The Squig Hopper game was created by Screech (aka Kelly), aided and abetted by Colin, Tom, John, Azzy, Rob, and Uncle Tom Cobley. It's a
fun participation game that was made for a Citadel Open Day at GWs Headquarters in
Nottingham. I'll let Kelly explain... After being repetitively whined at by the squig
in charge to write this article, I thought I had better before he began bouncing on my
head and shouting obscenities at me every time I walked into the club hall, so here it is.
(See what abuse I have to put up with? Ed.)
The squig games are, or should I say were, a collection of five events based on the
silly antics of what squigs do best. Now they are two of the events with a more action
packed game thrown in for good measure. The nature of this game evolved from me wanting to
run a suitably silly game, aimed at the younger generation of our humble gaming community.
The idea of using squigs came from our club logo Gobstyks stunt squig hopper
display team.
The idea of the events involved in this game just jumped to me. These events
were:
- Squig racing
- Squig shooting
- High Jump
- Long Jump
- Squig wrestling
Needless to say writing the rules was slightly more difficult.
Writing rules involves thinking, but six eadbanger tests later my brain
hadnt blown up and I had finally come up with a first draft ready to be play tested
For three weeks the rabble and myself ( the rabble being Tom, John, Colin, Rob and
occasionally Azzy.) poured over the rules and played numerous games before settling on the
final version, which you will see below.
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After the construction of the first board we headed for the citadel open
day, which was in March 2000, to put our efforts to the test against the hoards of kids
that made their parents part with the six quid that gained them entry to the marvels that
awaited them behind the doors of Warhammer world in Lenton, Nottingham. |
The six hours flew by, accompanied by loud orky Waaaghs. The squig loving
youngsters kept coming back for more, and the beauty of using five small games instead of
one big one was that the game was quicker to play so you could play one event then attack
the mail order stand for cheap stuff, come back and play a different event and then get
some lunch. At the end of the day we congratulated ourselves that it went so well, vowed
to make a great new board and to come back again in May.

During the process of making the new board the rabble thought of a new
event to add to the list - Hounds of Hell. It didnt involve squigs but a rather
hungry pack of chaos hounds and a selection of runners taken from each race in WHFB.
Imagination should conjure up a small idea of how this event went, but if you fail to see
the picture of a really slow stunty trying to run away from the chaos hound that is
contemplating its next snack, you're not thinking like a true Orc!
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We employed the idea of putting a few quirks on the board to build its
character - small things like the tiny hand written sign telling chariots to park round
the back made the chariot on the bridge trying to get through the archway quite funny.
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This is Mc Murtys stand Get your bat
burgers and rat kebabs here. Da bog was emitting its foul leakage on to the racing
track, causing all manner of havoc.
| Other things included the waterfall and pond, the archery
competition, which included a bloke with and eye patch over his targeting eye and the
ruins where amongst the trees you could see the Olympic flame. |
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The Rules
1 Squig Shooting
So its the 41st Millennium and Robin Hood died over 39 Millennia
ago, but still the legend lives on about this wondrous marksman. (No Kelly, if this is
WHFB then it's not the 41st Millennium...)
The Event
Players compete as different characters from the WHFB realm as they try to
shoot down as many squigs as possible in 10 turns.
The Rules
Each character takes it in turns to try and shoot down a bouncing maniac.
Each character has its own target squig which moves around as described below. Each
character is deployed 12" away from its target and 6" away from any other
character.
Turn 1
Each character gets a straight shot at its target rolling to hit and to
wound as in the WHFB rulebook taking character stats as found on the character card and
squig stats as shown below:
| WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
| 4 |
- |
5 |
3 |
1 |
5 |
2 |
2 |
X |
Turn 2
Disturbed by the shooting the squigs begin to bounce about. This
disruption makes it harder to wound the squig so it is 1 to wound for this turn.
Turn 3
Each squig now bounces either backwards or forwards 6". On a 1,2 or a
3 it bounces backwards and on a 4+ it bounces forwards. If the squig moves forwards
it is +1 to hit and it is 1 to hit if the squig moves backwards.
