Volume Eleven Druid Games

By Susan Black,2014-12-25 17:18
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Volume Eleven Druid Games

    Green Book

    Of Meditations

    Volume Eleven

    Druid Games

    2003 Introduction

    This is a last minute addition to the Green Books, because I couldnt think of a better way to end this collection, than in a playful manner. Much can be learned through noisy games and interaction with people in controlled situations, rather than in quiet solitary contemplation. I hope that the lessons imbedded in these games will make the participants wiser. Due to their complicated nature, distributing the rules to players before the start of the game would be advisable. Good quality drink during the performance of the game will also encourage their spirits during the difficult initial period of the games.


    Mike Scharding

    DC Grove

    February 1, 2004

Printing History st1 Printing ARDA 2, 2003

    Drynemetum Press


    Table of Contents Sigily

     A Druidic Board Game

    By Pat Haneke and Mike Scharding Introductory Materials - 759 (Refer to Board Graphic at End of Article)

    A Druid Missal-Any, Samhain 2003 Introduction 2003

    Table of Contents

    The Book of Druidic Games -760 Sigily Background

    Sigily, A Druidic Board Game 2003 Sigily was invented by Pat Haneke and Mike Scharding in Down the Danube 2003 2003. It is considered part of the Public Domain for free use. If Bricrius Bluff & Bluster 2004 you market it, please give half the profits to the Nature Mystifying Celtic Board Games 2003 Conservancy charity. The original idea is based on 2000 year-Hebridean Hijinks 2004 old, but wildly popular, Korean New Year divination & Brythonic Brew-ha-ha 2004 gambling game called "Yut Nori.” Pat suggested to Mike that it Additional Materials 2004 could be adapted for Druidic use and gave the basic additional Unused Ideas rules and Celtic touches. The Druid Sigil was invented in 1963 The Voyage of Mael Dun by the Reformed Druids of North America (RDNA), and is used by ADF and Keltria also. It can be played any time of the year, but it is especially appropriate on Lughnasadh, famous for its summer horse racing and arts & crafts. There are many rules, but after playing the simple version first, the advanced rules will introduce more elements of strategy.

    Game Summary

    King Connor wishes to divine the future of his new reign at Tara, the capitol of Ancient Ireland. To gauge the fates, he has called the best chariot teams from the four provinces of the kingdom to hold a year long race around the circumference of the island of Erinn, stopping at the holy groves of the kingdom; which are marked with Druid Sigils. The race will be both a strange trip of time and distance, and death will be but a temporary lull for the duration of the game, as players will be reborn from the cauldron of heroism. The goal is to get all your chariot teams from your province (and your partner's chariots if 4 people are playing) in a complete circuit of the board. You toss Ogham sticks to determine how many moves you can advance a chariot. It is a grand adventure of both chance and strategy. Various treasure coins will be collected by landing on spaces, answering question cards, taking short cuts through the fairy land, and destroying your partner's chariots by combat. If you get rich enough, the Druids on your team can cast spells to improve your chances of winning.


    Print out board and glue securely to wood, stiff plastic or metal background. Make four sets of four marked dimes (tape a letter of the province on them, "L", "U", "M" or "C") for the 4 chariots of each province's team. Players may number or "name" their chariots after friends or family. Collect 52 pennies for the treasure coins and place the number of pennies on each sigil (heads up, of course) as in indicated on the board (1 for plain sigils, 2 on the 8 holiday sigils, 2 each on the 8 fairy sigils, and 4 on the center sigil.) Get four short (3" to 5") pieces of half-circle rounded molding strips from a frame store or hardware store (or just use 4 Popsicle sticks), for the Ogham sticks using in counting moves. They should roughly land flat side up half the time, to be acceptable. Mark the flat sides of the sticks with the ogham letters for dog (cu), deer (fiadh), cow (tarbh) and horse (each), perhaps drawing a figure. The rounded side of the stick may be painted black. (If satisfactory sticks are unavailable, use four quarters, with face being equivalent to flat side up.) If


