Handful of Hazards
Second Edition
Introductory Rules
Everything is going horribly wrong
What twist of chance can save us?
Learn to bend the odds to defeat the Hazards before running out of Time, or getting too much Ouch
Setup: In this solitaire game, all you need is: * For an introductory game that goes along with
5 six-sided dice these tutorial rules, pull out the Scene Card with T
1 pack of HoH cards in the top left circle
1 dry erase pen
** For Print & Play crafters, see pg 6 for tips & tricks
Gameplay: Each turn you will Roll the dice, Choose actions, then Write the results
Roll & Choose:
Every turn there is only one roll of all 5 dice.
- Split the dice into two pairs of two (Ouch Pairs)
- And a single leftover die (Time Die)
Write:
For each Ouch Pair, look at the Ouch Rows numbered 2-12
- Find the Ouch Row whose number matches the sum of both dice
- Mark an empty circle starting from the left
- Mark & advance the Lose Race Track instead. ‘Yikes!’ 😰
BUT if an Ouch Pair does not have an available empty circle to mark..
When you mark an Ouch Row, and that mark is on a big colored Win Circle:
-
-
Additionally mark & advance the Win Race Track. ‘Hooray!’
You can only advance the Win Race Track once per Win Circle
🤩
For the single Time Die, look at the🕓 sections with dice symbols on the left
-
- Mark an empty 🕓
Find the section whose value matches your Time Die
space
If there is not an available space to mark..
- Mark & advance the Lose Race Track instead. ‘Ono!’ 😳
Important: You MUST choose 2 Ouch Pairs and 1 Time Die and mark the results, even if they sting!
Winning & Losing:
You Win when you mark the last space on the Win Race Track. ‘Yesssss!!’
You Lose when you mark the last space on the Lose Race Track. ‘Super Ouch’
🥳😭
BUT if you mark the last space on both in a single turn.. you still Win! ‘Yeesh!’ 😅
Designed by Joshua Jumbles
Version 2.3
Handful of Hazards
Second Edition
Ready for more adventure? Read ahead for ‘Choose Your Own Handventure’ rules
Choose-Your-Own-Handventure Rules
One thing keeps leading to another,
This journey is spiraling out of control!
Learn to play a series of branching Scenes to have a multi-stage Adventure
Setup Changes: Start with an Opening Scene card to choose from different Adventures
- Follow the instructions on the card to see which Scene Card to play next.
Ex. ‘Now you’re on stage.. And nervous. ‘Sing your heart out -> #2’ ‘Dance the roof off -> #3’
- The Opening Scene will describe which expansion rules are required
Goal Changes: Play through Adventure Scenes to reach a Good Ending, and avoid the Bad Endings.
Winning & Losing Aftermath: The Win and Lose Tracks now indicate which scene will come next.
- When marking the last spot on a track, draw the card matching the corresponding number
- In the case of a tie, it’s player’s choice
- The game ends when you draw an Ending card
Story Scenes: Some scenes (like Opening Scenes) just require following the rules in the card, and
instruct which Scene Card to play next
New Win Condition
Some scenes now have a Star Win Race Track, in addition to the standard Circle Win Race Track
- Star Wins are harder than Circle Wins, but lead to higher scores and special scenes
Additional Rule: The Star Circles are tough, and require being marked twice!
- The first time you mark a Star Circle, draw a circle around its dotted outline
- The second time you mark it, fill in the circle you drew
When you complete a Star Circle by marking it the second time
- Additionally mark & advance the Star Win Race Track.
- Can only be done once per Star Circle.
Adventure Scoring: Winning is the goal, but after learning the ropes, you can try for a high score!
- Add up all the points for each scene you played to get your total
- 1 point per dot under under the scene’s number
- 1 bonus point per unmarked Lose Race Track space
- 2 bonus points per unmarked Ouch Row (Including rows with no circles at all)
Gambling: Before the start of an adventure scene, you can increase the risk factor for bonus points.
- Mark off spaces (in a unique way) on the Lose Race Track ahead of the game.
- If you Win: each space Gambled in this way is worth 2 points instead of the normal 1.
Ready for more complex adventures? Read ahead for ‘Lock & Key Rules’
Designed by Joshua Jumbles
Version 2.3
Handful of Hazards
Second Edition
Special Effect Rules
Boons and curses wherever I look
Risk and reward beckon at every turn!
Learn to play more complex adventures that use new Special Effects
Setup Changes: Opening Scenes will indicate which Special Effects rules are in play
Special Effect - Locks & Keys: Locks stop access to certain rows until you are able to use a Key
Locks (indicated by a stop sign with a triangle)
- Unmarked is Locked - and stops you from marking circles on that row.
- Marked is Unlocked - and acts exactly like a normal, available row
If you are stuck choosing an Ouch Pair for a Locked row
- Mark & advance the Lose Race Track as if the row had no available circles
Keys (indicated by the large open triangles on the Ouch Rows)
- Are treated like a circle, and can only be marked a single time.
- When marking a Key, choose a Lock to mark, Unlocking it.
- You must choose and mark the chosen Lock immediately.
- A row can have multiple Locks, which requires multiple Keys before accessing the row.
More effects cooking in the lab!
Ready to adventure with a partner? Read ahead for ‘Cooperative Rules’
Designed by Joshua Jumbles
Version 2.3
Handful of Hazards
Second Edition
Cooperative Mode Rules
It will be absolutely impossible to succeed
Unless we face this challenge together
Learn to play with a partner in this 2 player variant
Setup Changes: Start with a Co-Op Opening Scene card to choose a co-op specific Adventure
- Follow the instructions on the card to see which Scene Card each player starts with.
- Grab a token/marker to indicate who is First Player
- The player that is the biggest handful 😚
takes the token and starts as the First Player
Winning & Losing: Each player will try to win their own adventure, while helping each other succeed
Gameplay Changes: Players will share ownership of every dice roll, and strategize choices together
- Every turn, the First Player rolls all 5 dice
- The First Player splits pool into 3 Actions as usual ( 2 Row Pairs, 1 Countdown )
- The First Player picks and writes 2 of the Actions
- The Second Player writes the remaining Action
- At the end of the turn, switch the First Player Token to the other player
Ex. Alice is the First Player and rolls a 1, 2 , 3 , 4, 5. She is running lower on time than her partner Bob, and
chooses to use 2 Row Pairs (1 + 4), (2 + 3). Bob uses the 5 as a Countdown Die to help out his teammate.
After they mark their sheet, Bob takes the First Player Token and rolls for the next round.
Special Rows: All Special Effects (pg 3) can be used on either the First OR Second Player sheets.
- Ex. On Alice’s turn, Bob marked off a Key. He can use that Key to unlock a Lock on Alice’s sheet
instead of his own.
Tips & Tricks:
- The First Player will always be choosing from: 2 Row Actions OR 1 Row Action + 1 Countdown
- Plan together! If there is disagreement or ambiguity, the First Player always gets the final say.
- 1 Win is better than none! Different results come from Double Win vs. Single Win vs. Double
Lose
Scoring: Score is shared between both players. Simply sum both players normal scores (pg 2)
- Players can make their own choices about Point Gambling
Variants:
- Side by Side: Co-op adventures are themed together, but any 2 adventures can be played together
- Each player chooses their own Solo Opening Scene, and plays as usual
- Look at the ‘adventure size’ on the Opening Scene to try align lengths
- If one player hits an Ending Scene, both players end their game together
- Super Solo: You can play any co-operative mode adventure solo!
- Continue to follow the First Player token rule, and swap which is the primary adventure.
Designed by Joshua Jumbles
Version 2.3