Table of Contents
1. Required Materials
- Pen and paper
- Cards against Humanity cards (only white cards required)
- A six-sided die
2. Setup
Each player should:
- Pick a woodland animal to represent them
- On a piece of paper, draw two lines of three circles; label one as "HP", the other as "VP"
The GM should:
- Pick a funny accent
- On a piece of paper, draw one line of three circles, labeled as "HP"
To determine who goes first, have all players roll a d6. The highest result on the die goes first; in the event of a tie for highest result, have the tied players re-roll until a winner is decided. Play proceeds around the table to this player's left.
All players should draw five (5) white cards from the CaH deck to start.
3. Play
3.1. Turn Phases
During a player's turn, they are the focus of the Hunter's attention; they must stop him from hunting them down.
3.1.1. Phase 1: Harebrained Scheme
At the start of the first phase, the active player may start their turn by discarding as many cards from their hand as they wish. If, after doing this, the active player has fewer than five cards in their hand, they can draw up to that number.
The active player picks a card from their hand that will be the core of their harebrained scheme to get rid of the Hunter.
Players can choose one of three "strategies":
- Offensive: Going after the Hunter directly
- Adds +1 to your own roll
- Defensive: Hiding from the Hunter
- Subtracts -1 from the Hunter's roll
- Misdirection: Sending the Hunter after another player
- No affect on your own roll, but if you beat the Hunter's roll this round, that player takes -1 on their next turn
Once the player has chosen a card and a scheme, they must then explain their scheme, with the card's subject playing a central role.
3.1.2. Phase 2: Duck Season or Rabbit Season
During the second phase, any player who wishes to can join the round by playing their own card and explaining how they're trying to foil–or help–the current player's scheme.
Players who choose to participate pick one of the strategies from Phase 1.
3.1.3. Phase 3: Hunting Wabbits
One random white card is drawn from the pile to represent the Hunter; this represents how the Hunter is going to deal with the player(s)'s scheme(s).
The GM looks at all the cards on the table and ranks them from most to least funny. The player with the highest ranked card takes +1 on their die roll in the fourth phase; the lowest ranked card gets -1. (The Hunter is a valid choice for both of these.)
3.1.4. Phase 4: Fire!
Each player in the current round (plus the GM) rolls a d6.
The player (or Hunter) with the highest roll gains a Victory Point. The player (or Hunter) with the lowest roll loses a Hit Point.
In the case of a tie for first or last, all tied players gain or lose the same amount.
Any player (or Hunter) who loses HP may instead choose to lose VP.
3.2. Victory
The game ends when any player (or the Hunter) loses all their hit points, or when any player gains three victory points.