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The Squig Hopper Dungeon Race

Being an amusing little game to spend your free time with.

Viktor Svärd - Original Concept * Game Design
Sebastian Magnusson - Game Design & Development * Transcription

When the days grow long and sunny and the Dwarfs are especially unrelenting the Night Goblin Lords need to find other amusement than raiding and warring. Thus was born the Squig Hopper Dungeon Races. Bouncing around dark and dank dungeons unhinged gobbos compete against each other for the favour of their lords. These in turn bet heavily on the races, and entire goblin kingdoms are won and lost. So saddle up your Squig, and let's start the race!

What you need:
  • 2 or more Squig Hoppers (one for each player - 3+ recommended)
  • Warhammer Quest (or a game with similar board pieces)
  • A Scatter Dice and 2D6
  • A sense of humour (preferably twisted)
Preparations:
  • Place the board pieces so that they form a loop of some kind
  • Add any eventual obstacles
  • Declare a starting spot (preferably an attached room that is not part of the actual "circle") and place all Squig Hoppers along a wall. That wall is the goal as well as the starting spot!
  • Choose the direction of the race (probably already done while setting up the dungeon) and the number of laps
Horribly primitive example dungeon:
    -----------------
    I               I AA
    I               I-AA
    I               I AA
    I               I
    -----------------
(A = start/goal room)

Winning the game:
Race your Squig Hopper around the arena from start to goal before anyone else. More than one number of "laps" can be required if you wish.

"Da great fing wiv Donjoon Rejses is dat da house always wins" - Schnozz the Fairly Great, Night Goblin Warlord

Starting the game:
After all players have placed their Squig Hoppers, randomly determine the starting order. The first player can then start moving.

Moving the Squig Hopper:
Roll 2D6. You may move the Squig Hopper that number of squares (straight or diagonally at your choosing), providing nothing unexpected happens. Note that you must always move the full number rolled on the dice, no more, no less. However, should you roll a double of any number (eg two 1's, two 2's, etc.) then the Squig has decided to ignore it's riders commands and will move of it's own accord. Roll the Scatter dice and move the Squig Hopper in that direction the normal number of squares. [note: Try to establish a rough direction, it doesn't have to move in a straight line of squares (eg two forward, one left, two forward, one left, etc. is totally acceptable). If you are an unreasonable person you can use a D8, but it's less fun] If you due to this run into a wall or another Squig Hopper then you are immediately Knocked Down (in the case of another Squig Hopper, both models are Knocked Down) in the last square you occupied before running into the obstacle. If you choose to move diagonally across the corner of a wall, roll a D6. If you roll a 6, then you are Knocked Down in the square you intended to move to.

"If da Squig doessant obey bite 'im in da back, issa sure way ta get sumwhere at leest" - Bogrot the Extraordinarily Insane, Squig Hopper

Being Knocked Down:
You can get Knocked Down due to a number of reasons, which are detailed otherwise in this document. When you get Knocked Down your move ends immediately, if it was your turn. Furthermore, in your next turn you must get up before you can move. In the turn you get up you may not do anything else.

Bashing your opponents:
Whenever a Squig Hopper moves into a square adjacent to one or more other Squig Hoppers he may strike any one of them. Note that if you move adjacent to them a further time in the same turn you may strike additional blows. If you choose to attack another Squig Hopper, roll a D6. If the result is a 6 then you have truly pummeled your opponent and he is Knocked Down in the same square he was standing in.

"..." - Gibrat Noiseless, mute Squig Hopper

Death:
Make your own choice - you can either have death final, with the player resigning the game. Or, if you're few players you could simply make his Squig Hopper restart the race from the very beginning. There is always a chance to catch up!

Obstacles:
The common denominator of all obstacles is that they stand in the way of your path to victory, and often result in your Squig Hopper being Knocked Down, or even killed! There are many obstacles (especially considering that you might be using something else than Warhammer Quest) but here are a few suggestions for what they do:
  • Nets, barrels, spikes, treasure chests, statues and the lot - AKA big things to stumble on:
    If you move diagonally across the corner of one of these things you get knocked over in the square you were moving to on the D6 roll of a 1. If you jump straight over a Big Inconvenient Thing you have to have enough move (usually two squares) to clear it in one jump. You get knocked over on a 1 or 2. Note: a fallen Squig Hopper also fits the description of Big Inconvenient Thing and is as such an obstacle.

  • Pits, wells, trap doors and other things that are Unpleasant to Fall Into:
    Diagonal jumps are safe, but you are killed on the D6 roll of a 1 if you jump across an Unpleasant Pit. If you for some reason get Knocked Down in such a square your Squig Hopper is killed as well.

  • That slimy stair:
    That slimy stair is actually a board section (and not a counter) in Warhammer Quest, but inconvenient nonetheless. Nominate one of the directions as "down" (preferably along the way of the race, unless you're feeling nasty). Any time a Squig Hopper enters a square on the Slimy Stair, roll a D6. On the roll of a 1 the Squig slips and falls down the stair. Place the model Knocked Down in the final square of the stair. If any other Squig Hoppers are along it's "path", ie between the stumbling Squig Hopper and the end of his descent, they are hit by the falling Squig and are also Knocked Down. Place him in another "end" square of the stair.

  • Others:
    There are countless other potentially unpleasant counters and board sections in Warhammer Quest, far too many to be detailed here. Feel free to invent your own nastinesses for these events. As a simple example there is a "fighting pit" board section, perhaps a Hopper would need to roll 5 or 6 to get up on the other side unless it could clear it in one jump. Or the "slimy room" board section might follow the same rules as the stair, except that you fall down on the same spot that you roll a 1. Use your (preferably rather twisted) imagination!
"Alwayz go da kvickest way, jus' dodching da obstecles wont get ya aniwhere!" - The late Wozzup Loonypants, former Squig Hopper

Designing a nice dungeon:
Since it's up to the players (ie you lot) to make the dungeons, here are some ideas at making them interesting:
  • Try to present players with difficult choices. For example two pits could be placed so that you will save a square or two by jumping straight over them, but going around won't risk getting your Squig Hopper killed. Or place some barrels in such a way that the player has to choose between going straight over one or diagonally across two. Is one 1-2 roll or two 1 rolls riskier? This is of course very basic, but you get the idea.

  • Make one or two "bottlenecks", which can be rather difficult to get by. Players should always have a chance to catch up.

  • Consider making a short cut, which can allow for desperate players to catch up or gain the lead. This should save quite a few squares, but on the other hand it might be very dangerous. For example the robe bridge board section might require you to roll 2 or higher for each step you take on it - any 1 would mean instant death!
"Squee blarf grufs!" - Badbreff da Squig

Written by: Viktor Svärd and Lictor