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Flight of the Boodles

Flight of the Boodles Rulebook

Table of Contents

Table of Contents

  • Components
  • Order of Play
  • Two-Player Set-Up
    • Force Selection
    • Initial Counter Placement
  • Counter Descriptions
  • Boodles
    • Boodleblasters
    • Table 1: Boodle Counters
  • Grumjugs
    • Grumbuggies
    • Grumbombs
    • Grumjug Reinforcements
    • Table 2: Grumjug Counters
  • Combat
  • How to Tell When the Game Is Over
  • Rules for Solo Play
    • Selecting the Grumjug Force
    • Selecting and Placing the Boodles
    • Playing the Game
    • How to Tell When the Game Is Over (Solo)
  • Answers to Frequently Asked Questions
  • Examples of Play
  • Reference: Counter Summary
  • Reference: Scenario Cost Limits
  • Reference: Translation Table

Components

Detach the heavy stock sheet from the rest of this issue of DRAGON™ Magazine. Separate the game board from the counter sheet and cut out the counters; keep the red Boodle counters separate from the green Grumjug counters. If you wish to play a solo game, turn to the section marked, "Rules for solo play." Two six-sided dice are needed to play either version.

Order of Play

  1. Assign sides
  2. Roll for Boodle starting valley
  3. Select forces
  4. Grumjug player deploys force
  5. Boodle player deploys force
  6. Boodle turn:
    • Move Boodlepieces
    • Boodlefighters attack
    • Boodlewiz casts spell
  7. Grumjug turn:
    • Grumjug reinforcements arrive
    • Move Grumjug pieces
    • Grumjugs attack

Two-Player Set-Up

Decide who plays the Boodles. (The other player plays the Grumjugs.) The Boodle player rolls one six-sided die to determine where the Boodle force begins the game: Boodles start from the valley by the green FLIGHT OF THE BOODLES logo on rolls of 1, 2, or 3 and move towards the valley by the red BOODLES logo; on rolls of 4, 5, or 6 the Boodles begin the game from the red valley and move toward the green valley.

Valleys are located on either end of the board in the two rows of squares colored green. Other terrain — mountains, mountain passes, and the Grumking fortress — is represented by different colors.

Force Selection

Both players select their forces in secret. The "cost" of different types of counters varies. Players choose any combination of counters for their force they wish. However, the total "cost" of the counters must not exceed the limits allowed for the scenario they play. Beginning players are advised to play Scenario 1. Cost factors for counters are listed in Tables 1 and 2, along with a summary of the characteristics described below.

Scenario Cost Limits

Scenario NumberBoodle LimitGrumjug Limit
13536
24748
35960
47172

Note: Besides cost limits, players cannot attempt to construct a force requiring more of a different type of piece or pieces than provided with this game.

Initial Counter Placement

After both players select forces, the Grumjug player places the beginning Grumjug force on the board. Grumjug pieces may only be put in mountain passes (color squares) and in the Fortress of the Grumking. Grumbombs set on the board may be either activated or unactivated, at the Grumjug player's discretion.

After Grumjug pieces are located, the Boodleplayer places the Boodlepieces in the starting valley. Up to three pieces may be placed on any given square at the start of, or during play.

Counter Descriptions

Different types of pieces move according to different restrictions, as described below. Several basic movement rules apply to all pieces, however.

  • Movement always is optional: Not all pieces must be moved during the movement phase of a round, and pieces may move up to their maximum movement allowance.
  • Movement allowances cannot be transferred from one round to another, or from one piece to another.
  • Pieces can move from the square they occupy to any adjacent square, horizontally, vertically, or diagonally, except where prohibited.
  • Pieces cannot move onto or through squares occupied by a "living" foe. Only Boodles, Boodlefighters, Boodlewizzes, the Boodlequeen, and Grumjugs are considered "living."
  • No pieces may move into the Snagrock Mountains. Boodle pieces, however, may be blasted over mountains by a Boodleblaster, as described below.
  • Boodle pieces may move into and out of their starting valley during the game. Grumjugs may move into and out of the Fortress of the Grumking. However, Grumjug pieces may not move into either Boodle valley, and Boodle pieces may not move into or through the Grumking fortress.
  • Only three pieces from one side may occupy the same square at the end of the movement phase of a player's turn.

Boodles

There are four different types of Boodlebeings (Boodles, Boodle fighters, Boodle magicians, and the Boodle queen), and one piece of Boodle equipment (the Boodle Blaster).

