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Ablaze!

Ablaze! Rulebook

Table of Contents

Table of Contents

  • Wild Fire!
    • Wild Fire! Contents
    • Wild Fire! Set-Up
    • Wild Fire! A Game Turn
      • The Fire Spreads
      • Place Pawns
    • Wild Fire! End of the Game
      • Scoring
    • Wild Fire! Four-Player Example
      • How does it start?
      • First Game Turn: What does Green do?
      • Second Game Turn: What Does Blue do?
      • Third Game Turn: What Does Yellow do?
      • Fourth Game Turn: What Does Red do?
      • Where should you place your pawns?
      • What does a wooded region look like?
      • What is a wooded region worth?
      • When does it end?
    • Wild Fire! Example: Wooded Regions and Points
    • Wild Fire! Variants
      • Variant Rule: Firebreak
      • Variant Rule: Dry Season
      • "Wild Fire!" with 3 Players
      • "Wild Fire!" with 2 Players
      • "Wild Fire!" as a Solitaire Game
      • "Wild Fire!" as a Cooperative Game
  • Volcano!
    • Volcano! Contents
    • Volcano! Set-Up
    • Volcano! A Game Turn
      • Drop Water Loads
      • Extinguished Forest Tiles
      • Isolated Forest Tiles
    • Volcano! End of the Game
      • Scoring
    • Volcano! Four-Player Example
      • Flight A
      • Flight B
      • Flight C
  • On the Run!
    • On the Run! Contents
    • On the Run! Set-Up
      • Area at the Edge
    • On the Run! Game Turn
      • The Fire Spreads
      • Startled Animals
      • Animals on the Run
    • On the Run! End of the Game
      • Scoring
    • On the Run! Four-Player Example
    • On the Run! Variants

Wild Fire!

A game for 1 to 4 players from 10 years – burning time about 30 minutes.

You lead a firefighting crew into the fight against a blazing wild fire. You must try to cover the largest area of forest while always maintaining a link to water!

Wild Fire! Contents

  • 48 pawns (firefighters) in four colors
  • 43 forest tiles (each with a number on its front face, and a "0" on its back)
  • 1 set of rules (pages 1-7)

The forest tiles display a number ranging from 1 to 6 (each number is represented seven times, with one extra 3-tile). Higher numbers indicate a fiercer fire, while lower numbers indicate the presence of more water. Each forest tile also has one to three spaces on which a pawn can be placed. Each forest tile also has a "0" on its back.

Note: The rules for the 4-player game are described here. (See the 1-, 2- and 3-player rules below.)

Wild Fire! Set-Up

Give each player all the pawns of one color. Thoroughly mix the forest tiles with the back (0) sides face up. Remove 7 tiles from the game (put them back in the box). The oldest player turns over as many forest tiles as there are players (4 in the four-player game) and places them together in a 2x2 rhombus (see Diagram A), orienting the numbers and edges as he chooses (for example: 3, 5, 6, 4). The player on the oldest player's left then takes the first game turn. Continuing clockwise, each player takes a turn.

Wild Fire! A Game Turn

On your turn, flip over a forest tile and place it next to the existing forest tiles—the fire spreads. Then, you may place pawns (0-3) on any one forest tile.

The Fire Spreads

As long as there are face-down forest tiles remaining, you must flip one over to begin your turn. You must then place that tile next to the existing forest tiles at the spot where the fire is burning the hottest. The hottest spot is always the place where the sum of the numbers on the immediately adjacent tiles is the highest (in Diagram A, 6+4). If more than one spot has the same highest sum, you must choose one of those spots. The number on the new tile does not count when making these calculations.

Place Pawns

After placing your new forest tile, you may place up to three of your pawns on any one forest tile of your choice. Placing pawns is always optional. Place these pawns on the circular grey spaces. The grey spaces show the maximum number of pawns that can be placed on a tile. It doesn't matter which of the spaces they are placed on. Different colored pawns may share the same forest tile.