gambling; 2 players put 26 dollars or quarters (depending on Who Starts: your instincts) in the pot on the side of the table to be divided at

    the end of the game; based on counters collected, 3 players put Advanced rules should be decided before the order of play in 17 dollars or quarters in the pot, if 4 players, put 14 dollars or is determined. Each player throws the sticks, highest goes first. quarters in the pot. Agree on any advanced rules before the Remaining players throw again to determine second, etc. Ties game starts! require players to throw again. Player 1 is Connaught, Player 2

    is Ulster, Player 3 is Leinster and Player 4 is Munster. Each Where to start: The starting point of the game changes player sits on the appropriate side of the board. Playing on the depending on the calendrical date on which it is played. The floor is recommended, unless adequate table space permits the starting point is the nearest future (or current) holiday of the sticks to be thrown without hitting the board (and knocking

    things out of place.)

    General Play:

    After throwing the sticks, a player may introduce one of

    their chariots onto the board to the number of spaces after the

    starting point of the game, or they may advance one chariot that

    is already on the board. You may not pass a turn or refuse to

    move, a chariot has to be moved or introduced into play. Only

    one chariot may move per throw of the sticks, a move cannot be

    divided among 2 chariots. Do not count the original holiday sigil from which the game begins as part of your move. (Example if Druid year. Nov. 1 is Samhain, Dec 21 is Winter Solstice, game is played on November1st, Samhain is the starting point. If Feb 1 is Oimelc, March 21 is Spring Equinox, May 1 is Beltane, a "tri" (3) is rolled, then a player may introduce a chariot and June 21 is Summer Solstice, Aug 1 is Lughnasadh and Sept 21 is advance to the Winter Solstice.) When you finish on a sigil with Fall Equinox. All chariots entering the board begin one sigil money on it, stack the coin under your piece, and this booty will clockwise from that starting point and continues clockwise travel with your piece. You do not collect coins from sigils that around the board. you jump over, i.e. on which you do not finish. Likewise, when Number of Players: Can be played from 2-4 player, with you jump over another piece, they are unaffected, unless you possible allied teams in a 4 player game. If 2 players, use 4 finish your move on their sigil space. chariots each; if 3 players use 3 chariots; if 4 players, use 3 or 4 To complete the circuit of the board, you must land on (or chariots. With 4 players, using teams, both partners must finish pass) the holiday sigil that you began from, after circling the all their chariots to win the game. Connaught & Leinster are board or taking a short cut. That chariot then leaves the game partners as is Ulster and Munster in 4 player games. and is placed on the appropriate chariot marker on the bottom of

    the board. When all chariots of your team (and your partners) Ogham Sticks have finished, then you win the speed portion of the race. The How to Throw the Ogham Sticks: The person who is game continues until there is only one player remaining on the going to drop the sticks (or 4 quarters) raises them about a foot board. The fastest team will have good health and fortune at love, off the ground, and another player makes a big circle with 2 while the richest player will do well in terms of business in the hands. The dropping player drops the sticks through the hole or coming year. If playing by advanced rules with magic spells may throw them against a wall, ceiling, statue, etc. DO NOT permitted, completed players may still cast spells on their turn LET THE STICKS HIT THE BOARD! Elaborate dropping using some of their stored treasure. methods are permissible, as is pleading to the gods to influence

