THE ADVENTURES OF HARLEY (c) 1992, Jim Deacove
AGES: 5 & up
PLAYERS: 1 to 6
CONTENTS: Board, Rules, Collection Card, Favorite Things, Dog Powers of Bark & Sniff, Dangers, Harley Mover & Holder.
OBJECT:To help Harley find and bring Home as many matching pairs of Favorite Things as you can before all the paths to Home get blocked.
1. Put the Collection Card near the board. When found, matching pairs of Favorite Things as well as any Dog Power cards used up are stored on It.
2. Carefully fold the Harley Mover Card and put it into the Card Holder. To start the game, put Harley in the middle of the board. This is his Home.
3. Look over the other cards. You have 5 Dog Powers, 12 Favorite Things, and 8 Dangers.
THE OTHER CARDS
THE DOG POWERS
There are 3 Barks and 2 Sniffs.
One Bark will chase one Animal Danger on a path to an empty Paw Spot. The Bark is used up and put on the Collection Card. A Sniff allows you to peek at any one card still face down. Harley can sniff the trail and tell what is ahead. The card turned is looked at and then turned back down. Now we know what it is and can decide whether we want to turn it up later.
The Sniff used is put on the Collection Card. The Collection Card thus helps you keep track of what is used up and what is hidden.
There are 6 Favorite Things that Harley likes to hide away, then a few days later dig up and bring back Home. Great fun - for him! The Favorite Things come in pairs, because you have to flnd two of the same kind before you can bring them Home. There are 2 Little Bones, 2 Big Bones, 2 Socks, 2 Work Gloves, 2 Sneakers, and 2 Garbage.
There are 4 Animals that Harley runs into during his adventures. Each is a Danger in its own way. Raccoon has very sharp claws and teeth; Bear is big and strong; Porcupine has nasty quills; and Skunk has you-know-what! Harley can use a Bark to chase these Animals out of his path and a Sniff to fmd out where they are. But there are 4 other Dangers, the very thorny Briar Patches, which cannot be moved and block a path for the entire game. So be careful where you put them when you turn them up.
4. Mix up, face down, the Dog Powers, Favorite Things and Dangers without peeking. Peeking just spoils the game for everyone. Now someone deal out the cards one at a time, still face down, around each of the four Corners of the board, as illustrated, until each Corner has 6 cards. The extra one is the Game Starter and is turned face up in any Corner you wish. If it is a Danger, then it is immediately put on a path Paw Spot of your choice. The four Corners represent Harley's four favorite Hiding Places - the Woods, Fields, Rocky Places and Marshes.
5. Finally, decide on an order of turns .
PLAYING THE GAME
The basic idea is to move Harley over open paths to a Corner where you turn up a card, trying to flnd matching pairs of Favorite Things and useful Barks & Sniffs, while avoiding the Dangers. A Danger turned up is immediately put on a path Paw Spot of your choice. Harley is a very energetic dog and so does not stay on the same location twice in a row. Each turn, he must be moved to another Corner or Home. Once moved, he can "rest" at Home or in a Corner and not turn up a Card, if you so choose. However, he must be moved Home every time before you can collect a matching pair. No dice are used to move Harley. Like the motorcycle he was named after, he just zooms where you want him to go. He can take a shortcut through Home or Corners, use roundabout routes of paths as long as no Danger blocks the path.
On a turn, Harley must always be moved to another place (a Corner or Home) either before or after doing something else. Your options are as follows:
1. Move Harley to a Corner and turn up one card. Favorite Things are left face up until you want to collect matching pairs. Dog Powers are left face up, until you want to use one. Dangers are put face up on an empty Paw Spot.
2. Move Harley to Home and then collect all the matching pairs of Favorite Things that are face up. Put the pairs on the Collection Card. STRATEGY TIP: You don't have to collect a pair as soon as it is found. Sometimes it is better strategy to save pairs up and have one player collect a bunch of them on one turn.
3. Make a "Just Resting move by moving Harley to a Corner or Home without turning a card.
4. Use a face up Bark to move an Animal Danger from its Paw Spot to any empty Paw Spot, thus clearing a path, and then move Harley to a Corner to turn up a card or Home to collect a pair or just to rest in a Corner or at Home.
5. Use up a face up Sniff card to peek at any card face down and then move Harley to a Corner to turn a card or Home to collect a pair or just to rest.
ENDING THE GAME
Keep playing until you get all the Favorite Things collected or as many as possible. Then to end the game, bring Harley Home, if he is not there already. Most of the time he gets there unharmed. But sometimes at the end of the game, he is trapped in a Corner and has to cross a Danger to get Home. Then he arrives hurt and in need of First Aid or a Vet. Then discuss the following questions. What will we do if he gets scratched and/or bitten by a Raccoon? What must be done if the Skunk sprays him? What will we do if he gets a face full of quills? What must be done if he gets clawed by a Bear? Lastly, what to do if he goes thru a Briar Patch and gets torn up?
HARD GAME - The Memory Game
The Hard Game involves one challenging rule change: cards are kept face down during play. When you get to a Corner and turn up a card, let everyone get a good look at it and then turn it back down, unless it is a Danger and must be put on a Paw Spot. Thus, you now have to remember where Powers and Favorite Things are, since they are not left face up anymore. To collect a matching pair, you first go Home as usual with Harley, but now you turn up the 2 cards you think are a match. If you are right, the pair then goes to the Collection Card. If wrong, turn the cards back down, unless you turned up a Danger in error. It gets put on an empty Paw Spot and the other card is turned back down. If you want to play a Power card, you must remember where it is and turn up the card. If right, play the card. If wrong, turn it back down unless it is a Danger that has to be played. Then move Harley. Your turn is over. All the other rules remain the same.
In a co-operative game, no one person is the winner or loser. We are all helping Harley to collect things, so that when the game is over we all get to cheer for however many things we did manage to bring Home. Be proud of what we all did. Each player has made a contribution to the best of his/her ability. You will see that the game plays better if we talk over decisions, share our ideas, and plan some strategies together. Often one player on a turn will be setting up the next player for a good move. Next time round, you may get help from someone else. That's the fun of co-operative play.
Send comments and inquiries to FAMILY PASTIMES, RR. 4, Perth, Ontario, Canada K7H 3C6. Be sure to ask for our illustrated catalog of the many other co-operative games that we make for all ages and all situations.