Pawns may only be placed on a forest tile as long as the total number of pawns on the tile does not exceed the number of free edges on the forest tile (a free edge has no other adjacent tiles). Pawns already in place on a forest tile remain in place even if the tile's free edges later decrease or even if the tile becomes completely locked up by the fire (has no free edges).

Example: Red can only place two pawns on the 6-tile because it only has 2 free edges.

Wild Fire! End of the Game

Once all forest tiles have been placed, you may only place pawns or pass during your turn. If you still have pawns, you may pass and still place pawns on a later turn (if you get one!). After all tiles have been placed and all players pass consecutively in turn, the game ends and the score are tallied.

Scoring

All interconnected forest tiles containing a pawn of the same color form a wooded region that scores points for the corresponding player. In order to determine points for a wooded region, add the numbers on all tiles in that region. This sum is divided by the smallest number on any tile in that region that still has a free edge (always round down).

Important: If a wooded region does not have any tile with a free edge, it scores 0 points!

See the diagram in the rulebook for some examples.

Sum the points for all of your wooded regions; this is your total score. The player with the highest total score wins. In the event of a tie, the player with the single most valuable wooded region wins. The game ends in a tie if players are still tied.

Wild Fire! Four-Player Example

How does it start?

The oldest player is red. He turns over a 3-tile, a 4-tile, and two 6-tiles. He places the forest tiles on the table as shown. And the forest is already in flames! Green sits to the left of red and takes the first turn.

First Game Turn: What does Green do?

The fire spreads: green turns over a forest tile and places it at the spot where the sum of all adjacent numbers is highest.

Green reveals a 2-tile. The highest sum is 10 (6+4) and occurs in two places. Green can either place the 2-tile at the bottom, or the upper right (shown by the red arrows). Green decides to have the fire spread to the upper right.

Next, Green may place up to three pawns on any one forest tile. He is not required to place the pawns on the new tile he just placed. He is not required to place any pawns at all, if he doesn't wish to do so.

The pawns are placed on the grey spaces, one pawn per space. But the raging fire limits the placement area even further (remember, after placing pawns, there may never be more pawns on the chosen forest tile than it has free edges). Accordingly, no pawns can ever be placed on forest tiles that have no more free edges. Green places one pawn on the 6-tile at the lower left.

The 6-tile at the lower left has 3 spaces and 3 free edges, i.e., Green could have placed up to three pawns on this tile. It doesn't matter exactly on which spaces a pawn stands on the forest tile. The spaces on the forest tile simply indicate the maximum number of pawns that could ever be placed on that tile—the greater the amount of water on the tile, the less space is available for pawns.

Second Game Turn: What Does Blue do?

Blue turns over a 1-tile. The highest sum is 10 (6+4). Blue must place the 1-tile at the bottom. He places one of his pawns on the 6-tile where the green pawn stands.

Note: Only one of his pawns could be placed on the 6-tile since it had only 2 free edges.

Third Game Turn: What Does Yellow do?

The highest sum is 9 (3+6)—up top or left. Yellow turns over a 2-tile, places it on the left, and places two of his pawns on the upper 6-tile. Yellow has now blocked other players from placing on this 6-tile (it has 2 pawns on it and only 2 free edges).

Fourth Game Turn: What Does Red do?

The highest sum is 9. Red can place the newly revealed 5-tile up top (3+6) or down below (2+6+1). He places it up top and then places one of his pawns right on it. Note how three or more forest tiles can also achieve the highest sum.

Where should you place your pawns?

You should try to place your pawns onto many forest tiles that burn strongly (high numbers). However, at the same time, you should also try to ensuring that these tiles are part of an interconnected wooded region that links to a forest tile with lots of water (low number) that has a free edge.

What does a wooded region look like?

A wooded region is defined as any number of contiguous tiles, each of which contains at least one pawn of the same color. It doesn't matter which spaces on those tiles the pawns stand on, so long as the tiles are part of a contiguous group of tiles.

What is a wooded region worth?