    the results. Outline of a General Turn: How to Count the Ogham Sticks: You generally count the 1. Player has the option to declare and play one spell. Most number of sticks that are flat-side up. If they land on their end, spells can only be played at this time. Spell effects commence at remaining vertical, then they are considered flat side up. this point. 2. If a player has a chariot in Fairy Land, they throw to see if One Stick Flat Side Up ("Aon") is one moves fairy darts kill the chariot. Two Sticks Flat Side Up ("Dha") is two moves 3. Player takes preparatory action needed to move a specified Three Sticks Flat Side Up ("Tri") is three moves existing piece including: All four Sticks Flat Side Up ("Ceither" or "Kay-her") is four Declaration of intent to enter fairy land from entrance moves spaces (and tests whether they can enter.) All four Stick Round Sides Up ("Coig") is five moves Intention to go backwards according to Home (If using 4 coins, treat the "head" as Flat Side Up.) Territory Advanced Rules. 4. Throws sticks for their turn If you get A "Ceither" (4) or "Coig" (5) everyone cries "Is 5. Player decides if they will introduce a chariot or take action Math Sin!" (pron. "Smashing!"), meaning "that's great!", and it with a specified existing chariot. allows a player to do another free throw after moving their 6. Moves chariots, fights, etc. chariot. A limit of three consecutive free throws is in effect, 7. After all moves are finished, a Druid Curse or a Stone Skin after which the turn of play automatically moves to the next spell can be cast. player. 8. Says "My turn is over" and hands the sticks to the next person. In combat, if a tie results, the tie-breaking is determined

    by the highest animal on the flat side of their stick. From lowest

    to highest (dog, deer, cow, horse.) If both tied players have the

    same animal highest animal, then they throw again. If using

    coins, throw them again.


    attempt a short cut. To cross the veil between world requires a

    special throw before your normal throw. If you get "aon", "dha" Fighting:

    you must throw again and move that many sigils into the fairy Celts thrill in personal combat, and you should seek to lands. However, if your special throw had resulted in a "tri", clash with your opponent as often as possibly. If your chariot "ceither" or "coig", none of your chariots may enter the fairy (with all it's accumulated booty) lands on a chariot from your lands that round, and must throw your normal move and own team (or your partner's), then the 2 (or more) chariots are advance that chariot around the long way (clockwise) around the fused piggy-back style on top of each-other until they reach the board; and a failed fairy land entrance attempt removes your goal together (or die together) acting as one single unit, under right to a free throw (which would normally accompany a the control of the "top" player, producing an even higher stack "ceither" or "coig.”) of combined coins that will be kept by the top player after

    completing the cycle. After completing a cycle, both fused Fairy Land: players will be placed on their own province's chariot marker on

    the bottom of the board, but all the carried booty is split between The fairies are the shrunken remnants of the ancient the two players. If the "top" player had a "ceither" (4) or "coig" deities of Ireland, and they guard their realm furiously from (5) move to reach that sigil, then they can use their free throw to unwelcome mortal guests, who seek their treasure and wisdom. continue after fusing together. Fused players do not get multiple Certain days of the year are considered to bring the mortal world attacks. and fairy world into close contact, on which it is easy to cross-

    over. The Beltane, Lughnasadh, Samhain, Oimelc holiday sigils; However, if your chariot finishes its move on an enemy's plus the nine green sigils in the center of the board are all chariot, then you must fight! Both players throw the sticks. considered be places where the mortal and fairy world overlap, Whoever gets a higher score lives (attacker gets an extra point in and thus fall under fairy land rules for fighting purposes (see attacking, putting the defender at a disadvantage, except above.) possibly under the advanced rule of home territory advantage)

    and all the coins of the loser are stacked under the winner, and Be warned, the deeper reaches of fairy land (the nine

    green sigils in the center) are especially dangerous to mortals. At the loser is removed from the board, but may be re-introduced

    later in the game, just as they were in the beginning. Ties in the beginning of each of your turns that starts with one or more fighting are broken by noting who had a "higher" animal on the of your chariots in the deep fairy land, you must throw the sticks flat side of the stick, but if both have matching high animals, to determine if your chariot is overcome by fairy darts shot from throw the sticks again. If the winner had "ceither" (4) or "coig" the misty side of those roads. If your sticks result in a "aon" you (5) move to reach that sigil, then they can use their free throw to are fatally wounded, and all the treasure under your chariot goes continue. to the fairy jackpot in the center, and your stricken chariot

