STAMPEDE is the newest game on the market that is fun for 3-4 kids and “big” kids, ages 12+.
- The youngest player will go first.
- Each player picks an animal card. This will be their SECRET identity for the rest of the game.
- Shuffle all the Stumbling Block Cards, and place them face down on the side of the board.
- The Zebra wants to get to the blue square.
- The Giraffe wants to get to the green square.
- The Lion wants to get to the pink square.
- The Elephant wants to get to the yellow square.
- Each player moves 1 to 4 spaces on their path of choice.
- After each turn, as long as the player is not on their prohibited color, they are allowed to pick up one Stumbling Block Card from the pile (though they may choose to abstain).
- In the event that a Stumbling Block Card is picked up, the player gives the card to the other player of their choice. The recipient will need to follow the restrictions mandated by the card on her next turn only.
- Players take turns until the first player reaches her final destination (and wins!).
- Players may only move forward.
- The Zebra cannot pick up a Stumbling Block Card if she lands on a blue square; The Giraffe cannot pick up a Stumbling Block Card if she lands on a green square; The Lion cannot pick up a Stumbling Block Card if she lands on a pink square; The Elephant cannot pick up a Stumbling Block Card if she lands on a yellow square.
- A recipient of a Stumbling Block Card MUST obey the instructions on the card if they apply to her animal.
Stumbling Block Cards:
There are four different types of Stumbling Block Cards.
- Maximum Step Blocks: These blocks limit how many steps the recipient (if her animal is accurately specified) can take on her next turn.
- Color Blocks: These blocks force the recipient (if her animal is accurately specified) to land on either a black square or the color square that prevents her from picking up a Stumbling Block Card.
- Path Blocks: These blocks prevent the recipient (if her animal is accurately specified) from landing on the specified path. If the recipient is already on the specified path, she must get off the path on her next turn. If she is not able to get off the specified path in four steps, then she must get off the path at the soonest intersection.