====== Setup ======
- Place 5 shuffled piles of evidence types face down (cards)
- Place random pile of evidence tokens next to board (3 types - witness, footprint, sound recording)
- fill map area by placing:
- river
* Roll 12 sided dice to determine starting river location (marked on outer rect on board). Draw river tiles (or wooden bits) and connect them until the river leaves the board. If river forks, you choose how you want to build. River cannot turn back on itself or connect to mountains (draw again if it does).
* //river tiles are mostly straight/curved lines, one fork//
* //rivers capture any evidence easily//
- mountains
* Roll 12 sided dice (start on inner rect) and then the bigfoot direction dice. Then roll the 12 sided dice again to determine how many spaces in to place the mountain. Draw mountain tiles and connect them. You cannot place mountains on the river.
* //people cannot travel over mountains, but bigfoots can but don't leave behind evidence.//
- ponds & tents
* Roll 12 sided dice (start on inner rect) and then the bigfoot direction dice. Then roll the 12 sided dice again to determine how many spaces in to place the pond tile or tent marker. Cannot place ponds/tents on mountains or rivers. Repeat as needed.
* //ponds capture footprints easily//
* //tents capture any evidence easily//
- deer?
- place bigfoot and move him until there are 2 evidence tokens in the field.
* {{docs:gameboard:bf.xls|}}
====== Object ======
*** Become the most famous Squatcher.**
- You can do this by spreading awareness by collecting the most evidence
* collect sets (flushes) of evidence
- Catching a squatch
* Collect a evidence about a specific bigfoot (straight-flush)
* Go on an expedition and shoot one (that's not hiding).
- Making other squatchers lose credibility by debunking their evidence
* every piece of evidence can be debunked by corresponding scientific research.
* pay for it at the lab
* play it only when another player uses their evidence (or keep it for later).
- advancing science? goal cards for fame points
====== Game rounds ======
- each person takes 3 actions
* if in field, pay expedition cost
- sasquatch moves, leaving behind evidence on start space
- rotate starting player marker
====== Actions ======
* each action costs 1 action point
- **move your character** one space (team)
- **collect evidence**
- on space with evidence
* flip the evidence tile: If you can't claim it, discard it.
- audio recording requires sound equipment and "a call"
- witness report requires nothing but needs to be on a tent space, just take it.
- foot print requires casting kit
- on space of bigfoot
* remove big foot piece and draw evidence token from bag (photo op or video/shoot op)
* photo requires camera and dice roll of 5-6 (neutral or curious). Other rolls will cause bigfoot to run away 1 or 2 spaces.
* video requires video camera and dice roll of 5-6 (neutral or curious). Other rolls will cause bigfoot to run away 1 or 2 spaces.
* catch a bigfoot
* requires you to be on bigfoot space
* requires straight flush, gun and video/shoot op.
* if you are on an expedition (in the field) at the end of your 3 actions, you must pay **expedition cost**
* your weight x something
* or drop equipment to reduce cost.
* or lose all your equipment.
- **use town space**
- research at the **laboratory**
* get research objective (goal card).
* fulfill research objective (return goal card with evidence for fame points).
- buy / sell equipment at **second hand store**
- sell or donate evidence (for fame) at the **museum**
====== Places ======
- laboratory / science center
* debunk evidence
- museum
* sell or donate evidence
* get some fame or money for your evidence
* get more for sets
* bonus for things in demand (cards)?
* demand changes whenever someone sells anything
* each eye witness reports converted to fame is worth more (during a round).
* there is a table on the board showing conversion rates for set things.
- second hand store
* buy equipment
* no equip (eyewitness reports), casting kit (foot print), sound equipment (recordings of whistles and calls), motion camera system (photos), video camera man (video)
* prices drop each turn (like stone age)
* but you can outbid someone (if you are in town with them)
* sell equipment
* hard prices = $1 to discourage selling of equipment
- field
* go chase big foots
* collect evidence
====== How do you obtain evidence? ======
- Collect it in the field
- When bigfoot moves, he leaves behind evidence (in the last "starting" space he was in).
* a hidden token will be left on the space
* when you take the token, it determines which evidence type card to flip over
* foot prints
* witness reports
* sound recordings
* if you can't take it because of lack of equipment, it is discarded
- If you go on the space bigfoot is on (and he isn't hiding), you can collect "sensational" evidence
* 2 types
* video
* photo
* as soon as you collect it, the bigfoot disappears
- Extra evidence is left behind on:
* ponds (foot evidence only)
* rivers
* camp sites (remove camp site immediately after placing evidence)
* Sensational evidence is worth more points/money than questionable evidence
* 6 types of evidence
* 4 sasquatches: Albino, Ginger (Orange Hair), Bruno (Dark Brown), Mr T (black) Swamp Ape
====== How do you make money? ======
* Sell your evidence at the auction house or to the museum (for default pricing)
====== Why do you need money? ======
* to buy things at the auction house
* to fund your field trips
* to buy equipment from the store
====== Expeditions ======
- start an expedition
* various start position cost different amount of $
* pay $$$ and move to location
* the more equipment you have, the more costly your expeditions are.
* when you run out of money (or end your expedition), go back to town.
====== Bigfoot movement ======
* Roll one dice
* determines number of spaces
* "current" player choose direction
* forward
* 30 degrees left / right
* 60 degrees left / right
* when he leaves the board, he enters on a new space determined by 12 sided dice.
* if he crosses another player
* takes an extra step
* does not leave evidence on player space.
====== Misc / Other ======
===== Team up =====
* when giving eye witness reports. The more there are, the more they are worth on a turn.
* during that turn all reports cashed in stay in the space.
* each additional one is worth more points.
===== catch up mechanic =====
* the more equipment you have, the more costly your expeditions are.
* the more stuff you have, the less stealthy you are. The more likely you will scare the yeti
* stealth VS tools/weight
===== push your luck =====
* the longer you stay out, the most it costs
* the longer you wait at the store the cheaper the item gets
===== bigfoot mood dice =====
* super scared - 2 sides of the dice
* scared - 2 sides of the dice
* curious - 1 side of dice
* neutral - 1 side of dice
===== Science =====
* go to the science lab to get analysis tools/degrees
* these tools when applied to evidence can:
* validate them (increasing their value)
* debunk them (decreasing their value)
* tools are applied to specific types of evidence.
* thus you can specialize on the type of evidence you get.
* diplomas like:
* photo analysis
* video analysis
* Testimony analysis / lie detection
* Audio analysis /
* Footprint analysis
* Big foot institute as opposed to lab to get diplomas.
* Foot Print
* Polygraph Operator
* Sound Engineer / Crew
* Photoshop / Doctored Photos / "Photo Doctor"
* Bigfoot Costume Maker
===== Locator tool =====
* needs one of each type of evidence of a specific bigfoot
===== big foot movement =====
* Roll the dice to see how many spaces the bigfoot will move / hide (meeple lays down)
* It moves in a straight line unless
* it is attracted by something, in which case it moves onto it and changes direction accordingly.
* an adjacent space has deer (and no people)
* an adjacent space has water (and no people)
* it is scared by something
* the next space has a player on it, it accelerates and moves twice as fast?
* Follows a path setup at the beginning of the game.
* but speed of big foot changes
* draw a card which says how far and what direction the big foot will move
* or two dice, direction and spaces.
* when he leaves the board, he enters on a new space determined by 12 sided dice.