Introduction
"The scientist who can genetically engineer and clone a group of lemmings that will most consistently win a race that culminates with the lemmings hurling themselves over a cliff, in violation of natural law but in keeping with the urban myth, will win the bet." - Introduction to the rules.
How can you beat that for an introduction? Leaping Lemmings is a race game where you are trying to get as many of your 10 lemmings over the cliff while scoring as many style points as possible. This hilarious premise is helped along by two hungry eagles, conniving players, special action cards and the all important feed pellets.
The game is for 2-6 players and takes about 10-15 minutes per player.
Components
The game comes in a standard GMT sized box, but what a box! It's one of the sturdiest boxes they've put out, reminiscent of the recent deluxe edition of Twilight Struggle.
Hats off to GMT for the beautiful linen finish mounted board, as well as the immensely sturdy cards for the movement, clan and special action decks.
The counters are very cute. They're nice thick and sturdy, as good as you'll find in any Euro game. As an added bonus, each lemming counter has a different name depending which side is face up. This allows you to "customize" your team each game.
Finally, there are two custom eagle dice, one in red for <PERSON> and one in blue for Stephen Jr. Eagles are your friend! As long as they're not eating your lemmings of course.
Rules
The game is played on a race track that's 15 hexes long and about 5 hexes wide and ending in a cliff edge where your lemmings will leap off making "woohoo!" noises. We have a house rule that you need to make a gleeful noise when your lemmings leap.
The map is split into several areas. The first two columns of hexes are "safe", the next group of hexes has six red eagle "zones" (A-F) which mark Ruby's territory, and the final part of the map has six blue eagle "zones" (A-F) for <PERSON> hunting grounds. Because they're such good friends, they share a nice column in the middle also known as the dreaded Line of Bones. The centre of each zone has a conveniently safe sanctuary which isn't part of any of the zones.
There are six lemming clans. Each scientist selects the clan of their choice (I.Q., Biker, Soldier, Hippie, <PERSON> or <PERSON>) and takes the clan card and the 10 lemmings belonging to that clan. The 10 lemmings are placed in the start area.
Each scientist is dealt 2-4 special action cards depending on the number of clans participating in the race. Special actions are discussed below.
The two eagles start in their respective zone A, and await the lemming buffet. The eagle counters have two sides - hunting (wings) and eating (holding a knife and fork - the eagles are genetically engineered too!).
Finally, the 16 feed pellet spaces are seeded with pellet counters, which have either a 1 or 2 printed on them, or the word "favor". 336
The numbers are victory points you'll collect at the end of the game, while the favors can be cashed in during your turn for various things.
Four player set up. The clans are good to go!
There is a 33 card movement deck, with cards numbered from 2 to 5. One of the cards has the words "Game Over" on it. The latter is shuffled into the bottom six cards of the movement deck, so nobody knows how soon the game will end. It could be as soon as 26 cards, or as late as the full 32.
There are also two eagle dice.
Each die has two 1's, two 2's, one 3 and one "hover". If the value is a number, then the scientist moves that eagle the number of zones indicated either clockwise or counterclockwise - their choice! If the result is hover, then the eagle stays where they are.
The rules are nice and easy, and the game flows as follows. First there's the eagle phase.
1. the scientist currently in possession of the eagle dice rolls and resolves the eagles.
2. the scientist then resolves any feasting and scattering for each eagle.
3. the scientist resolves any hover results.
4. the top card of the movement deck is revealed.
Then we get into the lemming phase. Beginning with the one holding the eagle dice each scientist will
1. exchange favor pellets if they wish
2. play one special action card if they wish
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