Rules:
Avalanche is the card-game of snowy perils. The players are skiing down Shiver Peak, the world’s most dangerous location (of course!), there are deathly threats everywhere, from pine-trees right before you to Big Foot himself, and... the avalanche. Facing the perils one by one would be easy. But when it’s all coming down...
Needed:
3+ players
counters & dice (six-sided)
a deck of Encounter cards
Set-up:
Shuffle the deck and place it in the centre of the table. Leave place for the discard pile. Each player starts with five lives (use the counters to keep track). No cards are dealt in the beginning. The players should have enough space in front of them for finished (face down) and active Encounters (face up). Decide who goes first by rolling a dice – the highest roll wins, the rest follow in clockwise order.
Goal:
The first player to overcome the given amount of Encounters is the winner. Consult the chart to find out the winning number.
Players - Encounters needed to win
3 - 8
4 - 7
5+ - 6
Playing the game:
At the beginning of her turn, the player reveals one card from the deck and shows it to everyone. The deck contains mostly Encounters, Bonuses and a few Avalanche cards.
Bonuses provide a certain bonus (whoa!). Typically it’s an extra life, a life subtracted from a rival, etc. The effect is fulfilled and the card is placed in the discard pile.
When an Encounter is drawn, the player has the following options:
1. She may try to avoid it. To do so, the player must roll a dice. If the result is higher or equal to the Encounter’s rating (the number in brackets next to its name), the Encounter is put in the discard pile and the player’s turn is over. If the roll’s result is lower than the rating, the Encounter is discarded and the player suffers the negative effect of it.
2. She may face the Encounter. This usually includes rolling a dice, paying a life or other actions described on the card. If successful, the Encounter is put in the player’s finished pile (face down) and its positive effect is granted. Otherwise, the player loses a life, suffers the negative effects and the Encounter is discarded.
3. The player may try to add the card to her active Encounters pile (mentioned in the Set-up section). To achieve this, a dice roll higher or equal to the Encounter’s rating must be made. Then the player may place the card face-up before herself (the function of these cards will be explained soon). If the roll fails, the player loses a life and suffers the negative effect of the Encounter. A player may have up to two active Encounters.
Active Encounters are perils neither avoided, nor defeated. They are still “happening”. Imagine a skier racing downwards with a horde of raging mountain goats following him or that crack in the snowfield becoming wider and wider. Active cards get into play whenever a player reveals an Avalanche card. This means that active cards amassed by each contestant are dumped on another player... This is how it’s done:
1. Choosing direction. The person who revealed the Avalanche card rolls a dice. 1-3: clockwise. 4-6: counter-clockwise.
2. Players pass all their active cards to the next player according to the direction rolled in the previous step. These cards are resolved as if they were revealed normally: they can be avoided or faced, but they cannot be put in the active. The player who caused the Avalanche deals with the cards she got first, the rest follow in the order the cards were passed on (clockwise or counter-clockwise).
Reaching zero life:
When a player’s lives are reduced to zero, she continues playing as described above, but may only chose to face the Encounters (she cannot avoid them or put them in her active Encounters). If the Encounter’s execution requires spending a life, it is discarded and the player’s turn ends. If the player gains a life (either via a successful Encounter or a Bonus), all limitations are removed.
I'm working on the cards. What do you guys think?