Grizzly
Running for your life will never be more fun!
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Rules (2)

Let the Action Start!

Moving the Men
Each turn a player rolls a 6-sided die, which determines the number of circles one of his men may now advance. It is up to the player to choose the man to be moved.
If he rolls a 6, he gets another roll after making his movement.
Partial execution of moves is not allowed, i.e. players must move one of their men the entire number of circles, or renounce the move completely.
No two men may stand on the same circle.
If a man lands on a circle occupied by a rival, he "takes" him and sends him back to the station he last came from.
Movement may be forward or backward, but when moving backward, taking rival men is not allowed. (It is, however, possible to move behind an enemy with a 6, and then take him with a subsequent forward movement.)
Stations don't have to be reached with the exact number. On arrival players may partially "waste" a roll (which out on the trail is forbidden).
Squares occupied by bears may not be entered or crossed.

Reaching a station
Each time a player arrives at a station with one of his men he is rewarded with points. The quantity depends on the length of the distance covered. This distance is determined by counting the squares over which the trail has lead. (Since there are always two circles to a square, this will be half the number of the circles.) The number of squares is also the maximum number of points the player can obtain.
But alas, there is a tax to be paid, and since we're in the Wild West here, where law and order have not yet been ultimately enforced, at this point an element of arbitrariness comes into play: The player has to roll two 6-sided dice until at least one of them shows a 6. For each failed roll one point is knocked off his reward.
Example: A player's man arrives after travelling a distance of 11 squares. He then rolls 5- 4, 3-1, 6-2. The required 6 only arrived on his third attempt, and for the two previous failures two points are deducted. Therefore, his score in this case is 11 - 2 = 9 points.
Note: In the case of persistent bad luck, it is perfectly possible to get into red numbers this way!

Special case: If a player would, with the maximum reward for this particular arrival, WIN the game (by thus reaching the previously agreed number of points), he has to produce the obligatory roll of a 6 TWICE! Hence, in order not to lose any points at all he would have to roll double 6 straight away.

Important additional rule:
The player(s) with the lowest overall score at the moment of arrival at a station is exempt from tax and gets maximum points straight away. At the beginning of the game, ALL players are "last" (and "first", for that matter), which means that each players first reward is automatically tax-free.

Overcrowded stations
As mentioned above, each station has a maximum capacity. In order to enter into a "full" station, the player must either wait outside for a vacancy (which can be dangerous business with bears nearby) or roll the exact number, without "wasting" the rest of his roll as in the case of a normal arrival. If he succeeds in entering, one of the inmates is expelled and put on the first circle in front of the station, facing in the direction of his next trip.
The same principle applies in the cases of a player wanting to move one of his men backwards into a full station or a man being taken and sent home on the trail.

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I wanna go HOME!

Pretty basic so far! Where's the beef?