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Make sure the house is unlocked then have the "Placer" randomly spawn furniture anywhere in the house or map except for the colored platforms. Each player will equip a crow bar and get ready for the assigned "Placer" to place furniture. Decide a "Placer" then the rest of the players chooses their color and move to that platform. Put these on the edges or corners of the map or house. Start by creating color coded platforms for each player or team. If lava touches a player that player "dies" and loses the round. If you have multiple players still alive but only 1 obsidian tile then you must place an obsidian tile for each player and have them randomly choose one before continuing the game. You should not see lava randomly being placed in the middle although lava may be "stretched" to reach for the middle. All lava placed per turn must be connected to another lava source. After even fewer spaces are left, the "Roller" must roll out of 5 (/roll 5) If 'X' amount of lava tiles need to be placed, the "Lava Holder" cannot put a few on one side of the house and then the rest elsewhere. As the game progresses, and there is fewer obsidian tiles remaining, the "Roller" must start rolling out of 10 (/roll 10). The "Lava Holder" places the lava, starting on the edges and working their way to the middle.
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Lava tiles are represented by red carpet. This roll can be sent through whispers or done outside the game, but some form of warning should come to players that lava is about to be placed. The "Roller" must roll dice out of 20 (/roll 20) to tell the "Lava Holder" to place lava tiles equal to the roll. Assign a "Lava Holder" and a "Roller" (optional). More than one player is allowed on the same tile. Once this is done each player, except for the "Lava Holder" and "Roller" (if a "Roller" is assigned) moves to one of the obsidian tiles. These represent obsidian. Place a handful but do not cover too much of the house with them. Then place black or dark tiles such as stone or black carpet. They must actually be submerged in the water. NOTE: The player on the boat does not lose if they are floating above a spot of water. Once there are no more tiles left on the boat, any player sent to the boat instantly loses unless they can spend 3 points to return a tile to the boat. You can spend 3 points to return a floor tile to the boat but not if you have already lost or while someone is choosing to remove a tile. Once your next turn begins go back to the space you were on when you got sent to the boat and continue your turn normally. After being sent to the boat you must stay there until your next turn (you may move around while on the boat). The goal of the game is to stay out of the water! If you are on a floor tile on the boat when it's removed and you fall into the water you lose the game. There are 4 types of spaces: PINK = You earn 1 point for landing here WHITE = When landing here you may change its color to black, blue, or pink (the changed color won't effect you this turn) BLUE = Go directly to the boat (center area) BLACK = Remove 1 floor tile from the boat. Start by setting up a board similar to the one above with a center area made of floor tiles. You can stay here as long as you want but you can't score points this way. Safe zones are spaces that Runners can't be tagged (shadows touching each other) by the Chasers. However it is usually best to only have 1 Chaser. The amount of Chasers should depend on the amount of players and the amount of exits in your maze. The score to win is decided among the players. The Chaser always begins under the "tree" in the maze's center. The Runners can fly but cannot run the entire game from safe zone to safe zone around the maze.
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The Chaser's goal is to mess up the Runners game. The Chaser and the Score Keeper can't score points.
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Each Runner has their own points and will score if they can successfully bring back the cookie. They also drop their cookie if they have one. If a Runner is tagged (shadows touching each other) they lose a point and must go to the beginning of the maze. The Runner's goal is to get through the maze, get a cookie, and bring it back to the beginning without a Chaser catching them. There are 3 types of players: Runner, Chaser, and an optional Score Keeper/judge. Set up a maze with an obvious center and a cookie table at the end of the maze.
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