RUNNING MAN THE HOME GAME




INTRODUCTION
Board Game based on the 1987 SF Movie. 
One player is the Runners. 
The other is the Stalkers.
 
WINNING
The Stalkers win if all of the Runners are killed. 
The Runners get a minor victory if 1 or more of them make it to the Rebel Hideout. 
The runners get a major victory if 1 or more of them makes it first to the 
 Satellite Uplink and then the Hideout. 
The game ends when all stalkers are killed or all Runners are either 
Killed or escaped. 

THE RUNNERS
There are 4 Runners: 
1. Ben Richards
2. Laughlin
3. Weiss
4. Amber

THE STALKERS
There are 5 Stalkers:
1. Sub Zero
2. Buzz Saw
3. Dynamo
4. Fire Ball
5. Captain Freedom

THE GAME ZONE
The Map or Board is also known as the Game Zone
The Board is an 8x8 grid. 
There are 4 main locations located in the corners:
Runner Entry
Stalker Entry
Satellite Uplink
Rebel Hideout
The 2 Entry points are in opposite corners. 
The center 4 squares are known as the Intersection. 
In order to go from any corner location to any other corner 
Location, you must first enter an Intersection space. 
Runners and stalkers may not enter each others entry points. 
Stalkers may not enter the Satellite or rebel squares either. 

COUNTERS
Each runner and stalker has his own counter. 
Counters may Stack. 

HITS & DAMAGE
All Characters have Hits. 
Ben has 5 Hits. 
All the other runners have 2 Hits. 
Captain Freedom has 4 Hits. 
All the other Stalkers have 3 Hits. 
Whenever a Character takes damage place a Damage Counter on it. 
If a Character has more Damage Counters than Hits, it is killed. 

SETUP
Place the Ben, Laughlin, and Weiss counters on the Runner entry square. 
Place Subzero on the Stalker Entry Point. 
Runners go first (Head start). 

TURN SEQUENCE
Players take turns. 
Each turn has 3 Phases:
1. Run Phase
2. Action Phase
3. Hide Phase

RUN PHASE
Draw 3 cards and put them in your hand. 

ACTION PHASE
Use Move cards to move your units.
A unit may make a max of 2 moves in a turn.  
The unit must move the entire distance described by the move card or not at all.
Runners stacked together may use a single card to move together. 
K = Move like a Knight in Chess.  
Runners may never move into a space occupied by a Stalker. 
Runners may never move through a space occupied by a Stalker, except if It is a K card. 
All units may stack with each other. 
Attack cards are used to make attacks against opposing units in the same space. 
Note: All attacks are (short range) within the same square. 
If runners are stacked, an attack against them will hit a random one. 
A unit may make up to 2 attacks in a turn. 
Defense cards are played to negate an attack. 

CHARACTER ENTRY
Amber enters the game on turn 4. 
If Sub zero is killed, both Dynamo and Buzz Saw immediately enter the Game Zone. 
If Sub Zero is not killed Dynamo and Buzz Saw enter on turn 6.
If both Dynamo and Buzz saw are killed, Fire Ball immediately enters, otherwise 
Fireball enters on turn 10. 
If Fire Ball is killed, Captain Freedom immediately enters play, otherwise 
Captain Freedom enters on turn 14. 

CARD LIST NOTATION
M = Move
A = Attack
D = Defense
X = Special
# = Number of Copies of card in deck

RUNNER DECK
Card Name	#	Type	Notes:
Scramble       	2	M	Move 1 Space orthogonally
Sneak		2	M	Move 1 Space diagonally
Rush		2	M	Move 2 Spaces orthogonally
Clamber		2	M	Move 2 Spaces diagonally
Run		2	M	Move 3 Spaces orthogonally	
Sprint		2	M	Move 3 Spaces diagonally
Tight Squeeze	2	M	K = Move like Knight in Chess
Dodge		2	D	And draw 1 card
Hide		2	D	And discard 1 card
Block		2	D	-
Distraction	2	D	Only if another Runner stacked or adjacent
Narrow Escape	2	D	And move 1 space in any direction
Run Away       	2	D	And you must immediately play a Move card
Gas & Flare	1	A	Auto-Kill Fire Ball
Garrote		1	A	Auto-Kill Sub Zero
Crash Vehicle	1	A	Stalker may not move next turn
Ambush		1	A	Opponent must discard 1 card
Use Own Weapon	1	A	Auto Kill Buzz Saw
Mangle		1	A	Ben Only. Does 2 Damage. Or draw 1 card
Electrocution	1	A	Auto-Kill Dynamo
Pinned		1	A	Stalker goes back to his Entry point
Grapple		1	A	Or use as a Defense Card
Lucky Punch	1	A	-
Rebel Help	1	X	Draw 3 Cards


STALKER DECK
Card Name	#	Type	Notes:
Stalk		2	M	Move 1 space orthogonally
Search		2	M	Move 1 space diagonally
Hunt		2	M	Move 2 spaces orthogonally
Jog		2	M	Move 2 spaces diagonally
Vehicle		2	M	Move 3 spaces orthogonally
Pursuit		2	M	Move 3 spaces diagonally
Short-cut	2	M	K = Move like a Knight in Chess
Cage		1	X	Negate Move Card. Draw 1 Card
Trap		1	X	Negate a Move Card. Opponent discards 1 Card
Barricade	1	X	Negate Move Card
Dead End       	1	X	Negate Move Card. Move 1 Space in any direction
Armor		1	D	-
Combat Training	1	D	And Draw 1 Card
Parry		1	D	And Opponent discards 1 Card
Attack		4	A	-
Hand to Hand	2	A	Cannot use Defense cards vs this Attack
Hit & Run	1	A	And then Move 1 space in any direction
Slash		1	A	Sub Zero Only or draw 1 card
Choke Hold	1	A	Opponent Discards 1 card
Impale		1	A	Does 2 Damage
Burn		1	A	Fire Ball Only or draw 1 card
Cut		1	A	Sub Zero or Buzz Saw Only or draw 1 card
Jet Pack       	1	M	Fire Ball Only. Move 3 or K Spaces or draw 1 card
Skates		1	M	Sub Zero Only. Move 1 or 2 Spaces or draw 1 card
Motorcycle	1	M	Buzz Saw Only. Move 2 or 3 Spaces or draw 1 card
Go – Kart	1	M	Dynamo Only. Move 3 or 4 Spaces or draw 1 card
Surveillance	1	X	Look at Opponents hand
Fear		1	X	Opponent discards 2 random cards



LINKS
Running Man     Wikipedia







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