The point value of each wooded region is determined separately. To do this, add the numbers of all forest tiles in the region and divide by the lowest number of any tile in that region that still has at least one free edge (ideally dividing by 1!). Always round down. If a wooded region is completely surrounded with no connection to any tile in the region that has a free edge (for example, the yellow wooded region on the 6-tile in the diagram), it scores 0 points.

When does it end?

Once all forest tiles have been placed, you can only place pawns or pass. A player who passes may play again on a later turn.

The game ends as soon as all tiles have been placed and all players consecutively pass in turn (placing no pawns on their turn). Scoring then takes place. Whoever has the highest score wins. In case of a tie, the player with the single most valuable wooded region wins.

Wild Fire! Example: Wooded Regions and Points

The sample game has run an additional two complete turns.

  • Blue has only one wooded region, worth 6 points (6+4+2 yields 12, divided by 2 yields 6). By blockading the 4-tile, Blue has prevented Green from spreading upward.
  • Green has occupied one wooded region worth 12 points, (5+6+1 yields 12, divided by 1 yields 12) but the other players have done a good job of skillfully blocking further growth of this region.
  • Red has two wooded regions. The 1-tile on the left side forms a wooded region worth 1 point (1 divided by 1). The 5-tile and the 2-tile on the right side form the second wooded region worth 3 points (2+5 yields 7, divided by 2 and rounded down yields 3). Red thus has 4 points at this time. Red would do well, however, to occupy the 4-tile between the 1-tile and the 5-tile since this would immediately increase his score to 12 points.
  • Yellow has two wooded regions. One of them (the 6-tile in the middle) is completely locked up and thus worth 0 points. The second yellow wooded region is worth 3 points (2+5 yields 7, divided by 2 and rounded down yields 3).

Wild Fire! Variants

Variant Rule: Firebreak

Using of firebreaks, you can direct the spread of the fire. To place a firebreak on your turn, first look at the number on the new forest tile you draw, but don't reveal the tile's number to the other players! Then place it face down at the hottest spot as outlined in the normal rules. You may not place pawns this turn!

A firebreak shows the number "0," meaning that the fire is less likely to spread in the direction of this tile. A firebreak tile locks the edges of other tiles exactly the same as a tile placed in the normal manner. No pawns may be placed on a firebreak tile.

Variant Rule: Dry Season

Before shuffling the tiles, remove all of the "1" tiles (you will now use all of the other number tiles provided). This means that the lowest value in the deck is 2, and all scores will have a divisor of at least 2 applied to them!

Note: This variant is recommended for players who want to lessen the luck factor inherent in drawing and incorporating a 1-tile into one of your wooded regions.

"Wild Fire!" with 3 Players

Give each player 12 pawns of one color and four neutral auxiliary pawns in the fourth color. The oldest player places three forest tiles face up in a triangle and the player to his left takes the first game turn. On your turn, you may either place only your own pawns or only your auxiliary pawns. You can use your auxiliary pawns to block forest tiles during play. They are removed before scoring and do not contribute to your total score.

"Wild Fire!" with 2 Players

Each player takes all the pawns in two colors. The oldest player turns over two forest tiles and places them face up side by side, after which his opponent takes the first game turn.

You may only place pawns of one color during your turn. Points are determined separately for each color and then added together for each player.

"Wild Fire!" as a Solitaire Game

Take all 48 pawns and turn over a forest tile before the first game turn. On each turn, you may only place pawns of one color. You may not place firebreaks (variant rule). You must place all 48 pawns before the end of the game. Each color of pawn may only be part of one wooded region (exactly four wooded regions, one in each color)! Each wooded region must connect to a "1" tile that has at least one free edge. If these requirements are met, you have successfully completed the solitaire game!

Important: The solitaire game ends immediately after the turn in which the last forest tile is placed. You may still place pawns on that turn, however.

Tip: The more turns you wait before placing your first pawn, the more difficult it becomes to successfully fight the fire! For an extra challenge, try waiting a turn (level 2) or two (level 3) and see if you can win. What's the highest level at which you can win?

