BIGFOOT: Roll & Smash
BIGFOOT: Roll & Smash Rulebook
Table of Contents
Table of Contents
Overview
In BIGFOOT: Roll & Smash, you'll work with the other players to set up the Arena, then compete against them for the Monster Rally Championship! Each round you'll roll the Monster Tire dice, plan your truck's path of destruction, and smash through the Obstacles in the Arena. Use Style cards to improve your run & Hazards to slow down your opponents. The game ends after each player has driven through the Arena twice, and the player who best wowed the crowd (earned the most Victory Points) wins.
Each round of the game is played in three phases:
- Roll: Roll the Monster Tire dice, earn Plan points, collect Style cards, and hand out Hazards.
- Plan: Plan & Program your run using your Plan points and Style cards.
- Smash: Drive your truck through the Arena, following your plan and playing Style cards. Count up points for the Obstacles you scored.
After two rounds, the player with the most points wins!
Components
- 4 Arena Board Pieces
- 4 Truck Miniatures
- 40 Style Cards (10 cards per truck)
- 4 Player Boards
- 20 Obstacle Tiles (16 Obstacles, 4 Blank tiles)
- 1 Jumbo Scoreboard (1 Dry erase marker, 2 Foot stands)
- 12 Run Markers
- 12 Hazard Tiles
- 4 Monster Tire Dice
- 52 Plan Tiles
- 8 Ramp Tiles
The Supply Tray is not included here.
Setup
Player Setup
- Each player chooses one of the four trucks (BIGFOOT, Snake Bite, Fastrax, BIGFOOT Racer) and collects the matching miniature, Player Board, and Style card deck.
- Each player shuffles their truck's Style card deck and places it to the left of their Player board.
Arena Setup
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Connect the four Arena Board pieces as shown.
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Draw two of each of the four main Obstacle tiles (Up, On, In, By).
- a. Shuffle those tiles and deal them evenly among the players. (In a three-player game, not everyone will get the same number of tiles. Step not depicted.)
- b. Take turns placing one Obstacle tile at a time on the Arena board tile spaces. (Obstacle Tiles are explained on page 6.)
- You must place tiles completely within the inset spaces. (Tiles won't fit into places they can't be placed.)
- Tiles may not overlap other tiles.
After each player has placed all their tiles, the Arena is set for Round 1. (There should be 8 Obstacles in the Arena.)
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Put the Supply Tray near the Arena - it includes: Plan Tiles, Run Markers, Ramp Tiles, and additional Obstacle Tiles.
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Choose a player to be the score keeper for the game. Give them the Scoreboard and dry erase marker. Use the scoreboard to track both the dice results and Victory Points for each run.
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Each player rolls a Monster Tire die. The player who rolls the highest number goes first.
Tip from the rulebook: first-time players should turn to page 9 and read "Driving A Monster Truck."
Round 1
Starting with the first player, take turns rolling the dice, planning your run, and smashing your way through the Arena.
Phase 1: Roll
The active player rolls the Monster Tire dice, collects Style cards, hands out Hazard tiles, and plans their run.
Step 1: Roll the Monster Tire dice. Roll all the Monster Tire dice. The top of the tire shows your result. You may choose to re-roll some or all of the dice up to two more times. You do not need to use all three rolls. If your tire falls over while rolling just re-roll it! Once you're finished rolling, the scorekeeper records the results according to the chart below.
Understanding Your Roll. The Monster Tire dice have three different kinds of results:
- 3-6 (Plan Points): The numbers are plan points you will use to buy Plan tiles for your run.
- Style Cards: Draw one Style card to use during this turn.
- Hazard Tiles: Give an opponent a Hazard tile, they will use it to modify the Arena in Step 3.
Step 2: Draw Style cards. For each Style card icon among the results you kept, draw one Style card from your deck, to help you during your run. You may use any cards you draw during this run, but you can't save them for the next round.
Each card is explained thoroughly on pages 10 & 11 of this rulebook.
Step 3: Check for Hazards. For each Hazard icon among the results you kept, choose an Opponent to draw a Hazard tile.
