HBR (Hunter Bear Rabbit)
A game of Blind Survival
Setup: The game is played on the provided grid map of 22x15 squares (330). This is called the field of play or “the forest”. The characters take turns moving on the field of play in order of Hunter, Bear, and then the Rabbit. The player is provided a separate sheet of paper or dry erase board to keep track of their movement. 3 plastic pieces will be needed to track the characters.Each character has a different starting point on the field of play. There will be randomized obstacles on the field of play (Usually FIVE total). See rules for each character on how to play with these obstacles.
Hunter: The player controls the Hunter. The hunter’s goal is to capture the rabbit. He or she may move one square per turn. The player calls out their chosen movement to the Observer to advance the game. The Hunter is blocked by obstacles and does not move if the player calls for a movement into one. The hunter may not exit the field of play at any time.
The movements the hunter can choose from on their turn are:
>North >Northeast Objective Movements:
>South >Northwest >Towards Rabbit
>East >Southeast > Towards Bear
>West >Southwest >Towards Rabbit Hole
NOTE: The objective movements can only be played out in cardinal directions. An objective movement also automatically avoids objects but the player does not gain notice of the obstacle in this way.
The player loses the game if he/she are eaten by the bear or the Rabbit reaches the Rabbit Hole on its turn.
The hunter captures the rabbit by getting in range of the Rabbit character on the field of play. This range is 2 squares away from the hunter in any given direction. The hunter is now “Ready to hunt.” At this time, the hunter may choose to use their turn to attempt a “Capture”. The player says this key-word and gives out a quadrant of the field of play to use its net to attempt to capture the Rabbit. The areas that a Hunter can throw their net towards are “Northeast, Northwest, Southeast, Southwest” around the hunter. If the rabbit is within 2 squares of the hunter in the correct quadrant, the capture is successful and the player wins the game. The hunter sacrifices its movement for the turn if they decide to attempt to Capture.
Observer: The observer controls the field of play in the live version of HBR. When given an instruction by the hunter, the Observer moves the Hunter piece in kind and tells the Hunter they have done so. The hunter never sees the field of play and is only given information about it from the observer. The Observer’s task is to convey information about the field of play to the hunter. If a movement is successful, the observer will repeat where the hunter has moved given a certain direction. If the hunter wishes to move towards an objective (I.e. USING an OBJECTIVE MOVEMENT), the observer states the cardinal direction the hunter has moved towards. The observer also states whether the hunter is “Ready to hunt”, in the “Danger zone”, or is “blocked by an obstacle” or "Reached the edge of the field of play" if need be. The observer only states that the Bear and the Rabbit have “moved” during their turns. The observer does not convey the direction the NPC’s have moved.
If the hunter has chanced upon the Rabbit hole, the observer tells them they have found it for their move, however, the Hunter moves back to the square from which he moved from. The observer should inform the hunter of both of these actions.
Bear: The bear seeks out the hunter. The bear only moves one square per turn in cardinal directions and is not blocked by obstacles. When the bear is within 1 square of the hunter after its turn, the Hunter is considered “In the Danger Zone”. In the danger zone, the bear is given the ability to move diagonally. If the hunter does not move out of the danger zone during their turn, the Bear moves in for the kill, ending the game. The hunter may end the game with a “Capture” on their turn in order not be eaten as well.
Rabbit: The Rabbit’s goal is to return to the Rabbit Hole, a set square on the field of play. It moves towards the rabbit hole one square per turn in cardinal directions for the duration of the game. The rabbit is blocked by obstacles as well as other characters and must move around them. The rabbit wins if it reaches the hole on its turn.
Meta rules for live play: Given a certain objective (either Hunter seeking an objective movement or the Bear seeking out the Hunter or the Rabbit traveling towards the rabbit hole), the Observer always moves the character in the direction that has the most squares of distance.
For example: The Hunter gives the direction “Toward Rabbit Hole”. The hunter is 4 Squares South and 7 Squares West of the Rabbit Hole. The Observer moves the Hunter East, to make up for this greater distance. In case of equidistance (4 squares South, 4 Squares West), North and South movements take precedence. This is known as the “Square Rule”. These rules apply to all characters. Keep in mind that the Bear is not hindered by obstacles.
If by chance characters run into each other on the field of play. These precedents take place:
Rabbit runs into Bear: Bear moves first in play, takes spot and the Rabbit must treat character like an obstacle.
Rabbit runs into Hunter: Hunter takes precedent, Rabbit treats Hunter like obstacle.
Hunter runs into Rabbit on their turn. Observer conveys the Hunter to hunter of the rabbit on that square and moves them back to original square, then the rabbit moves.
Hunter runs into bear: The Hunter is immediately eaten, the game is over.
Bear run into Rabbit on its way towards Hunter on its turn: Move Bear and Rabbit simultaneously in order for Bear to take spot.
Example Dialogue:
Hunter: "I move northwest"
Observer: "You move northwest, the bear and then the Rabbit move towards their respective goals"
Hunter: "I move towards the Rabbit Hole."
Observer: "You move north, the Bear moves towards you, the Rabbit moves towards the Rabbit hole."
Hunter:"I move east."
Obstacle"An obstacle blocks your path, you do not move north, the bear and then the rabbit move."
Hunter:"I move west."
Observer: "You are ready to hunt, the bear and the rabbit move toward their goals.
Hunter:"Capture, Northwest."
Observer: "The rabbit has been captured, you win the game."
Patch 1.1: Implement the "Snare" mechanic for defensive purposes for Hunter against Bear.
-If the Hunter calls out this keyword and the correct quadrant (like capture) of the bear, the bear has been snared and will not be able to move during this turn or the following turn. This gives incentive to know the direction of the bear.
>Possible< Patch 1.2: Implement the use of a "blank map" given to hunter at beginning of game showing the obstacles and layout of map (NOT Spawn points or Cardinal directions). This would allow orientation and strategic forethought for hunter during game. >NEEDS PLAYTESTING<
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