Mammalian Mayhem (2000)

Playtime: 60
Min. Age: 10
Number of Players:
2
Publisher:
HLBS Publishing (The Honourable Lead Boiler Suit Company)
Designers:
Chris Peers
Artists:
Unknown
Mechanics:
Simulation,
Dice Rolling,
Role Playing
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Excerpt from rules introduction:
"Mammalian Mayhem "is a companion and sequel to our popular Saurian Safari dinosaur hunting rules. It is not just a supplement, though, but a complete rule system in its own right. As the title suggests, it enables the players to expand their hunting activities into the Age of Mammals, and to take on a wide range of quarry - living, extinct or simply mysterious - from prehistoric saber-tooths to modern African big game.
Each player may choose to control either a human hunter character, or an animal. The hunters move, shoot etc. in a fairly conventional "skirmish wargame" sort of way, by means of dice, while for the animal players we have introduced a card driven system, using an ordinary pack of playing cards. The intention is to bring out the difference between human intelligence - as represented, however unlikely it may sound, by the wargamer - and that of the quarry, who should combine a limited range of tactical options with an element of unpredictability. To compensate for this, the animals will usually be able to move faster than the hunters, and will have a decisive advantage if they manage to get to close range."
"Mammalian Mayhem "is a companion and sequel to our popular Saurian Safari dinosaur hunting rules. It is not just a supplement, though, but a complete rule system in its own right. As the title suggests, it enables the players to expand their hunting activities into the Age of Mammals, and to take on a wide range of quarry - living, extinct or simply mysterious - from prehistoric saber-tooths to modern African big game.
Each player may choose to control either a human hunter character, or an animal. The hunters move, shoot etc. in a fairly conventional "skirmish wargame" sort of way, by means of dice, while for the animal players we have introduced a card driven system, using an ordinary pack of playing cards. The intention is to bring out the difference between human intelligence - as represented, however unlikely it may sound, by the wargamer - and that of the quarry, who should combine a limited range of tactical options with an element of unpredictability. To compensate for this, the animals will usually be able to move faster than the hunters, and will have a decisive advantage if they manage to get to close range."
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ag.gameitem.lastUpdated: 2025-04-25 17:43:47.137