Each player that was given a Hazard tile will then use them in turn order to modify the Arena before your run. The chart below explains how to use each type of Hazard tile.
Hazard Tiles. Watch out! Hazard tiles can dramatically alter the Arena.
- Nothing to See Here: Place on an Obstacle to make it blank for this run. You cannot gain or lose points for this Obstacle. Remove this Hazard at the end of the run.
- Rotate: Rotate one Obstacle a quarter turn, keeping one square of the tile in place. You must still follow Obstacle placement rules.
- Replace: Remove an Obstacle and replace it with one from the supply. Return the tile you removed to the supply.
- Oil Spill: Place this Hazard on an empty space. When a truck drives into this Hazard, it immediately turns to follow the arrow and moves off the tile as directed. Continue driving as if you were not interrupted.
Phase 2: Plan
Now you will spend Plan points to plan the route your truck will take through the Arena. Try to plan a route that will score the most points! This should take less than 2 minutes to complete per player.
Step 1: Plan Your Run. You must choose seven Plan tiles for your run. Place them in order from left to right in the notched spaces at the top of your player board. When you get to SMASH (Phase 3), you will follow that plan to see how your truck does and how many points you will get.
Each Plan tile shows three details: movement type shows how the truck will move; distance tells how far; and cost indicates how many Plan points that tile costs. (See 'Driving a Monster Truck' for more detailed information, page 9.)
Player Board Anatomy. Your truck's preferred Obstacles are shown on the board. The Victory Points your truck earns from Obstacles are shown on the board. Use your plan points to purchase Plan Tiles. Arrange them in order (left to right) to program your movement through the Arena. Randomly drawn Style cards are earned from your roll.
Plan Tile Anatomy. Each Plan tile shows its movement type and distance, and its Plan points cost.
Details about your run:
- You may start your run from any empty space in the Arena.
- You must use seven tiles. (Style cards may alter this rule.)
- The total cost of the tiles must not exceed your Plan point total from the ROLL phase.
- As you plan your run, you may also place Ramp tiles to set up jumps. Each Ramp tile costs 1 Plan point to place. (See 'Ramps' on page 9.)
You may also have some Style cards that allow you to manipulate your plan. Be sure to use these cards! You can't save them for next round. (See 'Style card Glossary', page 10.)
Phase 3: Smash!
In phase three, the active player drives their truck through the Arena, scoring Victory Points by interacting with the Obstacles. You score when you drive on some tiles, jump up and fly over others, wow the crowd as you zoom by flashy elements, and kick up mud in the pits.
Step 1: Place your Truck. Before your run, place your truck in the spot where you want to start. You may start your run from any empty space in the Arena. The truck must be facing the direction you want it to move when the run starts.
Once you start moving, your truck won't stop until your run ends and it will follow the path you programmed.
Step 2: Run through the Arena. Resolve each of your Plan tiles in order from left to right. Choose a player to place Run markers on each Obstacle you encounter to show how you did. Pick another player to narrate your run in their best Announcer Voice!
Resolve all Plan tiles. You must move your truck as planned, resolving all Plan tiles. For tiles with variable distance, you choose how far to move, as long as you move at least the minimum shown.
Driving In Mud. The "In" Obstacles are mud pits. Once you enter one, your truck will slide forward to the first space after the mud pit and then continue moving as planned. Driving in the mud is free, but you can't turn while sliding through it!
Jumping. To jump your truck, you must drive over a Ramp in the direction indicated by the arrows. After you drive over the Ramp, your truck stays airborne until you decide it should land OR until your plan tiles require you to turn. While your truck is airborne, it is jumping. (There is more information about 'Ramps' on page 9.)
Style Cards. Style cards can be used during your run. Play these cards when appropriate. (Remember that you can't save cards from round to round, so plan to use them!)
Encountering Obstacles. As your truck drives over or near Obstacles, you encounter them.
- If you do so correctly, you Score the Obstacle, and put a Run marker on it, green side up.
- If you encounter an Obstacle incorrectly, you Fail it, and must put a Run marker on it, red X face up.