    returns to the holiday sigil that was used to enter the fairy lands, Note: On the Fairy (green) sigils, different rules apply. and may not re-enter the fairy-lands through that holiday sigil The fairies do not like fighting in their territory and punish those (you can try again through other holiday sigils.) This is similar who participate. Both sides will lose all coins, which are added to losing a battle in fairy lands. If you did roll a "dha", "tri", to the Center Sigil's treasure pot. Both players must roll to see "ceither", or "coig", then you are entirely unharmed, and you who wins and loses. The attacker still has a +1 advantage. The may throw again and advance as normal. Each further turn with loser is removed from the board as usual (to be reintroduced a chariot in fairyland requires a new saving throw of the sticks to later possibly from the starting point), but the winner must defend each chariot that you have in there. Naturally, you don't return to the holiday sigil that they used to enter the fairy lands, want to dawdle in the fairylands, but to progress through very and that specific chariot may not re-enter the fairy lands by that quickly. specific entrance for the remainder of the game, although that

    individual chariot may enter other fairy gates on other holiday You must move forward in the Fairy Lands, and once you sigils. Other chariots on the same team are not affected by this cross over the center sigil, you have to choose which of the three

    exits you'll head towards. You cannot backtrack. blockage. Fairy rules for fighting apply on Beltane, Lugnasadh,

    Samhain & Oimelc, but do not apply on the yellow sigils of Wind spells do not affect players in Fairy Land. Druid solstices or equinoxes. Curses likewise cannot be laid in Fairy Sigils. Fireballs can hit

    players on Beltane, Lughnasadh, Samhain and Oimelc but Holiday Sigils: cannot affect players in deeper Fairy Lands. Chariots cannot cast

    fireballs within Fairyland, or shoot them out of Fairy Land at Solstices and Equinoxes: players in the mortal realm outside. If you land on these solar holiday sigils, then you can throw the sticks again. If you are not playing with advanced card Fairy Jackpot/ Sigil Coin Refill System rules, then the first yellow sigil after the starting point should be A lot of money tends to build up in the center sigil from "turned off" to slow down the start of chariots in the game. If all the spells cast, confiscated wealth from fights in fairy land, playing by advanced rules, you need to answer a question card and special backwards moves by home territory advantage. If a first and if you can answer it well, then you can throw the sticks player lands on the jackpot they get all the money accumulated again. Fairy rules for fighting do not apply on solstices or up to that point, and can cause the nouveaux riche player to get equinoxes. out of hand. If more money goes into the pot after that acquisition, the player still remaining on that spot will not Beltane, Lughnasadh, Samhain & Oimelc: collect the new money, but rather the new money will go on the These sigils are considered magical safe-havens and under side for the next person to land on the spot. The limit for the the protection of the fairy folk, which discourages fighting (see Fairy Jackpot is 7 coins. After that, all new coins that will Fairy rules for fighting.) If you stop on one of these four holiday "overflow the jackpot," and they should be distributed to empty sigils, then on your next turn you can say (before your next fairy sigils radiating from the center sigil, one at a time. If all the throw of sticks), that you wish to attempt to cross the veil fairy sigils have a least one coin, then the overflow should fill between this world and the next and proceed further into the empty sigils on the main board beginning with the starting point fairy lands (the green sigils in the middle of the board) and of the game and going clockwise around the board, one sigil at a


    time. This overflow mechanism will ensure that money will be If they have a chariot on one of those 5 sigils in their home recycled for use in later rounds of the game. territory, they may announce (BEFORE they throw the sticks)

    that they wish to move that chariot backwards on that turn. That When you safely exit the fairy lands, from any of the exits, backward jumping chariot loses one coin which goes in the you continue clockwise around the board. If the exit point Fairy Jackpot in the Center Sigil, and the exact result of the happens to be the "finish line" (example, if the game starts from Ogham sticks is then used to go backwards (they don't get an Samhain, and you'll probably choose to exit the fairylands on or additional bonus space, which is only for forward moves.) If past Samhain), then you are finished with that chariot, and then they go backwards with a "ceither", and are still in their home move that chariot to the "winner's platform" at the bottom of the territory than may announce to go backwards again (before board. Once a chariot finishes the course of the board, it may not throwing their free throw), otherwise if they have moved be reintroduced into play. backwards out of their territory, they must resume clock-wise