"Wild Fire!" as a Cooperative Game

For the cooperative game, the rules are the same as for two to four players, but the goal of the game is switched to that of the solitaire game. The game ends after the turn in which the last forest tile was placed.

In a three player cooperative game, auxiliary pawns are not removed at the end of the game. They must also be part of a single wooded region! No firebreaks are allowed (see the "Firebreak" variant above).

The cooperative game is more difficult than the solitaire game since pawns must be placed based on seating order. Also, since there are face-up forest tiles in play at the beginning of the game equal to the number of players, there is more delay before the first pawn can be placed.

Volcano!

A game for 1 to 4 daring pilots from 10 years – flight duration about 30 minutes.

Players are pilots of firefighting planes trying to support ground troops fighting a bush fire. Whoever extinguishes or isolates the most forest fires gains honor and wins the game.

Volcano! Contents

  • 48 pawns (water loads) in four colors
  • 36 forest tiles (6 of each number tile, 1-6)
  • 1 volcano tile
  • 1 plane tile
  • 1 set of rules (pages 8-11)

The forest tiles display a number between 1 and 6—high numbers indicate a fiercer fire. Each forest tile also has one to three spaces on which a water load (pawn) can be dropped. All forest tiles also display a "0" on the back.

Note: The rules for the 4-player game are described here. (See the 1-, 2-, and 3-player rules below.)

Volcano! Set-Up

Give each player all the pawns of one color. Place the forest tiles face up on the playing surface so that each forest tile is adjacent to a least two other forest tiles. The oldest player chooses a forest tile that is enclosed on all six sides and replaces it with the volcano tile. The player on the oldest players's left then takes the first game turn. Continuing clockwise, each player takes a turn.

Volcano! A Game Turn

To begin your turn, you must drop water loads. Then, extinguished forest tiles are distributed—they are worth points. Finally, isolated forest tiles are distributed—they too are worth points. See the detailed example below.

Drop Water Loads

Place the plane tile next to a tile along the edge of the remaining tiles. You then "fly" in a straight line over a row of connected forest tiles in the direction indicated by the plane tile—this is your flight path. Place one pawn on each forest tile on your flight path that has at least one empty space—as long as you still have pawns left. You may continue flying over a row of connected forest tiles even if you run out of pawns. You may not choose a flight path that would take you over the volcano. You must choose a flight path that will let you place at least one pawn. After you run out of pawns, you no longer make a flight during your turn.

Example: In the diagram in the rulebook, the blue and green flights are legal. The white flights are illegal.

Extinguished Forest Tiles

A forest tile with all of its spaces occupied by pawns is extinguished if that forest tile has at least two free edges adjacent to each other. After each flight, remove each extinguished forest tile and give to the appropriate player—they are worth points. As tiles are removed, other tiles covered with pawns (that did not previously have 2 adjacent free edges) may now qualify as extinguished tiles. Continue to remove tiles until no more extinguished tiles remain.

If you have the most pawns on an extinguished forest tile, you receive that tile and you place it face up in front of yourself. In case of a tie, the extinguished forest tile is always given to the player who executed the current flight—even if that player doesn't have any pawns on the tile! All pawns on extinguished forest tiles are removed from the game.

Isolated Forest Tiles

A forest tile is isolated if it is not connected to the volcano tile, either directly or through a chain of other tiles. Such a tile does not pose a real threat to the firefighters on the ground. After distributing any extinguished forest tiles, remove each isolated forest tile and give to the appropriate player.

If you have the most pawns on an isolated forest tile, you receive that tile and you place it face up in front of yourself. In case of a tie, the isolated forest tile is always given to the player who executed the current flight—even if that player doesn't have any pawns on the tile! Any isolated forest tiles without pawns are not counted for points and are removed from the game. All pawns on isolated tiles are removed from the game.

Volcano! End of the Game

The game ends when none of the players are able to make a valid flight.

