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Bigfoot in a Pocket

Read to learn the full rules for Bigfoot in a Pocket

Components

2 folding mats

16 hunter items

8 bigfoot sightings

8 bigfoot upgrades

4 six-sided dice

3 meeples

1 bigfoot token

1 momentum marker


Overview

Bigfoot In A Pocket is a fast-paced, PVP game that pits three hunters against one bigfoot. The game is played in two chapters, or acts if you will. The first chapter is the Hunt, where hunters seek and track bigfoot. The second chapter is the Faceoff, where the hunters go toe to toe with the ferocious man-ape in an epic battle.


Pick one player to play as Bigfoot while the others play as hunters. If unable to decide, the last person who went camping plays bigfoot.


If played with fewer players, the hunter team still plays three hunters.


Set-Up

  1. Place the foldable mat at the center of the play area with the eight locations facing up. This is The Hunt.

  2. Each hunter takes a meeple to represent them as a hunter.

  3. Deal nine random items face up into a single pile. These may be examined by both the hunters and bigfoot.

  4. Give all eight bigfoot sighting cards to the bigfoot player. Keep these hidden from the hunters.

  5. Shuffle and place the bigfoot upgrade cards in the play area.

  6. Designate a discard pile.


Example Set-up

Chapter One: The Hunt


This chapter is when the players go on the hunt for the man-ape beast. The hunters must use deductive predictions to track down the elusive legend while bigfoot raids locations for upgrades and boosts. Use the side on the foldable mat with the eight locations. First, bigfoot secretly selects one card from their hand of bigfoot sightings and places it facedown in the play area.


Next, the hunters each place their meeple on one of the eight locations where they think bigfoot will appear.


Once the hunters are finished, flip over the face-down bigfoot sighting. If no hunters guessed correctly, place that bigfoot sighting card on top of that location. Apply the location effect.


However, if anyone guessed correctly and placed their meeple at the same location as the bigfoot sighting card, it counts as having tracked bigfoot. Give that bigfoot sighting card back and do not apply any effect.

Repeat this process until there are five bigfoot sightings in play, or until the hunters successfully tracked bigfoot twice (keep track mentally or use a dice).

Now, the game transitions into chapter two.



Chapter Two: The Faceoff


In this chapter, the ferocious ape beast battles the hunters. The hunters must work together to survive.


Flip over the foldable mat with the eight locations to the backside that has the hit points track for bigfoot and the hunters. This is the Faceoff side.


The hunters distribute the items that are still in play amongst themselves. Before the hunters act, they may give items to each other. This occurs before rolls are made.



Bigfoot Upgrades


Apply all bigfoot upgrades acquired during the hunt and place those cards face up in front of bigfoot.



Hit Points


Each hunter starts at maximum hit points. Place their meeples on the shared hit point track. When a hunter takes damage, they move their meeple down by that much. Once anyone reaches 0 hit points, they are slain and removed from play.


Bigfoot starts at eight hit points and functions similarly as detailed above. It may increase depending on which upgrades were acquired. Place the bigfoot token to indicate Bbigfoot's hit points.



Momentum


Hunters start at three momentum. However, this amount may vary depending on which locations were hit by bigfoot and what items the hunters possess. Place the momentum token to indicate the amount the hunters possess.


On their turn, any hunter may spend one momentum to reroll any or all of their dice. This may occur any number times as long as there is momentum to spend.



Fighting


The hunters always act first, in any order. Each hunter rolls four six-sided dice and may assign each dice to an item that they possess (not possessed by an ally). Some cards or effects require more than one dice to activate. Each one of those requirements must be met otherwise it cannot be activated. For example, if a six is shown on the item card you must assign a six that you rolled in order to activate that effect. This is when spending momentum to reroll comes in handy.


Players may mix and match their four dice to activate one or more cards or effects so long as they match the dice requirements.


Each dice may only be assigned to a matching card or ability once. For example, you may not use a single dice to activate multiple cards that happen to require the same number.


Each card or effect may only be activated once. You may not assign multiple dice to a single card or effect to activate it more than once.


After the hunters, it's Bigfoot's turn to act. Bigfoot rolls four dice and functions the same as the hunters.


However, bigfoot has no momentum to spend. Bigfoot may reroll any or all dice ONCE. Some upgrades may allow Bigfoot to reroll additional times.



Ending the Game


The game ends once bigfoot reaches zero hit points, or all hunters reach zero hit points. The winner is the side that still stands.


Clean up and reset to play another game with a different player as bigfoot.



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