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Happy Little Dinosaurs

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Happy Little Dinosaurs

INTRODUCTION
Welcome to Happy Little Dinosaurs. In this game, you are a Dinosaur, and life
repeatedly tries to punch you in the face. You’ll do your best to avoid Natural, Predatory,
and Emotional disasters while dodging Meteors, and much like in the real world, you’ll
probably fail. But keep picking yourself back up, because the first Dinosaur to reach 50
points (or the last Dinosaur standing) wins the game! Yay!

HOW TO START
Inside this box, you’ll find the following components:

 4 Dinosaur player boards


 4 Dinosaur meeples
 1 Main deck (53 Point cards and 16 Instant cards)
 1 Disaster deck (28 Disaster cards)

Start by having each player choose a Dinosaur player board and corresponding
Dinosaur meeple. Your player board includes your Dinosaur character, your Escape
Route (which you’ll use to collect your points), and your Disaster Area (in which you will
collect Disaster cards throughout the game). Place any remaining Dinosaur player
boards back in the box; you will not use them this game.
Next, separate the light-backed cards from the dark-backed cards. Shuffle the
lightbacked cards together, then deal five cards to each player. Place the remaining
stack of cards face-down in the center of the table to form the Main deck. Leave space
to the right of the deck for a discard pile.

Shuffle the dark-backed cards together to form the Disaster deck and place it facedown
on the table to the left of the Main deck.

Now you’re ready to play Happy Little Dinosaurs!

HOW TO PLAY
Each round, players will play Point cards from their hands in the hopes of collecting
points and avoiding disasters. To start a round, flip the top card of the Disaster deck
face-up and read it aloud. Each player must choose a Point card from their hand and
place it face-down. If a player does not have any Point cards in their hand during this
part of the round, that player must discard their hand and draw 5 new cards (and repeat
the process until they have a Point card that they can play face-down). After all players
have placed a Point card facedown, all players will reveal their Point cards
simultaneously.

In each round, scoring occurs after all players reveal their cards. The player with the
highest score in the round collects points equal to their score and should move their
Dinosaur meeple along the Escape Route on their player board accordingly. The player
with the lowest score adds the face-up Disaster card to their Disaster Area. If a player
adds a Disaster card to their Disaster Area, they may discard a card from their hand. A
player’s base score equals the point value of the face-up Point card in front of them, but
that score can go up or down based on bonuses from Dinosaur Traits, Point card
effects, and Instant card effects (which will be explained in the subsequent sections).

At the end of the round, each player moves their Dinosaur meeple forward on their
Escape Route a number of spaces equal to the number of disasters in their Disaster
Area. Each player then draws cards from the Main deck until they have 5 cards in their
hand. Before the next round begins, clear the table by moving all face-up Point cards
and Instant cards to the discard pile. If at any time the Main deck has no remaining
cards, shuffle the discard pile and place it facedown to form a new Main deck.

DISASTER CARDS
The Dinosaur world is full of disasters, just like real life! There are three main types of
Disaster cards in addition to Meteor cards (which are extra disastrous). Each type of

Disaster card is denoted by a color and a symbol:

If you collect three Disaster cards of the same type or three different types of Disaster
cards, you are eliminated from the game and must immediately discard your hand.

Meteor cards are special Disaster cards that act as any of the three types of Disaster
cards. You can think of Meteors as the chameleons of Disaster cards. This means that
you will be eliminated from the game if you collect a Meteor card in addition to any two
other Disaster cards.

But Disaster cards aren’t all bad. For each Disaster card in your Disaster Area, move
your Dinosaur meeple forward 1 space on your Escape Route at the end of each round.
What doesn’t kill you makes you stronger!

DINOSAUR TRAITS
Each Dinosaur player board has your Dinosaur’s traits listed in the bottom left corner.

These traits will give you advantages or disadvantages when facing certain types of
Disaster cards. The advantages and disadvantages of your Dinosaur Traits are added
to or subtracted from your Point card’s value each round. For example, if you are
playing as Nervous Rex, you will add 1 point to your score each round when facing a
Predatory Disaster card and subtract 1 point from your score each round when facing
an Emotional Disaster card.

POINT CARDS
Point cards feature various weapons, trinkets, and good luck charms that you will use to
try to collect points and avoid disasters. Each has a point value between 0 and 9 that is
used for scoring during the round.

Some Point cards simply show a point value, while others also have a card effect.
These card effects may allow players to draw or discard cards, swap Point cards with
another player, or even alter the round’s scoring rules. Unless otherwise specified,
players may use their Point card’s effect after revealing their Point card, but before
scoring occurs in the round.

