Streets of Innsmouth Edition Streets of Innsmouth Edition

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D

STREETS OF INNSMOUTH EDITION STREETS OF INNSMOUTH EDITION

A B C

Cut out, fold, and glue or tape together.

Tabs (A) and (B) are taped or glued to the back of tab (C).
Tab (C) is taped or glued to the back of side 1.
Tab (D) is taped or glued to the back of side 2.
Cut out the curved edges on the insertion flap.
Introduction The next type of figure is the Close Combat Specialist, you'll Turn Sequence stuck in thick mud. The other action a Good Guy can do is
Patrol: Lost! Is a two player game system without a theme. only need one of these. Once again, if your playing zombie A game turn is made up of 6 phases as listed below. to attack Bad Guys. They can only attack Bad Guys on the
Everyone is invited to submit their interpretation of the survival, this would be the guy with the chainsaw. The last 1. The Good Guys player carries out his chosen actions. same hex as the Good Guy. Good Guys roll 3 dice, or 6
game, and even make derivatives of this game system. type of Good Guy is the Ranged Combat Specialist, in the 2. The Bad Guys player must remove certain tiles. dice for the Ranged Combat Specialist. Each six rolled
Core Concept zombie survival game this would be the guy with the 3. The Bad Guys player places paths. counts as a hit and you remove one Bad Guy for each hit.
The main idea of the game is that one player takes control shotgun. 4. The Bad Guys player carries out their chosen actions. Any hits above the number of Bad Guys in the hex are
of a small group of “Good Guys” who find themselves in a Bad Guys 5. The Bad Guys player attacks the Good Guys. wasted.
“Bad Place”. The other player will take control of the “Bad You'll need 18 Bad Guys, all of them the same. These are 6. The players ensure they haven't put too many of their Removing Tiles
Guys”, who will outnumber the Good Guys and attack them best represented as counters, rather than the figures used pieces on any tile. During this phase the Bad Guy player checks to see if any
from all directions. The Good Guys will have to find their for Good Guys, because you'll find yourself stacking these Good Guy Actions of the tiles can be removed from play. You can't remove any
way out of the Bad Place, by trying alternate routes and up on the hexes/tiles. The game is more enjoyable if the Each Good Guy can do two actions each turn, although you tiles the Good Guys can see from where they are, or that
keeping out of the clutches of the Bad Guys. counters are faced with appropriate images, such as may choose to do only one or even none at all. Do all of the they could see should they move one or two hexes. If you
Components zombies, crazed loons or jungle monsters. actions for a single Good Guy before moving onto the next. suspect that you can remove a tile, imagine moving the
The game is made up of a relatively small set of Game Rules There are two types of action and the Good Guy may do Good Guys up to two tiles towards it, could they see it at
components, as listed below. The following are the basic, or core, rules of the game. one type of action twice, or one of each, entirely at the any point? The Good Guys have a line of sight along any
Dice: You will need at least 3 standard six sided dice, but 6 Setting Up Good Guy players discretion. The first type of action, is to pathway until it reaches a curve. When a tile is removed, it
would be better. Place the Start Tile in the centre of the table. Set aside the move the Good Guy into an adjacent hex along one of the is discarded and will not come back into play. Any Bad Guys
Good Guys: You will need 5 markers or pawns to act as End Tile, then shuffle the remaining tiles and place them paths marked on the hex. The Good Guy may not move off on a removed tile are returned to the Bad Guy players pool
good guys. These can be counters, but it will look better if aside face down. You will be drawing from this pile of tiles to of the path, or off a hex onto the open table. When the of available Bad Guys.
you use figures, or perhaps some paper figures. You'll need build up the map as you play. One player takes the Bad Good Guy starts on a Hazard hex you are not able to just Placing Paths
three types of figure: The first type is the Standard Good Guys counters and the other the Good Guys pawns or move him as an action. To move him you must first roll a Doing this is quite simple. Look at each Good Guy pawn
Guy, and you'll need three of these. As an example of a figures. The Good Guys player places all of his die. If you roll 1,2,3 you may move the Good Guy as and the tile it is on, there are pathways leading from that
standard Good Guy, if you were playing a zombie survival pawns on the Start tile The Bad Guys player lays out all of normal. If you roll 4,5 or 6 then the hazard has slowed your tile. The Good Guy can look along these paths until they
version of the game, this would be the family man armed the tiles that the Good Guys pawns can see, as Good guy down and you action is wasted. Hazards can be reach a curve or a turn If any of the paths don't lead to a
with a cricket bat. described in “Placing Paths” Once you've done these things anything appropriate to the theme. Perhaps the Good Guy tile, you need to extend the path as far as the Good Guy
your ready to start playing the game. is pinned down under heavy fire, or simply can see. For instance on the start tile at the beginning of the