The movement rate for Boodlebeings varies with each turn. The Boodle player determines the movement rate for all Boodles at the beginning of the Boodles' turn by rolling two six-sided dice. The higher of the two results is the maximum number of squares any and all living Boodles may move during the movement phase of that turn.

Individual characteristics of the Boodle pieces are:

  • Boodles can only move — they do not participate in combat (except as victims) or cast spells. The Boodle player receives one victory point for each Boodle that reaches the finishing valley.
  • Only Boodle fighters can initiate combat. Boodle fighters destroy adjacent Grumjugs on a roll of 1, 2, or 3. Each fighter that reaches the finishing valley is worth one victory point.
  • Only Boodle wizards have magic powers to cast spells. Each Boodlewiz may attempt to cast a Grumjigjam spell during the spell phase of each Boodle player's turn by rolling a six-sided die. On a roll of 1, 2, 3, or 4, the spell works. This has two effects. First, any Grumbuggies within three squares (mountains included) of the Boodlewiz cannot move during the upcoming Grumjug turn. Secondly, any Grumbuggies moving to within three squares of the Boodlewiz are immediately frozen and cannot move for the rest of the turn. Note: The spell lasts only during the movement phase and affects only Grumbuggies, not individual Grumjugs. Grumjugs may still move and attack normally, and Grumjugs located with an immobilized Grumbuggy may still attack if adjacent to a Boodle piece. A Boodlewiz earns one victory point for reaching the Boodles' finishing valley.
  • The Boodle Queen also may only move. The queen, however, is worth 4 victory points if she is successful in reaching the new valley. (Note: Two queens are provided, but only one is used during play. The other is a spare.)

Boodleblasters

Boodleblasters are not living beings. Rather, they are things, transporters that look much like large iron mortars. Unlike mortars, Boodleblasters safely shoot Boodles, Boodle fighters, Boodlewizzes, and the Boodle Queen about the game board.

Each Boodleblaster may blast one or two Boodlepieces up to 3 squares in the movement phase of the Boodle player's turn. The blasted Boodlepieces may travel over mountains and over squares occupied by Grumjugs, Grumbombs, and Grumbuggies. They cannot land on squares containing opposing pieces.

The Boodle player picks the squares the blasted pieces will land on. Any two Boodlepieces, including "unset" Boodleblasters (see below), may be blasted simultaneously to different squares by the same blast.

A Boodlewiz magically enchanted Boodleblasters, so they are lightweight and easily carried by Boodlebeings. Boodleblasters may be picked up and transported about the board by any Boodlebeing, until the Boodleplayer wants to use the piece. Then, the Boodleblaster must be "set." The magic spell wears off once a Boodleblaster is set; this causes the Boodleblaster to once again become so incredibly heavy that it cannot be moved for the rest of the game.

Boodleblasting is done during the movement phase of the Boodleplayer's turn, and costs no movement points. Any Boodlebeing occupying the same square as a Boodleblaster may set the device at any time during the Boodlebeing's movement phase. However, a Boodlebeing may only be blasted at the beginning or the end of its movement phase; the Boodlebeing's movement allowance cannot be split so that part is used before and part used after the blasting. (See "Answers to many of your frequently asked questions about 'Flight of the Boodles.'")

Boodlepieces may move into, or remain in, a square occupied by a Boodleblaster without being blasted. Grumjugs also may move into a square occupied only by a Boodleblaster. But Grumjugs cannot destroy, carry or be blasted by a Boodleblaster.

Table 1: Boodle Counters

TypeCostNumber IncludedMovementHits OnVictory Points
Boodles1161d6--1
Boodle Fighters (Boodlinos)4101d61-31
Bloodleblasters (Bombastaboodle)47carriedautomatic0
Boodle-wizard (Hoakboodle)661d61-31

Grumjugs

The four types of Grumjug counters are Grumjugs, Grumbuggies, Grumbombs and the Grumking. Only Grumjugs and Grumkings are living pieces, and only the Grumjug is involved in the game — the Grumking is included only for color and stays in the Fortress of the Grumking for the entire game.

Grumjugs can both move and attack to defend the mountain passes from the Boodle horde. Grumjugs may attack any adjacent Boodlebeing. (See rules for combat below.)

Grumjugs may move one square during the movement phase of the Grumjug player's turn. This movement allowance increases to up to four squares per turn if the Grumjug is driving a Grumbuggy.

