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Catch That Bunny PNP (Playtesters Wanted)

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starflier
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New Version Available Here: [Rules] [Board]

After some very helpful feedback and some playtesting, I've made a few major changes to the rules, completely redid the art and replaced the fixed board with tiles. I've also increased the size of the components, as I found the centimetre-wide tokens in the original version somewhat hard to pick up. I am rather sad that the whole game no longer fits on a single page, but it will be easier to play now anyway.

Big thanks to Tyberius, Mathew Rodgers, Andy GB, Avalaunch and Silent Fury for their feedback :)

Also, if you would like to try the game without having to make all the tiles, I've made up some fancy Battleship-style pen-and-paper boards: [Preset] [Blank] I still need to write up rules for this version, but essentially, each player has their own board, hidden from the others, as the wolves move they call out the square numbers, and the bunny lets them know if she's been there or not.

Rule Changes: (2012.06.15) Max players reduced to 3 Tokens now hidden under tiles, rather than placed on board Only the wolf that catches the bunny gets points Bunny keeps playing until she runs out of tokens More than one token can be under a tile Players all get two turns as the bunny

Old Post: My entry for the April Game Design Showdown got some nice feedback, so I decided to make up a Print and Play version: [Rules] [Board]

I'd be much obliged to anyone who would playtest this for me, and let me know if you found any issues. Specifically: *Is the board to small? Too Big? *Does four players make it too easy for the wolves? *Is the eye-closing mechanism too fiddly? *Does the River give the bunny too much of an advantage?

Let me know if you enjoy the game as well :)

avalaunch
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I remember reading that entry

I remember reading that entry and thinking it would be fun to play. I'll try to find some people to play it with me later this week.

avalaunch
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Couple questions and

Couple questions and comments:

Does the bunny make a splash sound when entering the water, or when leaving? Does it make a splash sound for each square it goes through, or just the first or last? What if the bunny starts in the water? Does it make a splash sound then?

If a wolf has already used 4 moves, does that mean he cannot enter a briar?

With a 4 player game, I just can't see how the bunny would ever win unless the wolves are being controlled by young children. The wolves can cover a combined 15 spaces per turn, and there are only 49 spaces on the board. But they don't even have to consider all those spaces because of the splash sound the bunny makes when crossing the river. And if they catch the bunny's trail, he's all but dead in 1-2 turns as all 3 close in on him. I would wager that a competent team controlling the wolves will almost always catch him on turn 2 or 3 (turn 1 if they get lucky to catch his trail with the first wolf). The bunny's best chance would probably be to avoid the river and follow behind one of the wolves, hoping he doesn't turn around. I still don't think he'd have much of a shot though.

In any case, I think this will be fun to actually test. I'll get back to you once I have given it a go.

avalaunch
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I just realized that the

I just realized that the carrot tokens are actually on the board and get taken off the spot the bunny was just in. That makes it way too easy for the wolves. Now I give the bunny 0% chance of winning against 3 wolves, even when controlled by young children. More often than not, the wolves will kill the bunny on their very first turn. Occasionally it might take 2 turns.

Also, are the wolves randomly assigned a starting space, or do the players choose their starting place? I'm assuming the latter.

starflier
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It's a hard life for a Bunny

Clarifications:
* The bunny says "Splash" each time she enters a river square
* The bunny can enter a briars square for one movement
* A wolf cannot enter a briar if he has taken all but one move
* 3 wolves is a bit high, I don't expect it to work, but I'd like to see how it comes out in the play testing. I think 2 is probably ideal
*There's a typo in the rules, both bunny and wolves are supposed to have 4 moves each turn, making the Briars a little more valuable as a hiding place for the bunny
*The wolves are placed by their respective players, without any knowledge of where the Bunny starts from

My goal was for it to be difficult to play the bunny, it's why her score is doubled if she manages to win. Impossible was not what I was going for though. The goal was for the bunny to have to resort to different tactics: hiding in bushes, losing her scent in the water (while giving indications of being in the water), doubling back on her trail... The carrots are visible in the gardens so she can't just grab one out from under a wolf's nose, but has to lead them across the board, then sneak back, grab the carrot and get scarce before they can reach her.

One rule you can try, is that once per turn, if the bunny has a face-up carrot in front of her, she can flip it face down to gain an extra four moves before the wolves' turn. That should make up for the wolves' knowledge of which carrots she's captured. And can make the river and Briars even more useful.

I hope that helps :)

starflier
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Added a link to the new

Added a link to the new version in the main post. I think I've fixed most of what was wrong with it, but feedback is always appreciated...

Matthew Rodgers
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I'll try to get some folks

I'll try to get some folks (and/or my kids) to take a crack at it...

starflier
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Much Obliged :)

Much Obliged :)

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