You might encounter an Obstacle multiple times, but you can only Score or Fail an Obstacle once. If you Score an Obstacle but then Fail it later, turn the Run marker to its red side.
Types of Obstacles.
- Up! Score by jumping over them. Fail by driving on them while your truck is on the ground.
- By Score by passing next to them (on the ground or in the air) or by jumping over them. Fail by driving on them while your truck is on the ground.
- On! Score by driving on them while your truck is on the ground. You cannot Fail these Obstacles. You do not interact with these when jumping.
- In Score by driving through them while your truck is on the ground. You cannot Fail these Obstacles. You do not interact with them when jumping.
Step 3: Score your run. Add up the Victory points for Obstacles and Style cards, then subtract 5 points for each Obstacle you Failed.
- For each Obstacle encountered correctly gain Victory Points based on the Obstacle type (the value badge shown above each type on page 6): By = 2 VP, In = 3 VP, On! = 4 VP, Up! = 5 VP.
- For each failed Obstacle, subtract 5 points.
- Gain points from Style cards used during the run.
In This Example:
- BIGFOOT uses 6 movement, as well as a ramp tile to jump over the first 'Up', 'By', and Second 'Up' that has a 'Nothing to See' Hazard Tile. (5 VP + 2VP + 0VP = 7VP)
- Accidentally lands on the first 'By' Obstacle (-5 VP), then drives off using 'Deja Vu', repeating the Straight 1-2 Plan tile to move one space.
- Does 180° and re-encounters the first 'By' Obstacle again. (0 VP)
- Drives across the 'Up' Obstacle with the 'Nothing to See' token a second time. (0 VP)
- Drives through the first 'In' and plays a 'Sick Trick' while sliding past 1 new 'By' Obstacle. (3 VP + 2 VP + 2 VP = 7 VP)
- End movement from 5 on the bus. turns left on top of the bus, then drives through another 'In' Obstacle. (+7 VP)
- Does a 360° and plays 'Roll Over'. (+9 VP)
BIGFOOT earns 25 Victory Points on this run.
Step 4: Reset the Arena and Pass play to the next player. Remove the Hazards, Run markers and Ramps, discard the Style cards you drew this round, return the Plan Tiles to the supply, and pass play to the next player.
Round 2
Once each player has made one run through the Arena it's time to raise the stakes in ROUND 2!
Player & Arena Setup
Step 1: Reset Turn Order. Start with the player who has the highest score after Round 1 and continue in order of each player's current point total. For Example: The player that scored the fewest points in Round 1 will be the last player to go through the Arena in Round 2.
Step 2: Add Obstacles. Choose 4 more Obstacle tiles from the supply (1 of each Obstacle type) and distribute them evenly among the players. One at a time, each player places these new Obstacles in the Arena.
You are ready to begin Round 2! Go ROLL, PLAN, and SMASH again!
End of the Game
After all players have run their trucks through the Arena for the second round, the game ends.
The player who has the most Victory Points wins!
In the case of a tie, the tied player who did the most donuts wins. If the players are still tied, the tied player with the fewest failed Obstacles wins.
Driving a Monster Truck
This section explains how to move your truck as you resolve each plan tile.
There are 5 different Plan tiles you can use to move your truck through the Arena, plus an Arena Element, the Ramp. (For jumps!)
Remember: Once your truck starts moving - it doesn't stop until your run ends.
Here's how they work:
- Straight 1-2 (Cost: 0 Plan points). Move your truck forward one or two spaces. When you count spaces, each new square your truck enters counts as one space.
- Straight 1-4 (Cost: 2 Plan points). Move your truck forward one, two, three, or four spaces. When you count spaces, each new square your truck enters counts as one space.
- Ramps (Cost 1 Plan point). During Phase 2: Plan, place each Ramp you buy on an empty tile space in the Arena. Be sure the arrows are pointing in the direction you want to jump. (See 'Jumping' on page 6.)
- Turn 90° (Cost: 3 Plan points). Turn your truck a quarter turn to the right or left, then move it forward one space.
