boardgamevideo
  • Trending
  • Videos
  • Games
  • Channels
  • Lists
  • Shorts

Explore

  • Home
  • Trending
  • Channels
  • Videos
  • Games
  • Lists
  • Shorts
  • Conventions
  • Year in Review

Browse by type

  • Reviews
  • How to play
  • Playthroughs
  • Unboxing
  • Top 100 lists
  • Featured videos
  • Trending this week
  • Rising games
  • Games with fresh review perspectives

Information

  • About
  • Contact
  • Terms & Conditions
  • Privacy Policy

© 2022–2026 BoardGameVideo.com

Powered by BGG
  • Videos
  • Trending
  • Shorts
  • Channels
  • Games
  • Lists
Chase

Chase

1985·Tom Kruszewski

2 players
45 min
Medium weight: Teach it in one sitting

From BoardGameGeek

Each player starts Chase with a row of nine dice on their side of the hexagonal game board, with the faces of those d6s adding up to 25. On a turn, a player moves a die as many spaces in a straight line as the value showing on the die's face. A die can't move through another piece, but it can wrap around the side of the board and it can bounce off the front or back wall at an angle to move its full distance. If you land a die on an opponent's die, that second die is removed and the value of that die added to the lowest die on the opponent's team, keeping their pip count at 25. (If a die reaches 6, you add any remaining speed to what is now the lowest die.) If you land on one of your own dice, you bump that die one space in the same direction, possibly leading to another bump or a capture. Instead of moving, if you have two dice next to one another, you can spend the turn adjusting their values while keeping their sum the same. If, for example, you have a 2 and 5 adjacent to one another, you can change them to 1 & 6, 3 & 4, 4 & 3, 5 & 2, or 6 & 1. The center of the board has a chamber on it. You cannot move a die through the chamber. If you land a die on the chamber, you split the value of that die on two dice as evenly as possible. (You start the game with one spare.) Those dice emerge from the chamber on spaces adjacent to it, possibly resulting in bumps or captures. If you knock an opponent down to only four dice, then they have a pip count below 25 and they lose the game.

Chase

All videos

Chase - How to PlayHow to play9:54

Chase - How to Play

Bee

Bee

Creators who cover this

All channels
Bee
Bee
1 video of this game

Games like this

All games

Hey, That's My Fish!

2003·Günter Cornett, Alvydas Jakeliunas

Videos
65
Creators
61
Mainly reviews

2 - 4 players·20 min·Light weight

Bestiary of Sigillum: Collector's Edition

2023·Peter Vibe

Videos
28
Creators
19
Mainly reviews

1 - 4 players·30 min·Medium weight

World War I: 1914-1918

1975·Jim Dunnigan, Joseph Miranda

Videos
29
Creators
7
Mainly playthroughs

2 players·180 min·Medium weight

Anzio: The Struggle for Italy – 1943-1945

1969·Tom Oleson, David Williams (I)

Videos
35
Creators
4
Mostly playthroughs

2 players·120 min·Heavy weight

About Chase

From BoardGameGeek:

Each player starts Chase with a row of nine dice on their side of the hexagonal game board, with the faces of those d6s adding up to 25. On a turn, a player moves a die as many spaces in a straight line as the value showing on the die's face. A die can't move through another piece, but it can wrap around the side of the board and it can bounce off the front or back wall at an angle to move its full distance. If you land a die on an opponent's die, that second die is removed and the value of that die added to the lowest die on the opponent's team, keeping their pip count at 25. (If a die reaches 6, you add any remaining speed to what is now the lowest die.) If you land on one of your own dice, you bump that die one space in the same direction, possibly leading to another bump or a capture. Instead of moving, if you have two dice next to one another, you can spend the turn adjusting their values while keeping their sum the same. If, for example, you have a 2 and 5 adjacent to one another, you can change them to 1 & 6, 3 & 4, 4 & 3, 5 & 2, or 6 & 1. The center of the board has a chamber on it. You cannot move a die through the chamber. If you land a die on the chamber, you split the value of that die on two dice as evenly as possible. (You start the game with one spare.) Those dice emerge from the chamber on spaces adjacent to it, possibly resulting in bumps or captures. If you knock an opponent down to only four dice, then they have a pip count below 25 and they lose the game.

Designer

Tom Kruszewski

Artists

Dave LaForce, Nathan Morse, Colleen O'Malley, Néstor Romeral Andrés

Publisher

Blue Dolphin Games

Categories

Abstract StrategyDice

Mechanics

Grid MovementHex Grid
View on BoardGameGeek ›
Home
Games
Chase
cached: 316