If multiple players play Point cards with effects in the same round, the player with the
lowest Point card value may use their Point card’s effect first.* If two players play a
Point card with the same value, the player with the fewest total collected points on their
Escape Route may use their Point card’s effect first. If multiple players are tied for Point
card number value and total points collected, the youngest player may use their Point
card’s effect first. Point card effects can only be used once per card per round.
 There are a few key exceptions to this order of using Point card effects. These
exceptions are card effects that specify when the effect occurs by stating “During
this round” or “During scoring this round.” If a card states “During this round,” its
effect occurs before the effects of any other Point cards in the round, regardless of
those cards’ point values. If a card states “During scoring this round,” its effect
occurs when you calculate scores after all other Point card effects have been used.

INSTANT CARDS
You can use Instant cards to tip the odds in your favor or save your Dinosaur in a pinch.
Instant cards state when you can play them.

If an Instant card states “Play this card during scoring,” you may play that card when
scores are being calculated after all Point card effects have been used.

If an Instant card states “Play this card if you would add a Disaster card to your Disaster
Area this round,” you may play that card if you have the lowest score after scoring is
complete to avoid adding a Disaster card to your Disaster Area (or if another player
sends a Disaster card your way).
RESOLVING TIES
In some rounds, multiple players will have the same score after adding Point card
values, bonuses from Disaster cards, advantages and disadvantages from Dinosaur
Traits, and the effects of Instant cards.

If multiple players tie for the highest score in a round, each of those players collects
points equal to their score in the round and moves their Dinosaur meeple forward on
their Escape Route.

If multiple players tie for the lowest score in a round, Sudden Death occurs! Each player
tied for the lowest score must play another Point card face-down from their hand. When
all players are ready, simultaneously flip these cards face-up. The player with the lowest
point value during Sudden Death adds the face-up Disaster card to their Disaster Area.
During Sudden Death, Dinosaur Traits, Point card effects and Instant cards do not
apply. No player involved in Sudden Death collects points for the round, even if their
new Point card exceeds the score of the highest-scoring player in the round.

If a tie occurs during Sudden Death, repeat the process until the tie is broken. If at any
time one of the players involved in Sudden Death does not have a Point card in their
hand to play, that player must add the face-up Disaster card to their Disaster Area. If
more than one player runs out of Point cards in their hand during Sudden Death, move
the face-up Disaster card to the bottom of the Disaster deck and end the round and just
never talk about it again.

If scores are inverted in a round when multiple players tie for the highest or lowest
score, the scores of all players involved are inverted. For example, if two players are
tied for the lowest score in the round at 3 points each and the highest score in that
round is 9 points, both of the players originally tied for the lowest score receive a score
of 9 points for the round, and the player who originally had a score of 9 points now
receives a score of 3 points. Note: inversion effects do not apply to Sudden Death;
during Sudden Death, you always want to play the higher card than your opponent(s) to
avoid adding a Disaster card to your Disaster area.

If all players tie, move the face-up Disaster card to the bottom of the Disaster deck and
end the round. No player collects points for the round.

HOW TO WIN
There are two ways to win the game:

 Be the first Dinosaur to reach 50 points on your Escape Route.


 Be the last Dinosaur left in the game.

Looks like you’ve successfully delayed your inevitable extinction. Unfortunately, all of
your friends are now dead :( But on the bright side, you’re a winner!

2-PLAYER RULES
If you are playing with two players, we suggest that you make a couple of modifications
to the standard rules:

Before starting the game, remove all Point cards with a value of 1, 2, or 3 from the Main
deck. Eliminate a player only after they collect either four Disaster cards of the same
type or two of each of the three types of Disaster cards in their Disaster area.

If you don’t make these modifications, you may find the game to feel less balanced.

HELPFUL REMINDERS
 If you have 5 Instant cards in your hand and no Point cards, discard your hand and
draw 5 new cards.
 If scores are inverted in a round, only the player(s) with the highest and lowest
scores are affected.
 For each Disaster card in your Disaster Area, move your Dinosaur meeple forward 1
space on your Escape Route at the end of the round.
 To calculate your score in a round, make sure to account for the Disaster cards in
your Disaster Area, Dinosaur Traits, Point card effects, and Instant card effects.
 Each time you add a Disaster card to your Disaster Area, you may discard a card
from your hand. This is a useful way to get rid of cards you might not want!
 At the end of each round, draw cards until you have 5 cards in your hand.

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