- Turn 180° (Cost: 4 Plan points). Turn your truck in two 90° turns in the same direction. When it finishes, it should be one space diagonally behind where it started, facing in the opposite direction.
- 360° Donut (Cost: 5 Plan points). Everyone loves watching monster trucks do donuts! Complete four 90° turns in a row so that your truck ends up back where it started. Every 360° Donut is worth 3 Victory Points!
Style Card Glossary
This section explains what each Style card does. Style cards may be played at any time during your run. However, each Plan tile or Style card must fully resolve before another can be used.
Shared Cards. Each truck deck includes copies of these 4 cards:
- Going Up: You may use an 'On' Obstacle as a Ramp once. You Score the 'On' Obstacle as usual. (See 'Jumping' on page 6.)
- Roll Over: Earn +6 VP and end your run. You may only use this card immediately after you do a 360° Donut or score an 'Up' Obstacle. Your run ends when you play this card.
- Nitro Boost: Add a Turn 90° or Straight 1-2 to your run. This extra maneuver does not count as one of your seven Plan tiles.
- Deja Vu: Repeat ANY tile in your plan. It must be a tile that you already used in this run. (That's an extra Plan tile!)
Sick Tricks. Each truck deck has 2 Sick Trick cards, targeting different Obstacles. Earn the bonus Victory Points for scoring one Obstacle of the type shown.
Unique Cards. Each truck has 1 unique Style card:
- BIGFOOT - Smash: Earn +1 VP for each 'On' Obstacle you score this run.
- Snake Bite - Destroy: Treat ANY 1 Obstacle as an 'On' Obstacle for this run.
- Fastrax - Zero Point Turn: Spin Fastrax in one square to face any direction and earn 3 VP. Spinning in a circle does not count as a 360° Donut.
- BIGFOOT Racer - Airborne: Earn +1 VP for each 'Up' Obstacle you score during this run.
Rookie Mode
Alternate rule set. This alternate rule set provides simpler game play for younger players. These rules assume the game teacher is familiar with the regular BIGFOOT: Roll & Smash rules. Enjoy!
- No Planning Tokens: Players move the number of spaces rolled instead of using Plan points.
- No Fail: Players may not Fail Obstacles, but must steer around them instead.
Setup the Game
Follow the Setup instructions on page 3, but:
- Leave Style decks, Plan tiles, and Hazards in the box.
- Place all 16 Obstacles in the Arena.
The youngest player goes first.
Gameplay
On your turn, roll the dice to get movement points, then spend those points to move through the Arena.
Turn sequence: Roll, then Smash.
Before your turn:
- Collect all four Monster Tire dice.
- Choose where your truck will start.
Phase 1: Roll. Roll the tire dice up to three times as instructed on page 4.
- The numbers on the dice indicate how far you will move your truck.
- Each Green card icon will let you add one ramp to the Arena or add one to your movement total.
- For each Hazard symbol on your final results, your opponents remove one Obstacle from the Arena.
Phase 2: Smash! Use one Monster Tire die at a time to move through the Arena.
- Choose a die to use.
- For each Green card icon on the die, add a Ramp or move one space.
- Move the number of spaces on the die.
- Set that die aside and repeat these steps for the other dice.
Movement
- If you go over a ramp in the direction of the arrows, your truck jumps in the air as long as you go in a straight line.
- You cannot drive on a 'By' Obstacle or an 'Up' Obstacle. You may jump over them.
- You get one extra movement space from driving on an 'In' Obstacle.
- Turn by rotating your truck. Turning does not cost movement and you can turn to face any direction.
Scoring Tokens
When you Score an Obstacle, you place a Run marker on it, green side up. You are not allowed to 'fail' an Obstacle by driving on it incorrectly.
- Score an 'On' Obstacle by driving on it while on the ground.
- Score an 'Up' Obstacle by jumping over it while in the air.
- Score a 'By' Obstacle by passing next to it on the ground or over it in the air.
- Score an 'In' Obstacle by driving on it while on the ground. Move one extra space.
Each scored Obstacle is worth 1 point. Write your score on the score board.