    rotation on further moves of that chariot. If a player uses End of Game: backwards moves to go past the starting point, they DO NOT At the end of the game, when only one player has not WIN by then advancing past the starting point; they must make completed moving his chariots around the board and on to the a full circuit or take a short cut, just like other players. winner's platform, then play will cease and all players count all Two changes to fighting rules, is that in their home their treasure. The first player or (team of partners) to finish his territory, that player has a +1 in attacking or defending, and the team of 4 chariots gets 2/3 of the remaining treasure still other player has no advantage in attacking or defending. Also if unclaimed on the board, and the remaining third of the a partner lands on your chariot while in your territory, the piece unclaimed coins is distributed among the losers in order of game with the home territory advantage goes ON TOP. Naturally, this play, one at a time. Coins under chariots still on the board still rule should be agreed on before the provinces are allotted at the belong to the uncompleted player for the purpose of counting. beginning of the game, as it will drastically affect the game. Each coin gets one dollar or quarter that was bet at the beginning

    of the game. Magic Rules: Each chariot has three riders; a driver, a warrior and a ********** ********************* druid. There are eight different possible spells whose inclusion may be individually approved before the game starts. A spell is

    generally cast before the sticks are thrown on your turn. To cast Advanced Optional Rules a spell requires you to sacrifice a few coins or "heads", which After the basics of the game are mastered, players may will then go into the fairy jackpot in the center sigil. Only one wish to add more rules to spice up the game even further and at spell can be cast before each turn to throw sticks. Four spells more elements of strategy and excitement. The addition of some require coins under one specific chariot, four spells can be cast or all advanced rules should be agreed upon before the order of using coins drawn collectively from several chariots of a players is determined. province (including ones that have already gone to the winner's


    Random Gambling:

    * Four Specific Chariot Spells * After mastering the basics of the game, you may wish to gamble on individual throws or fights. General rules of which

    can be worked out by those betting, using player's personal 1. Druid Curse: money. This has no affect on game play, but can be a fun By sacrificing 2 coins under a specific chariot, a player addition, both sides must agree for a bet to go into effect. can permeate that particular sigil under the chariot with a deadly

    curse for the remainder of the game. It may be cast before Solstice & Equinox Question Cards: throwing the sticks on their turn, or, after their turn (but

    certainly before the next player throws their sticks.) Only 1 Before the beginning of the game, before teams are Druid curse, by any player, per territory (Ulster, Leinster, selected, 12-16 index cards are divided among the players. Each Munster or Connaught ) is permitted to avoid an impassable player secretly (i.e. not even telling a partner) writes a question mine field from developing. Beltane, Lughnasadh, Oimelc and on the card, that is not impossible, but reasonably challenging, Samhain sigils can not be cursed. The 2 sacrificed coins are of a druidic nature. Then (without being read) the cards are placed in the Fairy Jackpot in the Center Sigil. A special marker shuffled and placed by the sided of the board. When someone is placed on that sigil (such as a nickel) to mark the cursed spot. lands on a solstice or equinox sigil, they draw a card, if they can Any future chariots (including the one that cast that spell) that reasonably answer the question, they will get a free throw of the lands again on that cursed sigil, will die. All the wealth of that sticks, and they rip up the old card. If the cards run out, then the cursed chariot will go to the Fairy Jackpot in the Center Sigil, players automatically get a free throw of the sticks from that and the cursed chariot dies and goes off the board; but may be point onwards. If they rolled a "ceither" or "coig" to reach the reintroduced again later. Solstice/Equinox, and answered the question card correctly, they 2. Fireball: do not get 2 free throws (but if they answer the question wrongly, Before throwing sticks on your turn, you can sacrifice 2 they lose ALL free throws, and it becomes the next player's coins from a single chariot. You can then fling a fireball up to turn.)