Scoring

Each player adds up the numbers on the forest tiles he has received. The player with the highest total wins. In case of a tie, the tied player who has the fewest pawns on the remaining forest tiles wins. The game ends in a tie if players are still tied.

Volcano! Four-Player Example

Flight A

Green flies over two forest tiles, drops 3 pawns, and extinguishes the 2-tile (it has two free adjacent edges). Green receives the 2-tile because he has the majority of the pawns on it.

Flight B

Blue flies over three forest tiles and drops 3 pawns, but doesn't extinguish any of the tiles.

Flight C

Yellow's flight fills the last space on the 4-tile but doesn't extinguish it because it has only one free edge.

Flight D

Red's flight extinguishes the 3-tile. Red receives the tile because, as the current flyer, he wins all ties. The 4-tile is still not extinguished because its two free edges are not adjacent.

Flight E

Green's flight ends immediately after crossing the 6-tile!

Flight F

Blue's flight extinguishes the 5-tile, and Blue receives the 5-tile because he wins all ties on his turn.

After the 5-tile is removed, the 4-tile has three free edges adjacent to each other and is also extinguished. Because there is a tie, the 4-tile also goes to Blue as the current flyer.

As a result of this flight and the extinguished tiles, three of the forest tiles are isolated; so they are now immediately extinguished:

  • The 4-tile (G) is removed from the game; it has no pawns.
  • The 3-tile (H) is given to Yellow; he has the majority of pawns.
  • The 6-tile (I) goes to Blue; it's his turn, so he wins all ties.

Volcano! Variants

"Volcano!" with 3 Players

Give each player 12 pawns of one color and four neutral pawns in the fourth color. On your turn, you may either place pawns of your own color only or pawns of the neutral color only. Whenever the neutral color has the majority on an extinguished or isolated forest tile, that forest tile is given to the player who made the current flight.

"Volcano!" with 2 Players

Each player takes all the pawns in two colors. You may still only place pawns of one color during your turn. The majority of waterloads on a forest tile is based upon individual colors, so you can tie yourself if your two colors tie!

Example: A player using Red and Yellow does not have the majority on a 5-tile. If a red and a yellow pawn was placed there—on this tile there is a tie! If this tile is isolated on the other player's turn, the tile is given to the opponent because the colors are tied on the forest tile!

"Volcano!" as a Solitaire Game

You get all pawns of all colors. You may still only place pawns of one color during your turn. You win if all forest tiles are extinguished or isolated AND if you claimed all those forest tiles. So, if a forest tile is isolated during the game without having any pawns on it, you lose.

"Volcano!" as a Cooperative Game

The rules are the same as for the 2-4 player games, except that the goal of the game is that of the solitaire game.

On the Run!

A game for 1 to 4 players from 10 years – burning time about 30 minutes.

A bushfire springs up, forcing animals on the run to escape a fiery death. You decide the fate of one type of animal (green, blue, yellow, red). Save the most animals and you win the game!

On the Run! Contents

  • 48 pawns (animals) in 4 colors
  • 43 forest tiles
  • 1 set of rules (pages 12-16)

Note: The rules for the 4-player game are described here. (See the 1-, 2-, and 3-player rules below.)

On the Run! Set-Up

Give each player all the pawns of one color. Thoroughly mix the forest tiles with the back (0) sides face up. The oldest player turns over four forest tiles and places them together in a 2x2 rhombus (see Diagram A), orienting the numbers and edges as he chooses (for example: 3, 5, 4, 4). The player on the oldest player's left then takes the first game turn. Continuing clockwise, each player takes a turn.

Area at the Edge

An "area at the edge" is a part of the playing surface adjacent to the already played tiles. Each such area has the shape, size, and orientation of a normally placed forest tile, but is not yet occupied by a tile (see Diagram A). A maximum of one pawn may be placed in each such area—simulating a route that (hopefully) will lead to escape from the fire.

On the Run! Game Turn

On your turn, flip over a forest tile and place it next to the existing forest tiles—the fire spreads. Then, you may place pawns (0-3) on any one forest tile (startled animals) OR you may move some of your pawns (animals on the run) OR you may simply pass and do nothing.