Grumbuggies

Grumbuggies are Grumjug vehicles. They do not attack, nor may they be attacked, or driven, by Boodlepieces. Only Grumjugs may drive Grumbuggies, although a Grumbuggy driven by a Grumjug may also carry a Grumbomb or a second Grumjug.

Grumjugs take possession of Grumbuggies by moving onto the square occupied by the Grumbuggy. Moving onto a square occupied by a Grumbuggy uses a Grumjug's entire movement allowance for a turn. However, once the Grumjug moves onto the Grumbuggy it may drive the Grumbuggy up to four additional squares that turn, and each subsequent turn the Grumjug remains on the Grumbuggy. Grumbuggies carrying more than one Grumjug, or a Grumjug and a Grumbomb (Grumbuggies cannot carry other Grumbuggies) may stop to discharge one Grumjug or the Grumbomb during the course of movement, and then continue on. Grumjugs dropped off in this manner may move up to one additional square, if they have not already moved alone during the turn. (For more variations of this rule, see "Answers to many of your most frequently asked questions about 'Flight of the Boodles.'")

Grumbombs

Grumbombs are death traps. Everything — Boodlepieces and Grumpieces — moving into a square occupied by an activated Grumbomb is destroyed.

Each Grumjug may carry one Grumbomb at a time. Grumbombs that are not activated may be picked up and carried and later discharged at will. But once set, Grumbombs cannot be moved, and remain activated for the rest of the game.

Grumbombs must be set in the movement phase of the Grumjug player's turn by a Grumjug occupying the same square as the Grumbomb. Setting a Grumbomb uses none of the Grumjug's movement allowance, but the Grumjug setting the Grumbomb must immediately move out of the square or be destroyed. A Grumjug that is not riding a Grumbuggy will be destroyed if it moves onto a square occupied by a Grumbomb and activates it during the same turn.

Grumjugs on Grumbuggies may split their increased movement allowance around the acts of picking up, carrying and discharging Grumbombs: A Grumjug could move onto a square occupied by a Grumbuggy (using its solo movement allowance), drive the Grumbuggy onto a square occupied by an unactivated Grumbomb, pick up the Grumbomb, take it on the Grumbuggy to another square, discharge and activate the Grumbomb, and drive away.

Only Grumjugs can carry or activate a Grumbomb. The Grumjug player cannot set Grumbombs so that no clear (unblocked by Grumbombs) path exists between the two valleys. However, the clear path may be very convoluted, and may be "blocked" by Grumjugs, Grumbuggies, and unset Grumbombs.

Grumjug Reinforcements

At the beginning of each Grumjug player's turn, the Grumjug force receives one additional piece as a reinforcement. The Grumjug player chooses from among the unused Grumjug counters, starting the reinforcement in the Fortress of the Grumking. The reinforcement may be moved that turn, during the Grumjug movement phase.

The Grumjug player receives no reinforcements if more than three pieces (excluding the Grumking) are in the Fortress at the beginning of the turn.

Boodles receive no reinforcements during the game.

Table 2: Grumjug Counters

TypeCostNumber IncludedMovementHits OnVictory Points
Grumjug3201-41-3, 1-5n/a
Grumbuggy (Grumjig)3101-4----
Grumbomb (Grumwomp)312carriedautomatic--
Grumking (Hah-Grumjug)020----

Transcriber's note: Table 2 prints the Grumjug "Hits On" entry as "1-3, 1-5" with no label. The reference sheet at the end of the article gives it as 1-3 against Boodle fighters and 1-5 against other Boodlebeings, which is how it is applied in the Combat section below.

Combat

Pieces moved by one player can attack only during the combat phase of that player's turn. All attacks are individual: One single piece attacks a single opposing piece, although more than one piece could attack a given opponent during the same round if the prior attacks are unsuccessful.

Combat is optional, and a piece must be adjacent to an opponent to initiate an attack. The attacking player chooses the order of opponents to attack during a round, with one exception: When a Grumjug is adjacent to a square where Boodlebeings are "stacked" — where the square is occupied by more than one Boodlebeing — the attacker must attack any and all Boodle fighters in the stack first, before attacking Boodles, Boodlewizzes, or the Boodle Queen.

The attacker rolls one six-sided die and consults the Combat Table (below) to determine the outcome of the attack.

Combat Table

AttackerDefenderHits on
BoodlefighterGrumjug1, 2, 3
GrumjugBoodlefighter1, 2, 3
GrumjugBoodle, Boodlewiz, Boodle Queen1, 2, 3, 4, 5

Successful attacks destroy and remove the defender from play. However, all defenders receive a simultaneous counterattack, using the above table, except for Boodles, Boodlewizzes and the Boodle-Queen. Successful counterattacks remove the attacker from play, even if the initial attack succeeded. (In that event, both pieces are removed from play.)