This edition created by Chris Morse: Faraway Pictures 2010

another you must discard one Bad Guy back to your pool of
When a group of Bad Guys are moved from one tile to
along one of the pathways. of the tiles. A Bad Guy on his own may not be moved.
Bad Guys player moves the Good Guys to an adjacent tile from any tile to any adjacent tile. They can not move off
chooses which one. If both sides have the same score, the Guys do not have to move along pathways, they can move
END START an adjacent tile along a pathway, the Bad Guy player above six. The last type of action is to move Bad Guys. Bad
Guy permanently, any remaining Good Guys are moved to it, but you may not bring the number of Bad Guys in the tile
Bad Guys to. If the Bad Guys win, then remove one Good add two Bad Guys to any tile that already has a Bad Guy on
Public Domain. Guy player chooses an adjacent tile to move the remaining the End tile are not eligible. The second type of action is to
This game system and rules are in the one Bad Guy to the Bad Guy players pool and the Good eligible for you to place two Bad Guys there. Dead ends and
Licensing the higher total is the winner. If the Good Guys win, remove that leads off into the unknown ( where there is no tile ) is
Guys on the End tile. the combat add 1 to the result. Having worked out the totals do. The first is to place new Bad Guys on the board. Any tile
The Good Guys win if they end a turn with 1 or more Good Combat Specialist is on another tile but has a line of sight to There are three types of action that the Bad Guy player can
The Bad Guys win, if they kill all of the Good Guys. tile contains the Close Combat Specialist. If the Ranged Bad Guy Actions
Winning Conditions dice and ignores the lower result. Add 1 to the score if the have been used.
play, just as if killed by the Bad Guys. number of Bad Guys. The Good Guy player now rolls two You may not place the End tile until all of the other tiles
Guys on a tile than are allowed, they are removed from the number of Bad Guys then the final score is equal to the but can place them that way if you have no other choice.
have a limit of 3 Good Guys. If there are any more Good the number of Bad Guys in that tile. If the total if less than path by running into another tile where the paths don't align,
STREETS OF INNSMOUTH EDITION the Bad Guys players pool. All tiles except the Start tile single die, and may add 1 to the score if the die roll matches you place the tile you're not allowed to deliberately block a
any more Bad Guys on the tile they are removed back to Guy, may attack the Good Guys. The Bad Guy player rolls a Complete one pathway before moving onto the next. When
Bad Guys have a maximum limit of 6 for any tile. If there are During this phase, any Bad Guys in the same tile as a Good you build the pathways that can be seen by the pawn.
have too many Good Guys or Bad Guys on any tile. The Bad Guy Attacks start drawing tiles one at a time and placing them so that
In this final phase of the turn you ensure that you do not tiles. but there are no tiles so they all need to be extended. So
Clear up Available Bad Guys. Bad Guys are not affected by Hazard game there are six paths that the Good Guys can see down
Specialist Specialist
Adventurer Adventurer Adventurer Combat Combat
Close Ranged
All character/monster images are in the public domain.
Close Ranged
Adventurer Adventurer Adventurer Combat Combat
Specialist Specialist

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