TROLL TROUBLE: THUMP, DWADDLE & DROOL by Brian Peterson INTRODUCTION Rock-hard ugly trolls versus little, naughty house elves. Game for 1 (solo) to 8 players. CREDITS Based on the following games & stories: Jason Newell's Troll Treasures Lloyd Krasner's WarpQuest Game System Chutes & Ladders Harry Potter Jack & the Bean Stalk VICTORY The 1st house elf to lay a golden egg in the mine entrance wins. GAME BOARD You can download the game board here: http://www.travelingfrontiers.com/wiki/doku.php?id=trolls ARTIFACT The hen that lays the golden egg is guarded by a giant. SETUP Each player begins the game with 4 cards. Each player places an Elf counter in the Mine Entrance. Each Elf begins with 3 Arrows. Each Elf begins with 3 Pieces of Cheese. Each Elf begins with 3 Pinches of Flash Powder. Each skill starts at 6 points. Randomly assign 8 additional skill points to each Elf. Place the Hen card in the Giant's Lair. Randomly place the following counters: 3 Dementors 3 Boggarts 2 Pixies TROLLS Trolls will try to eat house elves. Trolls have 3 action cards: Thump, Dwaddle & Drool. Trolls can use the Brain card. Dwaddle negates Thump. Brain negates Dwaddle. Drool results in -3 Sneak (if played by a Troll) Drool results in +3 Squirm (if played by an Elf) An Elf that is Thumped loses all cards. The Troll moves the Thumped Elf to any adjoining chamber. SKILLS Elves may avoid being thumped by challenging a Troll. 1.Poke 2.Tickle 3.Flash 4.Sneak 5.Squeak 6.Squirm Poke requires an Arrow. Flash requires Flash Powder. Squeak requires Cheese. Rolls 3d6, if the result is less than or equal to your skill you win the challenge. BOGGART If you land on a Boggart teleport to a random location. DEMENTOR +3 against Thump for every Dementor within 3 spaces. PIXIE If you land on a Pixie roll for magic. The 1st four treat a card as if it were 2 cards. However, each only requires a single item (i.e. 1-Arrow or 1-Cheese). 1 Thump, Thump 2 Poke, Poke 3 Tickle, Tickle 4 Squeak, Squeak 5 Teleport (see Boggart) 6 Speed (move twice this turn) The Pixie is removed from the game board. The Pixie can return to play by means of a Pixie card. You may use the magic at any time during the game. Once you use the magic it is gone. TURN SEQUENCE Players take turns: 1.Draw a Card 2.Wandering Monsters 3.Germs & Shamen 4.Thump an Elf 5.Run (Trip, Fumble, Change Levels) 6.Combat: Elves at War 7.Steal the Hen or Lay the Golden Egg 8.Discard Excess Cards DRAW Draw 1 card. Once a card is played it is discarded (except the Germ card). WANDERING MOSTERS When you draw a Boggart, Dementor or Pixie card roll for random location. Move any one of the specified creatures to its new location. Pixies may be brought back into play. COMBAT (ELVES AT WAR) If you end your move in the same square as another elf. An Elf may play a Poke or Tickle card. If you make a sucessful Skill Roll add a nuisance point. Repeat until no more cards are played. The Elf with the most nuisance points wins. The winner moves the loser to an adjoining chamber. The winner steals the hen (if applicable). Elves with more nuisance points can transfer Germs cards to those with fewer points. GERMS If a Germ card is played against you, your Elf has the Runs. A Shaman can cure the Runs (discard 1 Germ card). Each turn you may roll 3d6, if you roll 6 or less you are cured from 1 Germ. The Runs affect the following: You can not ride a Mine Cart. Rolls to change levels in the mine are at -1. Sneak is at -3. Movement is at -2. MOVEMENT Roll 1d6 to move. Subtract 2 if the Elf has the Runs. If the Giant has the Hen all Elves must move towards the Giant. If an Elf has the Hen that Elf must move towards the Entrance. All other elves may move in any direction. Elves must move their full movement except in chambers. Elves must make an exact roll to move into the Giant's Lair or the Mine Entrance. TRIP Roll another d6 and use the lowest roll for movement. FUMBLE You lose your grip on the Giant's Hen. If in a chamber the hen ends up in the lower level shaft. Otherwise the hen remains in the same shaft. Roll to randomly determine section & space to place the hen counter. Elves in the same mine shaft or adjoining chamber may attempt to recover the hen. Move each elf up to 1d6 spaces towards the hen (rules for changing levels apply). UP FOR GRABS If no one recovers the hen leave the Hen counter on the board. The first player to end their turn there will recover it. ELF PILE If more than one elf lands in the hen's square conduct combat. Do not move the losers to adjoining chambers. The winner recovers the Hen. CHANGING LEVELS IN THE MINE To move down a level you may play a Mine Cart or roll a 6 or less on 3d6. To move up from level 3 you may play a Ladder to enter the Upper-Shaft. To move up from level 3 you may play a Rope to enter the Lower-Shaft. If an Elf has the Runs