Reset the Arena
- Put back any Obstacles that were removed.
- Pass the dice to the next player.
Reset the Arena (second heading as printed)
After each person takes one turn, the game ends. The player with the most points wins.
Solo Mode
Are you ready to become a truly epic driver? Test your skills in and prove yourself to be the best Monster Truck driver by completing the ARENA LEGENDS CHALLENGE.
To complete this challenge you'll need to win in each of the four Arenas, using a different truck each time. Record your runs on the scoreboard as you play. If you can beat all four, add up your scores from each winning run to get your Arena Legends Score.
How to Play
On the next pages are four pre-made Arena layouts. You can play them in any order, but we'd suggest going in order of difficulty.
You can choose any of the trucks for any of the Arenas. But remember, to win the Arena Legends Challenge you'll need to beat each one with a different truck.
Playing a pre-made Arena
- Set up an Arena according to the diagram. (See Area Layouts on pages 14 & 15.)
- Check the map for any additional rules or advice.
- Choose a truck and collect its components.
- Complete two runs using the usual rules:
- Roll: Roll the Monster Tire dice, earn Plan Points, collect Style cards, and hand out Hazards.
- Plan: Plan & Program your run using your Plan Points & Style cards.
- Smash: Drive your truck through the Arena, following your plan and playing Style cards. Count up points for the Obstacles you clear.
Hazard Tiles (Solo Mode). In this mode the ONLY Hazard used is the REPLACE hazard. Treat any Hazards you roll as REPLACE tiles. Swap the most valuable Obstacle (usually an 'On') with the least valuable available tile (usually a 'By').
How to Win
- Each Arena: You beat an arena if you successfully score every obstacle present in that arena.
- Arena Legends Challenge: You complete the challenge if you beat all 4 Arenas, each with a different truck.
Placeholder title (Scoring Chart/Rank Based Score)
The printed proof leaves this section as placeholder text, reproduced as printed:
Placeholder text.
Arena Layouts
Use these pre-made Arena layouts to complete the ARENA LEGENDS CHALLENGE. (Find more Arena layouts on the publisher's website, xyzgamelabs.com/bigfoot.)
The obstacle counts below are the "Obstacles Required" values printed beside each layout.
The Fun-derdome
- Obstacles required: Up! 3, By 1, On! 4, In 1
- Difficulty: 1 of 4
The Viper's Nest
- Obstacles required: Up! 4, By 4, On! 3, In 4
- Difficulty: 3 of 4
The Proving Ground
- Obstacles required: Up! 2, By 4, On! 4, In 2
- Difficulty: 2 of 4
The Crucible
- Obstacles required: Up! 3, By 3, On! 3, In 3
- Difficulty: 4 of 4
Quick Reference
Obstacles
- Up! Score by jumping over them. Fail by driving on them while your truck is on the ground.
- By Score by passing next to them (on the ground or in the air) or by jumping over them. Fail by driving on them while your truck is on the ground.
- On! Score by driving on them while your truck is on the ground. You cannot Fail these Obstacles. You do not interact with them when jumping.
- In Score by driving through them while your truck is on the ground. You cannot Fail these Obstacles. You do not interact with them when jumping.
Monster Tire Dice Icons
- 3-6 (Plan Points): The numbers are Plan points you will use to buy Plan tiles for your run.
- Style Cards: Draw one Style card to use during this turn.
- Hazard Tiles: An Opponent gets a Hazard tile and uses it to modify the Arena.
Hazard Tiles
- Nothing to See Here: Place on an Obstacle to make it blank for this run. You cannot gain or lose points for this Obstacle. Remove this Hazard at the end of the run.
- Rotate: Rotate one Obstacle a quarter turn, keeping one square of the tile in place. You must still follow Obstacle placement rules.
- Replace: Remove an Obstacle and replace it with one from the supply. Return the tile you removed to the supply.
- Oil Spill: Place this Hazard on an empty space. When a truck drives into this Hazard, it immediately turns to follow the arrow and moves off the tile as directed. Continue driving as if you were not interrupted.