A successful attacker that survives counterattacks may continue to attack other adjacent pieces until it is unsuccessful or destroyed by a counterattack. An attacker that misses can make no more attacks during that round.

Attacks cannot be made against pieces in the opponent's "home" territory: Grumjugs cannot attack Boodlebeings in the starting valley; Boodle fighters cannot attack Grumjugs in the Fortress of the Grumking. However, Grumjugs in the Fortress may attack Boodlebeings and Boodle fighters in the starting valley may attack Grumjugs; in these instances, the defending piece gets a counterattack.

How to Tell When the Game Is Over

The Boodleplayer receives victory points for each piece moved into the finishing valley, as follows:

  • Boodle — 1
  • Boodle fighter — 1
  • Boodlewiz — 1
  • Boodle Queen — 4

The Boodleplayer wins by amassing four victory points.

The Grumjug player wins by destroying all Boodlebeings or by placing the Boodleplayer in a position where no Boodlebeings can move without being destroyed. If all Boodle pieces remaining on the board are not moved out of the starting valley for three consecutive turns, the Boodleplayer forfeits.

Rules for Solo Play

In the one-person version of Flight of the Boodles, the size of the Boodle force is smaller and Grumjug actions are controlled by random chance. Combat, character capabilities and playing sequence remain the same. Rule modifications are described below.

Selecting the Grumjug Force

The Grumjug force begins the game with at least seven pieces. For each of those seven pieces, the Grumjug player rolls a six-sided die three times to determine the type of piece and its initial location on the game board. The first roll indicates the type of piece: Rolls of 1 through 4 produce a Grumjug; rolls of 5 or 6 produce a Grumbomb. The second and third rolls are cross-indexed on the chart below to locate the new piece on one of the 18 numbered squares on the gameboard.

Placement chart (Second Roll, read across: 1or2, 3or4, 5or6; Third Roll, read down: 1–6)

Third RollSecond Roll 1or2Second Roll 3or4Second Roll 5or6
11713
22814
33915
441016
551117
661218

A Grumbuggy can be placed on any square where a Grumjug starts the game. If a Grumjug and a Grumbuggy already occupy a square and that square is again rolled as the starting square for a Grumjug, the second Grumjug may be placed on the Grumbuggy, too. If a square is already occupied by three pieces, make the second and third rolls again until an eligible square (one occupied by none, one or two pieces) is rolled.

Grumbombs are presumed to be set when placed on the board, unless a Grumjug also occupies the square. The Grumbomb becomes activated at the start of the next Boodle turn — if a Grumjug remains on the square after activation, it is destroyed.

Selecting and Placing the Boodles

Select one of these two Boodle forces:

  • One Boodlewiz and one Boodleblaster; or
  • Two Boodlefighters and one Boodleblaster.

Locate the Boodle force anywhere in the starting valley (which is selected as in the two-player game).

Playing the Game

Boodle movement is determined at the beginning of each turn. Roll two dice; the higher of the two results is the Boodlebeings' movement rate for that turn.

The rest of the Boodle sequence remains as in the two-player game.

Grumjugs receive one replacement at the beginning of each Grumjug turn. Roll a die to determine the type of Grumjug replacement: 1, 2, or 3 = Grumjug; 4, 5, or 6 = Grumbomb.

Place reinforcements on the board with the two-roll table used to place the initial Grumjug force. Replacement Grumjugs may be started on a Grumbuggy if a Grumbuggy is not already on the square.

Grumjugs move automatically toward the nearest Boodlepiece. If a Grumjug is the same number of squares away from two Boodles, roll to determine which Boodle the Grumjug moves toward.

Combat is conducted as in the two-player game.

How to Tell When the Game Is Over (Solo)

The Boodles win if any Boodlepiece reaches the finishing valley.

The Grumjugs win by destroying all Boodles on the board.

Answers to Frequently Asked Questions

What Is a Boodle?

A Boodle is a piece in this game that resembles a pawn in chess. It can't do much, isn't worth a lot, and usually gets wiped out so the Queen can survive.

No, what are Boodles?

Boodles are a race of beings.

Wait a second. I'm confused. You've got Boodle and Boodles, Boodlethis and Boodle-that. What's the difference?

