
Draft of 3-13-97 * copyright 1997 by SJ Games
Design: Matthew D. Grau
Development: Steve Jackson
With help from: Robert Apthorpe, Steve Bishop, and no doubt the net!
Please feel free to use these rules for your tournaments. (You can
print this page via the link at the bottom.) Send mail to
sj@io.com about how many players you had,
how it went, and any variants you tried! Thanks!
The tournament game, unlike regular Dino Hunt, lets you
custom-build a deck to add more strategy for play. And it allows the option
of winning your opponents' cards! Each player will need his own cards, both
Specials and dinosaurs.
Deck Building
Each player builds two decks before play starts: a "bid deck" of
dinosaur cards, and a Special deck. The design of these decks is the
strategy of the game!
The Special Deck
No more than two of any single card may appear in a deck. Remember
that Experts are unique (only one of each may be in play).
Each player draws only from his own Special deck . . . and when
those cards are gone, he gets no more Specials. No reshuffling!
You keep your own Specials; you cannot steal other players'
Specials in any way. (For tournament games, the Trunks card lets you choose
one of the top three Specials from your own discard pile and return it to
your hand.)
Special Deck size depends on the planned length of the game.
Foray - Short jaunts, not much over a half-hour. 15 Specials each.
Hunt - Longer trips, of about an hour. 25 Specials each.
Safari - Full-scale expeditions, up to 2 hours. 35 Specials each.
The Dinosaur (Bid) Deck
Each player bids a stack of dinosaur cards he wants to play with
(and is willing to lose!). The cards bid by each player are all shuffled
together to create the dinosaur deck for the game. (The tournament
organizers can contribute a few extra cards to the dinosaur deck, as extra
prizes for players.)
When you capture a dinosaur card, you keep it, regardless of who
brought it !
The tournament judges can choose one of two ways to build bid
decks: according to rarity, or just by the number of dinosaur cards.
Bidding by number of cards is quicker. Bidding by point value may bring a
wider variety of cards into play.
Foray - 10 rarity points, or any 8 dinosaur cards, per player
Hunt - 15 rarity points, or any 12 dinosaur cards, per player
Safari - 25 rarity points, or any 20 dinosaur cards, per player
Point Values by Rarity Levels:
- Ultra-Rares: 20
- Uncommons: 2
- Rares: 4
- Commons: 1
Optional: Each dinosaur you bid may be initialed for tracking and
spoils. The initials show the number of players who have previously owned
each card.
Discard and Reshuffle
Some dinosaurs will escape to the discard pile during play. The
first time the dinosaur deck is exhausted, the discards are shuffled and
become the new dinosaur deck, giving the players one more chance to capture
them.
Endgame Draft
After the reshuffle, the game ends when all the dinosaurs have been
captured or have escaped again. Points are totaled to determine the winner,
second place, etc.
Now all the uncaught dinosaurs are distributed. The winner gets
first choice of cards from the discard pile. Then the second place player
chooses one, and so on until all cards have been taken. They don't count
toward victory, though!
Tournament Themes
You can easily have theme tournaments, such as:
- Carnivores only (the tournament of Manly Men)
- The Veggiesaurus League (herbivores only)
- Big Game (dinosaurs over 1 ton only)
Tips and Strategies
Deck Building
- Be sure to coordinate your Special deck with your bid deck. For
example, a Jet Pack will do you little good if you don't bid
several flying dinosaurs yourself.
- Bidding lots of easy-to-catch, low point value dinosaurs can be a
bonus. Many players ignore these creatures to go after bigger
and harder to catch game, while you can go in and scoop up the
little guys.
- You can make the game interesting by bidding dangerous creatures,
which end the hunter's turn on a bad roll, or those which easily
escape to the discard pile. But if everyone does this the game can
become frustrating, and the endgame draft becomes very important.
Special Deck Themes
- The Research Expedition Deck - This deck relies on bonus points
cards, such as High Feeding, Mating Battles, and To the Death!. If
you can get these cards out, you will be able to gain extra points
for many different dinosaurs at the end of the game. Again, you
have to make sure your bid enough dinosaurs that you can use your
Specials!
- The Bad Day Deck - This utilizes cards that hinder movement and
reduce the rolls of other players, such as Misfire, Rogue Predator,
Short Circuit, Timeslip, and Trampled. This sacrifices your chances
to draw cards that help you - but it can be fun to frustrate your
opponents as each turn something else goes wrong.
- The Wasteland Deck - This deck utilizes the variety of Extinction
cards available. The 1996 Limited Edition has eight different
Extinction cards, plus the Minor Extinction card. Since you are
allowed two of each card, you could conceivably have 16 Extinction
cards, wiping out all of the dinosaurs your opponents might have been
able to hunt. Watch with glee as the only dinosaurs available for
hunting are those you place on your turn.
Important Cards
- Chronojacker - At least one Chronojacker is a necessity for
almost every deck, since it allows you to steal captured dinosaurs from
your opponents any time you have energy left over. If you're never
going to hunt dangerous dinos, of course, you will rarely have
leftover energy, and this card might be a waste.
- Follow the Tracks - It allows you to go after discarded
dinosaurs, which can be important when hunting for a trophy.
- Good Luck - At least one, most likely two, Good Luck cards are a
necessity for every deck, since they allow you to cancel Specials
played by your opponents.
- Jinx - The Jinx is very important since it is a gadget that
causes other gadgets to malfunction. Ms. Fixit does not protect against
Jinx.
- Midnight Snack - Allows you to eat up an opponent's captured
dinosaurs, thereby decreasing their point totals. But worthless
against a rival who never tries to capture big predators.
- Ms. Fixit - She protects your gadgets from malfunctions.
Unfortunately, she is unique so you have to make sure to get her out
into play first.
- Power Cells - Excellent if you get it out early. They give you
free energy at the start of every single turn.
- Radioactive Deposit - This card can give you a boost of energy
when it is critical. It is also an excellent card to play on your last
turn.
- Solar Collector - Another must, the Solar Collector allows you to
burn Special cards from your hand for energy - a lifesaver.
- Super Stunner - A must if you're going to hunt the dangerous
creatures. Best when combined with gadgets that give you extra energy,
like Power Cells.
- Sure Shot Sam - He's free, and he gives you bonuses to your die
rolls in three of the five time periods. Again, he's unique so
make sure to get him out fast.
- Synchonizer - If you're paranoid about Extinctions, this is for you.
Tournament Format
- Randomly assign players in approximately equal numbers to each
table. (16 players should break down into four tables of four,
18 into two tables of four and two tables of five, etc.)
- At the end of each round, players score 5 tourney points for
first, 3 for second, 1 for any other position.
- For subsequent rounds, reassign players randomly to new tables.
- Play three rounds. If there is no clear winner, the high
scorers can go to a quick playoff game.
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