How to Play Chickapig | Official Rules

You are in charge of a flock of Chickapigs. The first player that gets their Chickapigs across the board and through their goal wins the game. Along your way, do everything you can to thwart your opponents. And beware of the pooping cow.

Why do Chickapigs want to cross the board? To get to the other side. Vuh!


Components

  • 1 Game Board
  • 6 Chickapigs Per Color
  • 4 Hay Bales Per Color
  • 1 Cow
  • 1 Cow Fence
  • 8 Cow Poops
  • 9 Poop Cards
  • 9 Daisy Cards
  • 1 Sand Timer
  • 1 Chickapig Die

Game Elements

Chickapigs

You want to get your entire flock of Chickapigs off the board by escaping through your goal, which is located directly across from your 6 Chickapigs.

Chickapigs move in a straight line (forwards, backwards, or sideways). They cannot move diagonally. Once they start moving, they can't stop until they encounter another Chickapig, a hay bale, the cow (and cow fence), the perimeter of the game board, or the sides of the goals.

The Chickapig stops in the space adjacent to whichever object it has encountered. One move is counted every time the Chickapig moves to encounter an object.

You can only move your own color Chickapigs. You cannot move your Chickapigs inside the other players' goals.


Hay Bales

Ha>y bales are used offensively to help your Chickapigs find their way through your goal. They are also used defensively to block your opponents' Chickapigs from getting to their goals.

Hay bales may be moved one space at a time (forwards, backwards, or sideways). Diagonal movements are not allowed. One move is counted every time the hay bale moves one space. Hay bales can be moved to any open square on the board, including inside the goals.

You can only move your own color hay bales.


The Cow

If a player rolls a 1, they have the option to pick up the cow and place it in any open square on the board. When the cow is placed on an open square, it poops, and a poop is placed beneath the cow.

The first time a player rolls a 1 & chooses to move the cow, they must also remove the cow fence from the board for the remainder of the game.

Any player can still move the cow on their turn - even if they do not roll a 1. In this instance, the cow moves one square at a time, just like hay bales. The cow cannot move diagonally. One move is counted every time the cow moves one space.

The cow does not poop during this move; it only poops when a 1 is rolled and the cow is placed on an open square.


Poop

Cows like poop, Chickapigs do not! When the cow poops and then moves again, the poop stays in the square where the cow left it. When you pass over a poop with a Chickapig or hay bale, remove the poop from the board and take a Poop Card.

he Poop Card is read out loud and enforced at the end of the player's turn, then is shuffled back into the deck.

All of the poop cards are bad because no one wants to step in poop.

Chickapigs do not stop at poops but slip right through them until they hit another object.

The cow can travel back over its own poop with no consequence, but it cannot double poop in one square.


Daisy Cards

If you roll a 2, you have the option of taking a Daisy Card instead of using your 2 moves. All the Daisy Cards are good. Keep the Daisy Card a secret and use it at any point during the rest of the game (while it's your turn).

You can only hold one Daisy Card at a time, and you cannot play a Daisy Card on the turn that you pick it up. After you play a Daisy Card, shuffle it back into the deck.


Marcus Vance

Marcus Vance

Cybersecurity & Digital Privacy Researcher

Marcus Vance is a cybersecurity auditor and technology writer dedicated to educating the public about online safety, data privacy regulations, enterprise security, and emerging cyber threats.

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