    two sigils in front or behind that chariot (even if the defender is

    on a Beltane, Oimelc, Lughnasadh or Samhain sigil; without Home Territory Advantage Rule: fairy land fighting rules; but fireballs cannot affect people in Each of the players has a territorial quadrant of the board deep Fairyland in the center.) The defending chariot must throw between Beltane, Oimelc, Lughnasadh and Samhain that sticks to determine if they take damage. If they roll a "aon" or matches their team's provincial name. In that area, they are very "dha" the defender dies and is removed from the board, if "tri" familiar with the terrain and backwoods trails. All of their there is no damage and the fireball dissipates, if "ceither" or chariots beginning on a sigil there move an additional space. "coig" is thrown then the spell is reversed onto the original


    caster, who must now throw sticks to determine their own fate all players get a +1 on their moves. These spells are also

    cumulative. (and this may continue to ping-pong back and forth.) Whoever's

    chariot is killed by the fireball is removed from the board, but 8. Freeze: their treasure under the chariot remains on that sigil on the board, Before throwing sticks on your turn, you can sacrifice 3 slightly roasted. coins from one (or more) of your chariots. This will force 3. Free Turn: another player of your choice to lose a turn, unless that player

    A single chariot may sacrifice 4 coins under it, before sacrifices 5 coins to block the spell. A player cannot be frozen throwing sticks, to ensure that it will get a free turn after the more than twice in a row. A frozen player will be passed on their sticks are thrown. If they subsequently get a "ceither" or "coig", turn of play, and may not cast spells, but may still defend they do not get 2 free turns. normally against physical attacks on the board.

    4. Stone Skin:

    After your turn, but before the next player throws sticks, Stacked Chariots = Super Chariots Rule: you may sacrifice 2 coins under your chariot to endow your

    chariot with invulnerability until it advances again. No one can If the players agree with this rule, then stacked chariots in land on that sigil of a stationary stoneskinned chariot without combat get one attack per chariot. E.g. If two chariots (from one automatically losing combat. Once the player moves that chariot or more partners) lands on an opponent's chariot, then the again, the spell is broken. Stoneskin also protects against attacker gets two attacks and the defender gets one defending Fireball. attack. The defender's roll is higher than both attackers, both attackers die. If one of the stacked chariots dies, it is removed * Four Collective Chariot Spells * but, the remaining chariot may continue the attack It is possible

    for one attacker and one defender to die in such situation. If two groups of stacked players meet in combat, then each attacking 5. Remove Curse: and defending chariots should be paired up for individual Must be cast before throwing sticks on a player's own turn. combats, until only one remains. Two coins from any or all of a player's chariots may be

    sacrificed to remove one Druid Curse from anywhere on the Territorial Starts: board.

    Players may wish to begin on different starting points, 6. Clock-wise Winds of Speed:

    especially if playing with the home territorial advantage Before throwing the sticks on their turn, a player may advanced rules. If so, Ulster starts on Lughnasadh, Leinster on sacrifice 3 coins under 1 or more of their chariots (including Samhain, Munster on Oimelc, Connaught on Beltane. completed chariots) from one province (e.g. 3 coins from 2

     Ulster chariots), which will cause a fierce wind to blow for three

    complete rounds of play. All the chariots on his team and his ******* partner's team will move one extra square when advancing, but These are just the tentative rules, that need to be worked other rolls (fighting and fairy entrance) are unaffected. Multiple out by some play groups. I would appreciate any suggestions for spells of this nature, may overlap and are cumulative. an official set of rules to be published in the Samhain 2003 Backwards moves under home territory rules for anyone are edition. Send those comments to impossible under the duration of this spell.

    7. Counter-Clock-Wise Winds of Sloth:

    Must cast the spell before throwing the sticks on their turn.