they may not play a Mine Cart. If an Elf has the Runs -1 on any roll to change levels. STEALING THE HEN The only way you can get the Hen is by stealing it from the giant. This is an exception to the rules, you don't need a Sneak card to use the skill. Make a Sneak Skill Roll. If you fail you may play Sneak cards and try again, If you still fail move back to the previous chamber (retain all cards). LAYING A GOLDEN EGG To win the game you must command the the Hen to lay a golden egg. This is an exception to the rules, you don't need a Squeak card to use the skill. This requires a piece of Cheese. Make a Squeak Skill Roll. If you fail you may play Squeak cards and try again, If you fail you can try again next turn. DISCARD EXCESS CARDS At the end of a turn an elf can not have more than 5 cards including Hen & Germ cards. CARDS #  Description  Notes 8  Thump Troll Thumps an Elf 5  Dwaddle Negate a Thump 5  Drool +3 Squirm,-3 Sneak 3  Brain Negate a Dwaddle 3  Poke Elven Defense,Requires Arrow 3  Tickle Elven Defense 3  Flash Elven Defense,Requires Flash Powder 3  Sneak Elven Defense,Use to Steal Giant's Hen,-3 with Drrol,-3 with Runs 3  Squeak Elven Defense,Requires Cheese,Command hen to lay egg 3  Squirm Elven Defense,+3 with Drool 3  Trip Elf Trips,Roll 1d6,move lowest of 2 rolls 2  Fumble Elf Trips & Hen gets away 2  Dementor Teleport a Dementor to a new location,End Turn 2  Boggart Teleport a Boggart to a new location,End Turn 2  Pixie Teleport a Pixie to a new location,End Turn 4  Mine Cart Automatically move down 1 level 3  Ladder Automatically move up from level 3 to 2 Upper-Shaft or level 2 to 1 2  Rope Automatically move up from level 3 to 2 Lower-Shaft 2  Germ Gives Elves the Runs,Unable to use Mine Cart,-1 on Change Level Rolls 3  Shaman Cures the Runs. 2  Quiver Restores number of Arrows to 3. 2  Flash Powder Restores Flash Powder to 3 pinches. 3  Cheese Restores Cheese to 3 pieces. 1  Hen The Giant's Hen (Artifact) COUNTERS #  Description  Notes 8  House Elves  Numbered 1 through 8 3  Boggarts 3  Dementors 2  Pixies 1  Hen Used for fumbles to mark the Hen's location RANDOM LOCATION CHART For randomly placing/moving counters LEVEL (1d6) 1   Level 1 2,3 Level 2, Upper Shaft 4,5 Level 1, Lower Shaft 6   Level 3 SECTION (1d6) 1-3 Lower Section 4-6 Upper Section SPACE (1d6) MAKING COUNTERS The counters are designed so that you can tape a penny to the underside to keep them from blowing away. BACKGROUND INFORMATION The dark order of wizards have been bickering over who has the most gifted house elf. They have decided to organize a contest and send their naughty little house elves into an old mine to retrieve the magical golden egg of Eddenburg. The 1st elf to return to the Mine Entrance with the golden egg wins. The hen that lays the golden eggs is protected by a giant and his body guards (a family of rock-hard ugly trolls). The giant and his bodyguards have been living in this same little mine shaft for over 300 years. Now as you can imagine the mine is really disgusting, there are germs everywhere, and not only germs but super germs. These super germs can cause diarreah in house elves. As you can imagine it is hard for an elf to ride in the mine carts and sneak arround quietly without their Pepto Bismo. As far as combat the trolls certainly have an advantage over the elves in strength, but they are stupid and sometimes completely forget who they are and what they are. They begin to dwaddle and walk around in circles mumbling to themselves. If these trolls had a brain they would be really dangerous. Another interesting aspect of trolls is that when they see an elf they drool, and when I say drool I really mean drool. Because of this it is really difficult for an elf to sneak around because they are tracking mucus around on the bottoms of their boots, not to mention it is really slippery. On the positive side when a troll captures a house elf and drools all over it, it can become very slippery and sometimes it can squirm and slip free. Two other tecniques house elves have learned that are effective against trolls. First, trolls can't stand elves that squeak and second, trolls are particullarly self conscious when elves flash them. Enough said get on with the game. ABOUT THE GAME BOARD Board starts with a mine entrance. Followed by 3 Levels. Each level has a chamber followed by a shaft. Each shaft (track) is 12 spaces. Each shaft is divided in 2 sections (upper & lower). Spaces in each section are numbered 1 to 6. Level 2 has a parallel lower shaft and chambers. Board ends with the Giants Lair. RULES FOR SOLO PLAY You start with 7 lives. Each time you are thumped you lose a life. When you draw a Thump card play it against your elf. When you draw a Brain card set it aside to play with the next Thump card. When you draw a Germ card play it against your elf.