Scurry

Copyright 2020, Phil Leduc

Scurry is two-player abstract strategy game of connections and area domination with wild swings in material. The game is themed based on squirrels preparing for winter. Acorns fall from a tree and then squirrels scurry around in an effort to be the last to visit and cache every acorn on the ground. The end game is always tense as either player could win at any moment.

Components

The game of Scurry requires the following:

  • One 6 x 6 hex-hex game board. Shorter games can be played on a 5 x 5 hex-hex board, using the interior cells.

  • Two squirrel tokens, one brown, one gray

  • 30 double-sided acorn tiles, with brown and gray sides

Set Up

The double-sided acorn tiles and squirrel tokens are placed by the board within easy reach of both players. This reserve pile is referred to as the tree.

Players choose a color and take the corresponding squirrel token.

The board is “seeded” with acorns as indicated in Figure 1. This is the standard setup. If playing on the 5 x 5 hex-hex board, eliminate the acorn tiles on the border cells. Players may experiment with the initial board set up. Random and other symmetrical setups work well also.

Following the placement of the acorn tiles, the Brown player replaces any brown acorn tile with her squirrel token. The acorn tile is returned to the tree reserve for reuse later. The Gray player does the same with his gray squirrel token. See Figure 2.

Figure 1. Standard Setup. When experimenting with other setups, acorn tiles may not be adjacent to each other and may not be placed on the center cell.
Figure 2. Completed Setup for a 5 x 5 hex-hex game.

Game Play

The Brown player moves first. Players then alternate turns. No passing.

On a turn, players perform the following actions in order:

1. Place an acorn tile from the tree reserve, opponent-side up, on any empty cell of the board. Adjacent placement is allowed during game play. See Figure 3.

2. Players must move their squirrel token according to the movement rules below.

3. Consume/remove the acorn tile at the squirrel token’s final location.

Figure 3. Brown places a gray acorn tile on the highlighted cell, c3. The acorn tile does not have to be in the squirrel’s line of sight nor does it have to be visited on the turn it was placed. It can be used to block the opponent’s next move!
Figure 4. Line of Sight – A squirrel’s LOS is always along the six standard directions and can be blocked by any acorn or the opponent’s squirrel token. The highlighted acorn tile at b4 is not in line with the brown squirrel. Green arrows indicate legal moves for the brown squirrel.

Movement

A squirrel token must move, at least once and multiple times if possible, to any opponent-side up acorn tile in its line of sight, that is, in any one of the standard six directions from its current location and that is zero (adjacent) or more empty cells away from the squirrel’s current cell. See Figure 4. Squirrel tokens may not jump over any acorn tiles or the opponent’s squirrel token during movement. Upon reaching an acorn tile, the acorn tile is flipped to own-side up to indicate which player was the last to visit the acorn tile. The squirrel token must continue to move as long as there is an opponent acorn tile in the moving token’s line of sight from its new location. The moving player can choose freely if there are multiple opponent acorn tiles in view. See Figure 5. If a player’s squirrel token is unable to move at least once that player loses immediately. This is a very rare occurrence.

Figure 5. One of many scurry paths that the brown squirrel can take. Acorn tiles are flipped to own-side up when the squirrel reaches a cell and so the cell may not be revisited during the current player turn.
Figure 6. This is the board position after the Brown player’s turn. The Brown squirrel ate the acorn at c7. The acorn tile goes to the tree reserve for reuse.

Puzzles

Scurry games end with challenging puzzles.

Puzzle 1. Brown to place and move to win. (Two solutions) See Puzzle Solutions at the end of these rules.
Puzzle 2. Gray to place and move to win.
Puzzle 3. Brown to place and move to win. (Three solutions)

Consume an Acorn

If there is no opponent acorn tile in the moving squirrel’s line of sight, the squirrel consumes the acorn at its current position (the acorn tile is returned to the tree reserve for reuse later) and the player’s turn ends. See Figure 6.

Winning the Game

A player can win in two ways.

1. If, at the end of a player’s turn, all acorns are own-side up that player wins the game.

2. If a player’s opponent was unable to move, the player wins.

Puzzle Solutions

Solution 1. Brown places an acorn tile at c4 and wins in 11 moves. Placing an acorn tile at e6 also wins.
Solution 2. Gray drops a Brown acorn tile at f5 and wins in 14 moves. Notice that the path crosses the Gray squirrel’s starting location twice!
Solution 3. Brown places an acorn tile at f5 and wins in 21 moves! Placing an acorn tile at c2 or d3 would also work.

Copyright (c) 2020, Phil Leduc

Please note that for now these game rules may not be duplicated and distributed via the web. All rights are reserved. Those that wish to program or sell this game in any form should contact the author at philleduc.pled@gmail.com for permission or a license to do so.