig hopper that leaves the board stops at the edge where they would leave, ends their move, and loses one point. Pump Wagons - At the end of each round (a round is each player taking one turn), each pump wagon will move 2D6 in a random direction. Any squig hopper in it’s path loses two wounds. Fire - Any squig hopper that lands in fire will move 3D6 in a random direction, lose one wound, and end it’s turn.

SQUIGS

Note: Don’t have tons of artillery dice? Then just use normal D6s! Simply double your results and count 6s as misfires.

Squigs are weird beasties - part fungus, part flesh, but mostly teeth and claws. Although they are wild and dangerous creatures, it is possible to herd them. Only the most gallant, insane or suicidal Goblins compete in Squig Golf. They like to exhibit their skills by jumping on Squigs as they leap about. These Squig “hoppers” are a terrible danger to friend and foe alike....but mostly to themselves.

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Spicy Shroom
Once per turn at any point when you land, you may place the breath weapon down template pointing any direction with the tip placed over your squig hopper. Any opposing squig hopper touched by the template loses a wound.

Speed Shroom
Land every five inches (wind still only affects every 10 inches) and multiply your movement by 1.5.

Thorny Shroom
If you lose a fight with an opposing squig hopper, the opposing squig hopper loses a wound as well.

Stone Shroom
If an opposing squig hopper attacks you, no fight occurs.

Boooiiing Shroom
You may choose to make a super jump when you move. With a super jump you do not land until the end of your move. wind still affects a super jump.

Teefy Shroom
If you win a fight with an opposing squig hopper, the opposing squig hopper loses two wounds.

Balloon Shroom
Instead of hopping, you may choose to float. Choose how many artillery dice you would like to move as normal, but donʼt roll. Simply move down wind a number of inches equal to the strength of the wind times the chosen number of artillery dice ignoring intervening terrain and models. You land at the end of the move.

Mega Shroom
Replace your squig hopper with a great cave sguig. You win all fights, cannot lose any wounds, and ignore the effects of terrain.

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Spicy Shroom
Once per turn at any point when you land, you may place the breath weapon down template pointing any direction with the tip placed over your squig hopper. Any opposing squig hopper touched by the template loses a wound.

Speed Shroom
Land every five inches (wind still only affects every 10 inches) and multiply your movement by 1.5.

Thorny Shroom
If you lose a fight with an opposing squig hopper, the opposing squig hopper loses a wound as well.

Stone Shroom
If an opposing squig hopper attacks you, no fight occurs.

Boooiiing Shroom
You may choose to make a super jump when you move. With a super jump you do not land until the end of your move. wind still affects a super jump.

Teefy Shroom
If you win a fight with an opposing squig hopper, the opposing squig hopper loses two wounds.

Balloon Shroom
Instead of hopping, you may choose to float. Choose how many artillery dice you would like to move as normal, but donʼt roll. Simply move down wind a number of inches equal to the strength of the wind times the chosen number of artillery dice ignoring intervening terrain and models. You land at the end of the move.
[4]

Spicy Shroom
Once per turn at any point when you land, you may place the breath weapon down template pointing any direction with the tip placed over your squig hopper. Any opposing squig hopper touched by the template loses a wound.

Speed Shroom
Land every five inches (wind still only affects every 10 inches) and multiply your movement by 1.5.

Thorny Shroom
If you lose a fight with an opposing squig hopper, the opposing squig hopper loses a wound as well.

Stone Shroom
If an opposing squig hopper attacks you, no fight occurs.

Boooiiing Shroom
You may choose to make a super jump when you move. With a super jump you do not land until the end of your move. wind still affects a super jump.

Teefy Shroom
If you win a fight with an opposing squig hopper, the opposing squig hopper loses two wounds.

Balloon Shroom
Instead of hopping, you may choose to float. Choose how many artillery dice you would like to move as normal, but donʼt roll. Simply move down wind a number of inches equal to the strength of the wind times the chosen number of artillery dice ignoring intervening terrain and models. You land at the end of the move.
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