Hmmmm. This may not be easy. Boodles can be both generic and specific. A Boodle, for example, is a pawn-like piece in the game Flight of the Boodles, and any piece in the Boodle force can also be termed a Boodle.

(Transcriber's note: the scan's glyph for the word beginning "Boo-" at this line break is garbled; it is transcribed here as "Boodles".)

That's still confusing.

You should have seen the original version of the game, done by C. C. Stoll, if you want to see confusing. He called the Boodle fighters Boodlinos, and had a whole lot of other names for the Boodle and Grumjug pieces. We got confused, so we changed some of the names of the pieces to reflect their functions.

Actually, C. C.'s original names aren't that confusing, once you learn the game. So, we've included a special Translation Table. You can use the original names once you learn the game, and nobody will be able to figure out what you're talking about, unless they buy this magazine (which we'd be happy to sell them).

Why are they fleeing?

According to C. C. Stoll, "The advance of the foul Rotsnort Plague continued westward, and decay and snorting consumed all creatures in its path." The Boodles were in the path of this stuff, so the Boodle Queen, the Boodlettah, called a big meeting, and the Boodles decided to leave their homeland.

The Boodles traveled across the desert wastes, splitting into three groups, C. C. says, hoping to improve their chances of finding an lasting supply of Paxberry Trees.

What's a Paxberry Tree?

It's the only thing you eat if you're a Boodle.

What happened to the other two groups of Boodles?

They seem to have vanished mysteriously, although we're thinking of presenting their story in sequel games, "Plight of the Boodles" and "Might of the Boodles." The third group, the one led by the Boodle Queen herself, was forced southward by a blinding sandstorm. As C. C. puts it: "These Boodles at last came to the central passes of the Snagrock Mountains . . . the realm of the dread Hah-Grumjug and his malodorous minions..."

Hey, this is the April Fool's issue — Is this a joke?

Nope.

Yeah, but these counters look kinda flimsy. Is this just another ruse to get us to buy more magazines?

We'd never think of doing such a thing.

And this game board — what are the numbers for? They aren't mentioned at all in the rules.

You didn't read far enough. The numbers are for use in the solo version of the game. Unless you're playing by yourself, don't worry about it.

How come the board has two valleys?

The Boodles start the game in one valley and try to reach the other.

Does it make any difference where the Boodles start?

The Boodles can start in either valley. The possible paths to the other side are different, depending on which valley the Boodles start from.

How do we determine who plays Boodles and who plays Grumjugs?

Take the extra Grumking counter and flip it. If it lands face up, you'll have to decide among yourselves. If it lands face down, flip it again.

Can more than one Boodleblaster blast during a turn?

Yes. And, the same Boodleblaster can be used more than once during a turn.

And, a Boodlebeing can be blasted by more than one Boodleblaster during a turn. Think about that for a while.

Hmmmm. Can Boodleblasters ever be destroyed?

Nothing lasts forever. (If this copy of the game doesn't, just send us $4.50 and we'll send you another one.) But equipment in Flight of the Boodles usually won't be eliminated. The only way equipment can be taken out is if it is deliberately moved into a square occupied by a set Grumbomb. You can do that if you like. But remember, this game isn't called "Flight of the Lemmings."

A Grumjug driving a Grumbuggy can split its movement around the setting or discharge of a Grumbomb or another Grumjug. But a Boodlebeing cannot split movement before and after being blasted by a Boodleblaster. Isn't this unfair?

Being blasted is by definition a traumatic experience. Talk to anyone who's blasted.

Why can't the Boodle player leave the Boodlepieces in the starting valley for more than three consecutive turns?

Let C. C. answer that one: "It is conceivable that some low-grade Boodle player, seeing that victory was impossible, would race his troops back to the start valley and leave them there, claiming a draw."

Low-grade player? There are high-grade players?

You betcha. "Flight of the Boodles" may appear to be a simple game, but there are many possible strategies and combinations of outcomes.

The Boodles don't have much of a chance, do they?

That's what Pharaoh thought about Moses, eh? Until the Red Sea, that is. Remember, Boodles have the Boodleblaster, which can send them over mountains — and Grumbombs — to thwart the best-laid Grumjug plans.

The Grumjigjam spell can also throw a monkey wrench into the evil desires of the GrumKing. And, Boodlefighters can protect the other pieces and break through a Grumjug defense in the final push to the finishing valley.

