The Burning Hotel Game™
Created by Julien Heileson ©2024
iOS: https://apps.apple.com/us/app/the-burning-hotel-game/id6504708082
Android:
Google Play Store: coming soon!
Instructions
How to Play The Burning Hotel Game
Objective of the Game
Players start at the top of the hotel and advance their characters down the steps to the exit of the hotel. They need to safely get to the exit before the Fire catches up to them and burns them. If you are burned, you lose unless you are revived.
Setup
Players select their character. They can be a Human or the Fire.
Players take turns rolling the 6-sided dice and advancing their characters. After all the Human characters (other than the Fire) have had two turns, the Fire takes its first turn (this gives the other players a head start). The Fire will then have a turn at the end of each round of players taking turns.
Each space may have an action associated with it, or some are blank.
Special Abilities / Items - Generally
Special abilities or Items can only be used during a given player’s turn and before a dice roll. After using, you can roll the dice for your turn.
Special Squares
Bad Luck
If someone lands on it, they have to roll the dice for bad luck.
1 = lose life
2 = lose item (if they have an item; if not, nothing happens and play continues)
3 = Fire gets a turn immediately
4 = pass bad luck on a contestant- the player chooses who to pass the bad luck on to, and that player rolls their bad luck turn right then. Then play resumes to the next player.
5 = The Medic Kit is destroyed if it hasn’t been used yet (regardless of which player is rolling for Bad Luck)
6 = Go to Detention area for one round. If you have been in Detention before (n), you need to stay there for n+1 rounds. When you are done with Detention, you return to your last spot. If the Fire passes your original spot, you are burned right then even if in Detention.
Good Luck
If someone lands on it, they have to roll the dice for good luck.
1 = gain an extra life (similar to Bodybuilder’s ability)
2 = Change character - player can choose to change their Character to another Character that is not in use by others
3 = Glue prevention for 3 turns. If the Player lands on a Glue space in the next 3 turns, they will not be stuck.
4 = Get an item. Role for an Item according to the Item Space rules
5 = Regenerate Medic Kit if it has already been used by the Medic, so the Medic would have the ability to use it again. No effect if the Medic Kit has not been used yet.
6 = Pass good luck on to another Player of your choice. That Player then rolls for Good Luck
Item Space
If someone lands on it, they get to roll the dice for special Items.
1-2 = Water Bucket (splashes the Fire from a 2 space radius and the Fire can't move for 1 round after that.
3-4 = Teleporter (move to the very first space of the floor below you.
5-6 = Bobby - When you gain a Bobby, on your next turn you can roll twice (once for normal and then once for the Bobby- add your first and second dice roll and move the character the total number of spaces
Glue
If someone lands on it, they get stuck on the same space for the next round (they don’t roll).
Valet Spot
This space is only active if one player is the Valet. If there is one, when you land on that space you have to make a decision: a) Go along with the valet and ride with him, or b) reject the offer. See Valet Character above.
Change Heroes
You change Characters, but only the ones that are not chosen by others. Also, on the other tries you cannot go back to that character(s) until the game is finished.
Go 3+ Spaces
Advance 3 extra spaced
Fire Goes 3+ Spaces
Fire immediately advances 3 extra spaces
Detention Space/2nd Floor Rules
If you break the rules on the 2nd floor, which is only not trying to go above 1-5 on the dice roll, OR you land on the space, you have to go to detention on the second floor. Make sure to mark your position on it because you will return to the space you landed on, but there's a slight chance the Fire might land on that spot and eliminate you. Also the more times you're in detention, the more rounds of dice rolls you are stuck there.
Reroll Dice
Originally, it was gonna make players go back to the space they were on and roll the dice again, but now if you land on that space, you get to roll the dice again on the space and go to more spaces immediately.
Multiplayer
You can play against other players who are waiting in the public lobby. Once another player enters the lobby, one of you will see the Next button and that will lead to character selection.
Up to 4 players can play a multiplayer game.
Characters
Here’s what you need to know to pick your Character. Choose Wisely!
Person
Backstory
He’s Normal. That's the only info you can get.
Special Abilities
None
Rolling the dice
Any number 1-6 is an acceptable roll
Medic
Backstory
Married to Person. Some say that whoever calls her an obnoxious name will never walk for the rest of their life.
Special Abilities
Medic Kit - it has the ability to revive one and only one person if they get burned by the Fire. A revived player advances to the furthest space that another alive player is on. Medic can choose which player to revive, and they can also choose not to revive someone and save the ability for later. Medic cannot revive themselves. If Medic is burned by Fire and has not used their Medic Kit, they can choose who to pass the Medic Kit on to.
Rolling the dice
Any number 1-6 is an acceptable roll
Bodybuilder
Backstory
He lives at the gym, flexing over wimps like Person and others.
Special Abilities
2 lives- He is so strong that if the Fire catches him once, he is still alive and advances to the furthest space that another alive player is on. If he is touched by the Fire again, he dies unless revived.
Rolling the dice
Any number 1-4 is an acceptable roll
Valet
Backstory
In his childhood, he was twins with Bell Boy, but they were very aggressive toward each other. Throughout the years, Bell Boy was getting tricked into near-death experiences, while Valet won the lottery. Somehow, they found the same place and got a job there.
Special Abilities
Pick up people whoever lands on the Valet Spot, if that other player decides to go with the Valet. (see Special Spaces below). If the other player chooses to go with Valet, they no longer have a turn of their own and instead move with the Valet wherever the Valet goes. If Valet is burned, both die. If Valet lands on another Valet spot, the player with them can decide whether to stay with Valet or go back to their own turns. Up to two players can be with the Valet.
Rolling the dice
Any number 1-5 is an acceptable roll
Bell Boy
Backstory
In his childhood, he was twins with Valet, but very aggressive to each other. Throughout the years, Valet won the lottery, while Bell Boy was getting tricked into near-death experiences. Somehow, they found the same place and got a job there.
Special Abilities
Use a Cart to get 1 space past the player closest to the Bell Boy. This ability can only be used once. This ability cannot be passed on to other players (e.g. if Bell Boy is burned before using the ability.)
Rolling the dice
Any number 1-5 is an acceptable roll
Fire
Backstory
Born by his parents, Pompeii and Chicago. Lightning Struck on the roof of the Hotel, and he was made. DON'T EVER talk about his Uncle Forest Fire.
Special Abilities
Burns players- if the Fire catches up to a player (lands on a space occupied by other players or passes them), those players will be burned. Unless those players have an extra life (e.g. the Bodybuilder has one), those players die/lose when the Fire burns them.
If someone has chosen to be the Fire character, they roll the dice only after the other players have gone two rounds. If the Fire is a non-player character, then the dice will automatically be rolled for Fire on its turn.
Rolling the dice
Any number 2-5 is an acceptable roll
Copyright 2024 Julien Heileson and Jeffery Scott Heileson