Here
are the basics:
The players' men "work" as
traders / hunters / trappers / messengers, and earn their main income (=
points) by travelling from station to station along the trail marked by
the circles.
Supplementary sources of income
are bear-hunting and bounty-hunting (there are sometimes "Wanted"-warrants
out for the men of one or more players).
After each round of player
action, the bears move autonomously (on the squares) and keep the players
on their toes by occasionally attacking / eating their employees.
The challenge consists in
being the player who assesses the risks and chances involved most successfully.
What
you need for playing "Grizzly"
(later go to the "do it yourself"-section
for technical details and tips, and for alternative solutions to the "luxury
edition" depicted in these pages):
- the game board (16 x 12 squares, with a circuit of 2 circles per square)

- a collection of suitably sized stones ("mountains")

- some paper cutouts representing water (you could also use digital or scanned photographs and print them out)

- 6 buildings ("stations") in 3 different sizes






- sets of 4 + 1 men for each player

- at least (!) 3 bears

- one 4-sided die and two 6-sided dice

- 18 "Wanted"-posters (3 for each player's men)

- optional: cards with special
abilities
- optional: "spells" for the
medicine man
Setting
up the board
The way you design your landscape
will have a direct effect on the character of the game. If, for example,
you build it wide open like this

the bears will have maximum
mobility, which in theory makes them rather more dangerous, while on the
other hand they will tend to roam the entire board rather than linger excessively
in a given area, making a nuisance of themselves there.
By way of contrast, a landscape
divided by a river or mountain range will reduce the frequency of surprise
bear attacks, but make them all the more lethal when they do occur:

Note that only a few elements
had to be shifted in order to convert landscape 1 into landscape 2.
Another important factor are
the individual distances between stations. It goes without saying that
having one or two really long ones guarantees increased adrenaline levels.
In any case, variety is the
key here (and a major asset of this game, in my opinion).
Playing with children, landscape
creation often becomes a game in itself.
You should make a note of
particularly successful scenarios for further use.
Click
here for some more examples.
As for placing the elements,
the following rules apply:
- Stations, mountains and
water must occupy whole squares.
- At least one square of each
station has to cover a square of the trail (this way it becomes immediately
obvious where the entrance and exit are).
- Mountains and water may
not be placed on top of the trail.
Placing
the bears
The three youngest players
choose one bear each and place them anywhere on the board (except stations
and mountains, which are "off limits" to them), and facing in any of 8
possible directions (see "Bear Movement" below).
Placing
the men
After agreeing on clockwise
or counter-clockwise play (the whole trail is "one way" only!), the players
take turns in putting one of their four men in a station of their choice.
After all players have placed
their first man, Player 1 places his second man and so on.
The stations have the following
capacity limits:
Stations of 1 square: 4 men
Stations of 2 squares: 6 men
Station of 3 squares: 8 men
All players' fifth men are
placed beside the board next to the first square of one of its sides. Walking
all around the board, they will serve as score markers (each board square
being the equivalent of 1 point) and determine the game's duration and
eventual winner:
The guys at (a)
are still at the start; those at (b)
have already scored.
