Octiles Scavenger Hunt

Octiles is a registered trademark of Dale Walton

These rules copyright 1996, 1997 by Steffan O'Sullivan
This page last updated April 8, 1998

Scavenger Hunt is a game using the components of Octiles, published by Kadon Enterprises. It is for two players only.

This set of rules is published with the review and consent of the trademark holder. If you wish to net.publish a variant for the Octiles set, please respect his trademark and obtain his permission. His contact address is dale.walton@alum.mit.edu.


Set-up

Turn the 18 tiles face down and carefully shuffle them so as not to scratch them. Place 17 of them on the starting spaces on the board, still face down. Once they are all placed, flip them all over, face up. The easiest way to do this is from lucite stop to opposite stop.

The eighteenth tile is kept aside, as a replacement tile.

One player takes a Teal runner and a Gold runner, and hides one in each hand. The other player chooses one to be his piece. Gold plays first.

The Gold player now takes the five Orange "runners" (as prizes), and the Oranger marker (as a decoy). The Teal player takes the five Plum runners and the Plum marker.

The Gold player now looks at the board. He decides which of the four central stops his Gold piece will start on, and places it there. The same player places the Teal runner on any one of the three remaining central stops.

The Teal player now sets up the prizes, beginning on any circle he wishes. These are placed on the "start" circles around the edges of the board, one piece per circle. There must be one empty circle between prizes, and prize colors must alternate. When complete, the start circles would look like: Plum prize, blank circle, Orange prize, blank circle, Plum prize, blank circle, Orange prize, blank circle, etc.

The markers begin the game off board, accessible to both players.

Objective

Players collect their prizes by moving their runners onto the circles with their color prizes. The Gold player can only collect Orange prizes, and the Teal player can only collect Plum prizes. The first player to collect all five of his prizes wins the game.

Play

Movement of runners, rotation of tiles, and replacement of tiles follow the rules in the basic Octiles game. Any exceptions are noted.

The Gold player now takes his first move, followed by the Teal player. Players will alternate moves the rest of the game.

A move consists of one of the following choices:

  1. You may replace a tile with the eighteenth tile and move your runner over that tile (the tile you removed becomes the new eighteenth tile); or
  2. You may simply move your runner without changing a tile; or
  3. You may rotate or replace a tile without moving your runner.
You must move your runner at least every other turn, however. That is, you may not choose Option Three two turns in a row.

If your opponent chooses Option Three, you may not, on your next turn, replace or rotate the tile that your opponent has altered. You may immediately change a tile he altered using Option One, however.

Moves over a changed tile may also move a runner over additional tiles, of course.

Start Circles

You may not move onto an empty start circle, nor onto a start circle containing your opponent's prize. However, you may move onto a start circle containing your own prize, and in doing so collect the prize (remove it from the board).

The Decoys

When the first prize is collected, the other player (the one who has not yet collected a prize), places the first player's marker on one of the 15 unoccupied lucite/felt stops. So if the Teal player collects the first prize, a Plum piece, the Gold player places the Plum marker on any of the 15 vacant lucite stops he chooses.

When a player's marker is on the board, he must move to the marker before he is allowed to collect another prize. Once he moves to the marker's space, he then removes the marker from the board and places the other player's marker on any of the other 15 lucite spaces he chooses (i.e., not on the space he occupies). The other player must now move to his marker before he is allowed to collect one of his prizes.

Players will alternate placing markers for the rest of the game - once the first prize is collected, there will always be one marker or the other on the board until the game ends.

A marker comes into effect as soon as it is placed. That is, even if you are one move from collecting a prize, you may not do so if the marker of your color is on the board.

You may never move onto a space occupied by your opponent, your opponent's marker, or your opponent's prizes.

Optional Rule

It is possible that after a while, players will have developed long paths capable of connecting any of the 16 stops quickly. This occurs from runners dashing after their decoys regularly. In this case, the game may bog down for a bit with both players being able to get their decoys too quickly to allow the other player to progress in his scavenger hunt.

To combat that situation, the following rule is recommended:

Each player may invoke a "scramble" option once per game. After your move, you may remove any four tiles you wish from the board, turn them upside down, spin them and shuffle them, and let the opponent put them face down back on the four empty spaces. They are then turned face up and the game proceeds.


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