Turn 4
Characters may now move closer to their target to either engage in to hand
to hand combat (though to do this you must pass an initiative test) or to just get a
better range.
Turn 5+
The squigs and characters both can move from now on.
N.B: If a squig bounces on a character the character misses a turn to
recover.
Each character scores a point for each squig it shoots down, when one
squig dies it will be replaced with another that acts as if it were turn 1.
2 Squig Racing
The Event
Squigs bounce at speed around a track until three have crossed the finish
line after two laps. Each Squig takes it in turns to bounce around the track (movement is
as shown on the character cards.)
To jump over hurdles roll 1D6 on this table:
1-2: Failed jump, fall over, miss a turn.
3-5: Cleared jump
6: Super jump, +D6 movement
Special Roolz
Bounce Attack!
You may opt to bounce on an opponent that you land near. Roll to hit - if
you fail you fall over, if you hit then roll to wound, if the wound is successful then
your opponent falls over.
If you roll a double you get to roll again.
If you roll three consecutive doubles in the same turn you get an extra D6
movement then your turn ends.
3 High Jump
We all know that squigs are known for their ability to bounce, but how
high can they go?
The Event:
The pole starts at 6" then is raised 2" every turn.
The winner is the squig that bounces the highest.
How to Bounce
A squigs bounce factor and bounce clearance works
in the same way as to hit and to wound in the WHFB rulebook.
4 Triple Jump
The Event
Each Squig has three jumps, then an average is worked out, the winner is
the squig that jumps the furthest.
Jumping
Firstly you must do the run up along the 11" track to do
this you roll 2D6, if you roll 12 then that jump is counted as a foul.
Then you roll 3D6 to see how far you jump. Your jump is measured from the
11" mark.
5 Royal Rumble
If you have ever seen the WWF royal rumble you will know what we are
talking about.
The Event
Two squigs start in the ring, after two turns another squig enters. Keep
fighting till only one squig is left standing.
Turns work as movement and then fighting. You must end your move next to
another squig to become engaged in Hand to Hand. If you pass any squigs during your
movement you hit them on a D6 roll of 4+. Roll to wound as normal, though if you roll a 6
to wound roll a blood bowl attack dice to see what happens (push backs send opponent back
D6".)
Special Roolz
You can attack by bouncing off the ropes this adds +1 strength to your
attacks.
If you run into a corner bar you take 1 S3 hit.
The Building of the Squig games Board (A Squig too far)
By Colin J Rigby (aka Slimer) and Sam Hunt.
Earlier on this year Screech approached myself, Tom and Jonathan to play
test the rules for the new Squig Games which she had created. We did this on a rather
dilapidated board and it was decided that when we went to the Games Workshop open day we
would create a scenic board worthy of the Lincoln club.
We commenced building the board by purchasing two pieces of half inch
thick fibreboard and a load of polystyrene sheet. The sheet was cut to the contours marked
on Screechs plan and the ground work was laid. At this point the polystyrene was
covered with filler and emulsion black. In the centre the polystyrene was covered with
static grass sheet and a set of ruins from the 40k boxed game were added. The polystyrene
around the outside was now drybrushed with different shades of greys and browns building
up the shadows and highlights. At one corner a stream, small waterfall and pond were
added. The contours of this were made as previously stated and the stream and water was
created by building up layer upon layer of polyurethane varnish with glazes and washes in
between each layer which produced quite a realistic water feature. The racing track was
now laid using bird grit which was bonded into place with PVA glue thinned down 50%. A
splash of washing up liquid was also added and the whole thing was mixed together and then
poured over the grit which then turned it into a solid track.
Obstacles were bonded to the track using the same method and a bridge was
built over one end of the track using balsa wood. A gothic archway was added at this
point.
Finally to complete the board we added archery targets and archers in the
centre, a McMurtys snack bar, with lavatory and surrounded the centre section with
trees made from dried flowers. To give the board life a wrestling ring together with
visitors signs and other figures were added to complete the board as shown above.
Sorry to say that Im still waiting for the hounds of hell rules,
however they should be here soon so watch this space!
If you have any questions about Kelly's game, the terrain or anything
else, please post them to the Forum or email them to Kelly
herself.
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