Here are the rules of your game...
- If you throw double objects, A safe driver is given to the creditor .
- In all other cases, This cash move your token in the usual way, the sum of two bones .
- However, This cash must consume. Nothing should be left .
- Everyone have specific weapons in the rooms (and you are subject to any privileges or punishments related to the place where you land. ).
- No one always keeps an empty seat in front of them (and you are subject to any privileges or punishments related to the place where you land. ).
- If you throw double objects, they must consume. Nothing should be left .
- If the maximum headroom is exceeded, Each player's suspicion that another player has not chosen must start their turn by rolling a die or taking a secret passage .
- If a player delegates their turn, Some modern versions is the closest token, and the game begins .
- If the game continues for more than the allotted time, Some modern versions must consume. Nothing should be left .
- If the maximum headroom is exceeded, Some modern versions should recognise the policeman's authority .
Wait? What’s going on?
Oh, it’s simple. In our novel, Hooflandia, Jeremy Clovenhoof and his friends devise a board game (simply called The Game) which is constructed from all the left over bits of old board games. As we were writing the novel, we decided that we would do the same thing, mostly for fun.
But our game needs rules and that’s where the power of technology comes in. We found lots of board game rules and put them through Google Translate a few times until they were really ripe and then we fed them into our super-dooper Hooflandia bot which analysed the rules and invented new ones for us.
You can get some new rules just by refreshing the page.
Hooflandia, a novel about why setting up your own independent country in a pub beer garden isn’t as easy as it looks.