The Fire Spreads

As long as there are face-down forest tiles remaining, you must flip one over to begin your turn. You must then place that tile at a "flashpoint" spot next to the existing forest tiles. A flashpoint spot is an area along the edge of the current board that meets two requirements:

  • Is adjacent to one of the forest tiles in play that has the highest-value (6-1) and has at least one free edge, AND
  • Is adjacent to at least one other forest tile in play.

If none of the highest-value tiles satisfies these conditions, identify the next highest-valued board edge area that allows both conditions to be met.

Example: If a game starts with four tiles positioned as shown in Diagram A, there are two flashpoints: the 3-5 and 5-1 intersections. If a game starts with three 1-tiles and one 5-tile, there are also two flashpoints—both adjacent to the 5-tile and touching a 1-tile. If a game starts with four (or three) 4-tiles, there are four flashpoints.

If a pawn is located in an "area at the edge" that is also a flashpoint and a new tile is placed there, that pawn is returned to the owning player and may be used again.

Startled Animals

After placing your new forest tile, you may place:

  • 1, 2, or 3 of your pawns on any one forest tile of your choice. Place these pawns on the circular grey spaces. The grey spaces show the maximum number of pawns that can be placed on a tile. It doesn't matter which of the spaces they are placed on. Different colored pawns may share the same forest tile, OR
  • 1 and only one of your pawn in one unoccupied "area at the edge."

Animals on the Run

To move some of your pawns, pick an "evacuation" number from 1 to 6. Then move each of your pawns on a tile having this number. You must move each such pawn to:

  • An unoccupied grey space on adjacent forest tile. The tile moved to may not have the evacuation number, OR
  • An unoccupied adjacent "area at the edge."

Each moving pawn that cannot meet one of these two conditions is returned to the owning player and may be used again.

IMPORTANT: For the purpose of moving pawns only, all connected forest tiles having the same number are treated as one tile! This rule applies to tiles that a pawn is moved from and tiles that a pawn is moved to (see the detailed example below).

On the Run! End of the Game

After the turn in which the last tile was placed, the game ends when either:

  • All players pass consecutively, OR
  • It is no longer possible to move a pawn to an unoccupied "area at the edge."

After the turn in which the last tile was placed, you may not place any more pawns (startled animals) from your personal supply—neither on tiles nor in free "areas at the edge." You may only move pawns (animals on the run) to other tiles and to unoccupied "areas at the edge."

Scoring

Add up the number of your pawns in areas at the edge and subtract the number of your pawns not in play. This is your score. The player with the highest score wins.

In the case of a tie, each of the tied players determines the "damage" received by his pawns left in the fire, meaning still in play on a forest tile. For each such pawn add the number of the tile that the pawn occupies. The player having the highest score and lowest damage wins. The game ends in a tie if players are still tied.

On the Run! Four-Player Example

The set-up is shown in Diagram A.

Red places a 6-tile at the 5-4 flashpoint; then he places 3 pawns on that tile. Blue places a 6-tile at the 5-6 flashpoint; then he places 3 pawns on the 5-tile. Green places a 2-tile at the 3-5-6 flashpoint; then, not thinking ahead, he places 1 (and only one) pawn in the 6-4 "area at the edge." Diagram B shows the game at this point.

Yellow places a 1-tile at the 6-4 flashpoint—Green's ill-placed pawn is removed and returned to its owner. Then Yellow places 1 pawn in the 2-3 "area at the edge"—a much better choice! Diagram C shows the game at this point.

Red places a 3-tile at the 2-6 flashpoint; then Red chooses to move his pawns, picking a "6." His three pawns are all on a 6-tile and thus can all move. Each pawn can move to a tile adjacent to the two 6-tiles: the 1-tile or the lower 4-tile. The 5-tile is not an option because it has no empty spaces.

A red pawn could also move to the upper 4-tile because the two 4-tiles are considered to be one tile. Similarly, a red pawn could also move to the 2-tile because the two 6-tiles are considered to be one tile.

