Hoo-Dee-Nee (1983)
Playtime: 20
Min. Age: 7
Number of Players:
2
Publisher:
Canada Games Company Lmt.,
Research Games, Inc. / Athol / RGI / ARC
Designers:
David Mair
Artists:
Unknown
Mechanics:
Point to Point Movement,
Tile Placement,
Dice Rolling,
Roll / Spin and Move
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The object of each round is to connect and extend the "track" using as many track cards as possible before the opponent gets off the end of the track and escapes.
Hoo-Dee-Nee comes with 20 heavy-duty "track" cards each with a straight line, a 90-degree line or a "T" intersection. Each line has one or more red circles on it. On each turn, the track-laying player chooses one of three available cards to add to the board, extending or blocking a track. The opponent then rolls the die and moves that many circles on the track. The escaping player may double back on subsequent turns.
Scoring is simply the number of cards the first player was able to place before the opponent escaped from the board. Players alternate positions for subsequent rounds. A game is usually five rounds.
Hoo-Dee-Nee comes with 20 heavy-duty "track" cards each with a straight line, a 90-degree line or a "T" intersection. Each line has one or more red circles on it. On each turn, the track-laying player chooses one of three available cards to add to the board, extending or blocking a track. The opponent then rolls the die and moves that many circles on the track. The escaping player may double back on subsequent turns.
Scoring is simply the number of cards the first player was able to place before the opponent escaped from the board. Players alternate positions for subsequent rounds. A game is usually five rounds.
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ag.gameitem.lastUpdated: 2025-05-10 12:10:54.536