When both players are ready they reveal their stack and

When both players are ready they reveal their stack and perform the action on both
of their top coins in the order outlined on the list below and action cards. If a player
is unable to complete their action, that action is canceled. A movement that could be
completed but ends prematurely due to a dog or puddle space is considered
completed. Some examples of being unable to complete an action include, but are
not limited to:
• Playing a Move 1 when facing the edge of the board.
• Playing a Move 2 when you can only move one space. *
• Playing any move that would end in the opposing home space or an occupied
space. *
• Playing a Switch 2 Tiles when only one adjacent tile is unoccupied.
• Playing any action that is cancelled out by your opponent’s action.
* Even if it could end prematurely due to a dog or a puddle
When the top coin for both players has been played then the top coin is removed,
revealing the next coin, and the second actions are performed. Once the second
actions are resolved, players reveal and resolve the third actions in the same way.
If a player has lost all remaining actions by entering or attempting to pass through a
dog or puddle space they must still participate in squabbles initiated by their
opponent and may still gather any nuts they are entitled to.
At the end of each round any squirrels on tiles with nuts take a nut token unless
they already have 5. Note: If a squirrel has not moved off the space they were on
at the beginning of the round, they may not gather nuts from that space, nor do
they lose a nut if sitting in the same puddle space. Squirrels may never have fewer
than 0 or more than 5 nuts.
Winning the Game:
Once a player has 5 nuts they must return to their home space to win. The first
player who makes it to their home space at any time in any action wins. If both
players accomplish this on the same action the game ends in a tie.
Overview of Actions:
Different actions have priority over other actions. In the list below the actions
higher on the table are executed before the actions lower on the list.
Your opponent must flip over their top action tile. That action
that is now showing is the action they must take, resolving at
the appropriate time. Two Flip Actions or a Flip Action and
Squabble played simultaneously cancel each other out.
Flip over any one board tile that is orthogonally adjacent to your
squirrel. Tiles occupied by your opponent may not be flipped.
Flipping a home tile cancels the action. Two Flip 1 Tile actions
played simultaneously cancel each other out.
Switch 2 tiles that are orthogonally adjacent to your squirrel.
Tiles occupied by squirrels may not be switched. Both home tiles
may be switched. Two Switch 2 Tile actions played
simultaneously cancel each other out.
Move your squirrel 1 space in the direction it is facing. If two
squirrels attempt to end their moves on the same space, both
moves are cancelled.
All movement actions (Move 1, Move 2, Turn Left, Turn Right,
and U-Turn) are performed together.
Move your squirrel 2 spaces in the direction it is facing. If two
squirrels attempt to end their moves on the same space, both
moves are cancelled.
All movement actions (Move 1, Move 2, Turn Left, Turn Right,
and U-Turn) are performed together.
Turn your Squirrel 90 degrees clockwise.
All movement actions (Move 1, Move 2, Turn Left, Turn Right,
and U-Turn) are performed together.
it at the end of the round. If the puddle is empty, they
drop a nut at the end of the round. Flip the puddle tile
over to reflect the dropped or picked up nut.
Blank: No effect.
Squabbles:
Squabbles are initiated whenever somebody plays a Squabble action. The one who
played the action is the attacker and the opponent is the defender. There are three
parts to a squabble: movement, battle, and resolution.
Movement: To begin the squabble, the attacking squirrel must first move to the
space occupied by the defender, counting the number of board spaces they enter to
get there (do not count the starting space, but do count the ending space). The
attacker must not move through dog or puddle spaces, but may pass through his
opponent’s home space and may end his movement on a puddle. If multiple routes
are available, the attacker should choose the shortest route to use. No diagonal
movement is permitted, but the squirrel may turn as many times as necessary.
Once they have reached the defender, the squirrel may face any orthogonally
adjacent space.
Battle: Both players roll the squabble die. Modify the attacker’s roll by adding 4
and subtracting the number of spaces he had to travel. The player with the higher
total wins the battle. A tied score is considered a draw.
Resolution: In case of a draw, the attacking player must return his squirrel to their
home space, facing any orthogonally adjacent space. Otherwise, the winner gets to
steal a nut from their opponent as long as the loser is carrying at least 1 nut and
the winner has fewer than 5 nuts The loser must move their squirrel to their home
space, facing any orthogonally adjacent space.
A squabble in which the defender is already on his home space is cancelled, as his
opponent cannot enter that space. If the attacking squirrel cannot make a path to
the defender’s space without passing through dog and/or puddle spaces, then the
squabble is cancelled.
Squirrel Squabble
By Rebekah Bissell
3D Printable Version by Joseph Larson
http://cymonsdesigns.blogspot.com
10 minutes.
2 players
Contents:
9 board tiles
12 action coins
2 squirrel tokens
10 acorns
1 numbered squabble die.
2 action cards
Object:
Be the first player to collect 5 nuts and return home.
Setup:
Separate the 12 action tiles into two groups, one for each player.
Drop all the board tiles onto the play surface. Without flipping any of the tiles over
one player should arrange them in a 3x3 grid with the home trees in opposite
corners. The other player should then choose which squirrel they will play.
Each player takes the 6 action coins and the squirrel of their color. Place the
squirrels on their home tree facing either orthogonally adjacent tile.
How to Play:
Players secretly pick 3 of their action coins per round, put them in a stack, and
place them on the table covering them with their hand. The players must consider
which side of their coins will be revealed as that will be the action they’ll play.
Turn your squirrel 90 degrees counter-clockwise.
All movement actions (Move 1, Move 2, Turn Left, Turn Right,
and U-Turn) are performed together.
Turn your Squirrel 180 degrees.
All movement actions (Move 1, Move 2, Turn Left, Turn Right,
and U-Turn) are performed together.
A Squabble is initiated. See below for details about resolving
Squabbles. Two Squabbles or a Flip Action and Squabble played
simultaneously cancel each other out.
Board Spaces
Home: Squirrels start the game on the home space
matching their color and attempt to return there after
gathering 5 nuts. Squirrels may enter their own home
space at any time, but may never end a move on their
opponent’s home space.
Nut(s): A squirrel sitting on a nut space at the end of
the round gathers the appropriate number of nuts.
Dog: A squirrel attempting to enter or pass through a
dog space gets scared back to his home. He immediately
loses 1 nut and any remaining actions in the round. The
player may place his squirrel on his home space facing
any orthogonally adjacent space.
Mud Puddle: A squirrel attempting to enter or pass
through a puddle space falls in the puddle and remains
there for the rest of the round, losing any remaining
actions. If there is a nut in the puddle, they may gather
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