In case you're still wondering about strategy, here are some tips:

  • Good luck winning if the Boodle Queen is destroyed.
  • Advancing in one big force can work, but deploying your troops can also be effective. A single Boodle can force the Grumjug player to decide whether to commit forces to go after it.
  • Watch out for the Fortress of the GrumKing.

Hey, what about me? How 'bout some tips for the Grumjugs?

Get a lot of Grumbombs and set them so the Boodlepieces must advance through one of the passes.

What if the Boodleplayer has a lot of Boodleblasters — couldn't the Boodles just blast over the Grumbombs and speed off to victory?

You said it, not me.

Well, what else can I do?

Try holding your forces back, so they're outside the range of Boodleblasters and Boodlewiz's Grumjigjam spells. Or, you could:

  • Keep the Boodles under pressure, forcing them to set and commit their Boodleblasters early or use Grumjigjam spells. The latter don't work one-third of the time, which are good enough odds for horse racing.
  • Try a early push to capture the Boodle Queen or a Boodlewiz. Sometimes the best defense is a good offense.
  • Don't rely too much on reinforcements, unless you can seal off the side of the board away from the Fortress of the Grumking.

Examples of Play

The examples are printed with diagrams of the game board. The diagrams are not reproduced here; the letters below refer to the counters in those diagrams.

Example 1

Bravery is indeed needed to play the Boodle side. In this example, a lone Boodle attempts to make a daring dash past the Fortress of the Grumking, where reinforcements have blocked all means of escape — save one. The Boodle's route is blocked by Grumbombs (A, B, C), and by Grumjugs (D, E, F). The Boodle must make it to the Boodleblaster three squares away on its next turn, or face certain death: A 1 or a 2 will leave it within range of the hungry Grumjugs!

The Boodle player rolls for movement at the beginning of the Boodle turn, and rolls a 4! The Boodle moves to the Boodleblaster, and blasts over the mountains to safety.

Example 2

A Grumjug carrying an unset Grumbomb (A) is hot on the trail of a small fleeing Boodle party containing a Boodle and a Boodle fighter (B). The Grumjug takes the Grumbomb one square to a waiting Grumbuggy (C), moves three squares, where the bomb is set and dropped off (D). The Grumjug uses the final part of its movement to move one more square (E). The Boodle party is safe for the time being, since the Grumjug is still out of range.

The Boodles cannot escape through the pass (F) that is blocked by a Grumbomb already set, so they hope to reach the Boodleblaster (G). But, at the beginning of the Boodle turn, the Boodle player rolls only a 2, not enough to reach the blaster. The Boodle player declines to move towards the Grumjug and initiate combat. The Grumjug player has no such reservations, and engages the Boodles, taking the fighter first with a roll of 1, but failing to destroy the Boodle, by rolling a 6. The Boodle then escapes on its next turn by using the blaster.

Example 3

A Boodle force consisting of the Boodle Queen, a Boodle fighter and a Boodle wizard (A), along with a solo Boodle (B), is trapped between two mountain ranges. The Boodles cannot move over the set Grumbomb (C) and elect not to engage the Grumjug (D), because this would endanger the Queen. The Boodle player rolls a 2 at the beginning of the turn, enough for the Queen, wizard and fighter to reach the blaster. However, if the Queen, wizard and fighter blast over the mountains, the solo Boodle will be left defenseless. The Queen and fighter move onto the blaster and blast to safety, but the wizard stays behind to cast a spell. A 4 is rolled and the spell works, freezing the Grumbuggy the Grumjug is riding. The Grumjug still moves, but only one square, not enough to be able to engage either the Boodle or the Boodle wizard.

Reference: Counter Summary

From the reference sheet printed on the last page of the article.

TypeCostHits onVictory points
Boodle1—1
Boodle fighter41-31
Boodlewiz61-3 (spell)1
Boodle Queen0—4
Boodleblaster4—0
Grumjug31-3 (fighters), 1-5 (others)—
Grumking0

Reference: Scenario Cost Limits

Scenario numberBoodle limitGrumjug limit
13536
24748
35960
47172

Reference: Translation Table

The DRAGON™ version names are used in these rules. The original version names are given for players who learned the game under C. C. Stoll's names.

DRAGON™ versionOriginal version
BoodleBoodle
Boodle fighterBoodlino
BoodleblasterBombastaboodle
Boodle QueenBoodlettah
GrumjugGrumjug
GrumbuggyGrumjig
GrumbombGrumwomp
GrumkingHah-Grumjug
Boodle Queen (Boodlettah)021d6--4
—
—
Grumbuggy3——
Grumbomb3——