    Cost: 3 coins. Similar to Winds of Speed, but all the chariots on your opponents' teams will move one space slower for three

    rounds of play. Backward moves under home territory rules for


Color board at


    1 white = 1move

    Down the Danube 2 white = 2 moves

    3 white= 3 moves Designed by Mike Scharding 4 white=4 movess February 4, 2004

    4 black = 6 moves. For the Public Domain

    Based on Egyptian Game of Senet And the Nordic Game of Valhalla The first person to throw a 1 goes first and therefore uses

    the nickel on the white circles. The first move is always from square 10 to square 11. Then the moves are of your own accord.

    Your turn continues as long as you throw a 1, 4, or 6. If you Game Summary throw a 2, or 3 you make that move, and then hand the sticks to

    the other player for a chance to move. The second player must The Danube river running from Donaueschingen in move first from square 9 to square 10. You can divide the German,y rolls about Eastern Europe until it empties down into number of moves between multiple pieces. the Black Sea. The name of the river is derived from the Celtic There are many dangers in this board game. If your piece goddess, Danu. I got the idea for this game from the Egyptian lands on a square occupied by your opponent, or vice-versa, the game of Senet which was played mainly by wealthy adults, pieces switch places with the square you started that move from. symbolizing the battle between good and evil. It may have It is a good idea to group your pieces together, because two derived from a form of divination. If youd like, you could ask grouped pieces of the same color on squares side-by-side a yes or no question at the beginning and if the white pieces win, cannot be switched. You cannot land a piece on a square then you get a yes. DTD is appropriate for playing on occupied by your own color. Samhain. You can also form a block.” A "block" is formed by 3 pieces side-by-side. An opponents piece cannot leap past a block,

    but your piece can. There is no passing up your turn. A piece Game Preparation must move forward if possible - even onto square 30 (explained

    later.) If all pieces are blocked, they must move backwards. If Print out a color version of the board or color in the river

    you cannot move at all, you miss a turn. In the third row (25-36) with a blue highlighter pen. Id recommend that you laminate

    you can block with just 2 adjacent pieces, but 3 pieces is not the board. Pennies and nickels can be used if you dont have

    considered a block on this row. something else for the playing pieces.

     Squares 29, 32, and 34 are safe squares, because no piece

    can switch places with you on them. If you opponent lands on a

    safe square that you occupy, they move back a space and use the Game Rules

    extra move on another piece. If by moving back a space they DTD is a two-player board game. Each player uses 5 game land on your piece, they still switch, unless the next space is part pieces of different designs or color, such as nickels and pennies. of a valid block. The object of the game is to travel down the river from the Square 30 is a set of nasty rapids. If your boat lands upon spring of Donaueschingen in Germany down to the Black Sea it, then the crew must walk overland back to square 19 to fell (where the Celtic peoples originated on the northern shore.) new trees and build a new boat. If that is occupied, the piece You must move all of your pieces off of the board and stop your must start over from space 9 or 10, or the highest unoccupied opponent from doing the same. starting space of their own color. The board is made up of 36 squares. At the start of the Square 36 is the last one, and anyone landing here exactly game, all pieces are placed on squares 1-10, nickels on even is removed from the board, but all pieces must then move off of squares, pennies on odd squares. the board for you to win. If you throw a higher number than Sticks are used for determining the number of moves. needed, use the extra moves on another piece‟s move. You may Throw the sticks in the air and count the number of white sides not move any pieces off the board unless all your pieces are off facing up and the number of black. The moves you can make the first 10 squares. are:


Color Printout at


    Game Rules Bricrius

    Bluff & Bluster 0. Choose the First Bidder of the Game.

    Every one rolls all five of their dice, to determine who will Based on Perudo & Liars Dice & Bluff start the game. The person with the highest total will start and (Dice & cups available commercially) then proceed clockwise around the table. Ties are re-rolled. By Mike Scharding, 2004 1. Roll the Dice.

    Objective We begin. All players takes a dice cup and five white dice.