Red could move a pawn to an "area at the edge" adjacent to one of the 6-tiles, but as this is often not a good idea.

Red moves two pawns to the upper 4-tile and one pawn to the 1-tile.

Blue places a 1-tile at the 6-6 flashpoint; then Blue chooses to move his pawn, picking a "5." Each of his pawns can move to one of the six adjacent tiles. Blue moves one pawn to the 2-tile, and two to the lower 4-tile. Diagram D shows the game at this point.

On the Run! Variants

"On the Run!" with 3 Players (Predators)

Give each player 12 pawns of one color and four neutral pawns in the fourth color. To start the game, place 3 tiles face up in a triangle and adjacent to each other. On your turn, you may use only your own color pawns or only your neutral pawns, and never both on the same turn. The neutral pawns represent predators stalking prey at the edge of the fire.

You must still place a tile in your turn if possible. But instead of placing or moving your own color pawns, you may place 1 to 3 of your neutral pawns in free areas at the edge (still only one pawn per area)—these free areas must all be connected to one other.

If you place a tile in an area at the edge occupied by a neutral pawn, put that neutral pawn in another unoccupied area at the edge (your choice). This displacement occurs after you place the tile, but before you place or move pawns.

You may not place any more neutral pawns after the turn in which the last tile was placed.

Neutral pawns are only used to block free areas at the edge and are ignored when scoring.

"On the Run!" with 2 Players

Place 2 tiles adjacent and face up to start the game. Each player takes all the pawns in two colors. You may only use pawns of one color during your turn. This means that if you want to "evacuate" tiles having a specific number, you may only move pawns of one color from these tiles.

To determine your score at the end of the game, multiply the numbers of saved pawns in each color with each other and subtract the number of your pawns not in play.

Example: If you saved 4 green pawns and 2 red pawns your score is 8 (minus the total number of green and red pawns left in your personal supply). If you saved 1 blue pawn and 7 yellow pawns your score is 7 (minus the total number of blue and yellow pawns left in your personal supply).

If the players are tied, calculate damage as described in the 4-player rules to break the tie.

"On the Run" as Cooperative/Solitaire Game

Place 2 tiles adjacent and face up to start the game. Place all of the pawns into a general supply, which is usable by all players. Put each color in one of the cardinal wind directions, like this: north = blue, east = yellow, south = red, and west = green.

Start the first turn with blue and continue playing each turn with a different color in clockwise order—regardless of how many players participate in the game. This means:

  • In a 4-player game each player will always play the same color.
  • In a 3-player game each player is constantly playing different colors.
  • In a 2-player game each player will alternately play each of two colors.
  • In a 1-player game (the solitaire variant) the player will play all the colors—but exactly in the order north, east, south, west, north, east...

Use the plane tile to mark the wind direction that is used on each turn, since the color will not be obvious as soon as all pawns of a color are placed on the board.

You may pass as usual, but in most cases there is always a beneficial action to take.

The cooperative game ends immediately after the turn in which the last tile was drawn and placed on the table. Note that this rule differs from the rules for competitive play!

To win the game all pawns must be placed—either on tiles or at the edge. If this condition is not met the cooperative game is lost (score of 0 points).

If the cooperative game is won, determine the final score by multiplying the number of pawns of each color placed at the edge with each other.

Example: 4 blue pawns, 3 yellow pawns, 3 red pawns and 9 green pawns were saved (sitting at the edge). This results in a score of 4x3x3x9 = 324 points.

Note that you score 0 points if you failed to save at least one pawn from each color!

  • Flight D
  • Flight E
  • Flight F
  • Volcano! Variants
    • "Volcano!" with 3 Players
    • "Volcano!" with 2 Players
    • "Volcano!" as a Solitaire Game
    • "Volcano!" as a Cooperative Game
    • "On the Run!" with 3 Players (Predators)
    • "On the Run!" with 2 Players
    • "On the Run" as Cooperative/Solitaire Game