    They shake their dice and give them a roll, but do not let their Bricriu, the trickster god of Irish legends, is holding the opponents see what they have rolled. Keep them concealed Trickster Convention, and has invited other trouble-making under the cups. You may peek in your cup as often as you like, spirits from other parts of the world to exchange schemes, ploys but secrecy is a critical aspect of Bricrius Bluff & Bluster! and devious ideas. At the end he reveals a new tournament to decide where the next convention will be held in the next 2. Opening Bid century. The game is played in a golden palace with 20 white

    shields and 10 red shields hanging on hooks upon the walls of The first player can declare any amount of numbers (or the hall. Bricriu addresses the assembly and says the purpose of Magic Ones) as their opening bid, even if they didnt roll that the game is to see who is the more conniving and devious spirit. many. You base your bid on your estimate of all dice in play.

    There are two types of opening bids; Number Bids and Magic The goal is to be the last player to have at least one die in

    Ones Bids. play. A game is played in rounds by 2-6 players (4 or 5 is best)

    takes 30-40 minutes for a full game. During each round, the players roll their dice, an opening bid is mad, and play continues Number Bids: as the bid is raised until it is challenged, and the challenge is The white shields along the bidding circle track are for resolved. Players lose dice for incorrect bids or challenges. Number Bids. A Number Bid is a claim that revealing all of the Once a player has lost all of their dice, they are out of the game. dice in play (your dice and your opponents) will show a

    particular number (Magic Ones count towards the number called, Preparation: being like jokers in a deck of cards.) All matching number and

    Magic Ones on the white dice count together toward a Number Print a color version of the board and laminate it. Bid. Collect 5 dice for each player. (30 white dice)

    Have one colored dice as a bid marker (preferably red) For example, if you have three fives and your three One plastic opaque cup for each player (6 cups) opponents each have one Magic One (but no 5s), there are

    really six fives in play (5+5+5+1+1+1.) After reading your Game Board opponents eyes for weakness, declare your bid by placing the

    red die with a six facing up on the white 5 shield circle. The Red Die Players will place this dice on the bidding circles track to Magic Ones Bids: declare their bids and make it easier to keep track. Red shields are used for Magic One Bids. A Magic One The Bidding Circles Track Bid is a claim that revealing all of the dice in play (your dice as

    well as those of your opponents) will show a particular amount This is the white and red circle shields that ring the board. of Magic Ones. Only Magic Ones will count toward a Magic As the bids are called and raised, the red die is moved sun-wise One Bid, but this gives you another option in bidding and (clockwise) on the bidding spaces around the track. Players bluffing your opponents in tight situations. declare their bids by placing the red die on either Number Bid

    circles or Magic One Bid circles allowing all players to decide For example: If you have three Magic Ones in your hand whether its time to raise a bid or challenge. [If the bid, for some and you suspect that your other opponents each have a Magic reason, goes above 20 White circles or 10 Red circles, just keep One in their hand, then it is reasonable to advance the red die going around the board adding 20 (or 10) to the number written around the Bidding Circles Track to the red 6 shield circle and on the board.] have the red die face upwards with a Magic One on it.

     The Lost Dice Squares

    Players place any dice that they have lost on these squares, 3. Bluff, Bluster and Raise

    where they will remain out of play. This aids other players to After the opening bid is made, play continues clockwise to keep track of how many dice are in play or out of play; making the next surviving player. You cannot pass. Each player in bid calculations more simple. succession will have only two options that they can make: The White Dice A. Raise the current bid, or

    B. Challenge the current bid. Players will bid on ALL white dice in play, including

    those in their own cup (or those show outside the cup, but in Remember, All the white dice in play, both yours and the play.) Dice on Lost Dice Squares do not affect game play. The dice held by other players, even the dice you cant see should be

    single pip on the dice is a Magic One and will change to considered when you calculate to raise the bid. Its okay to bluff

    match the number called on any bid, without control of the dies and bluster, and setting the next bid just a bid higher than the owner. true odds, will force the next person into a difficult dillemma of

    whether to risk a challenge or raise it to even more ridiculous

    odds. Dont make it an easy decision for them.


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