AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Raptor is an asymmetric 2-player game. One player controls a mother raptor and her five babies trying to survive and escape, while the other controls a team of scientists trying to capture the babies or neutralize the mother.
Victory Conditions (checked continuously):
| Component | Quantity |
|---|---|
| Large square board tiles (double-sided: jungle/savannah) | 6 |
| L-shaped tiles with exit half-spaces | 4 |
| Mother Raptor figurine | 1 |
| Baby Raptor figurines | 5 |
| Scientist figurines | 10 |
| Raptor Action cards (values 1–9) | 9 |
| Scientist Action cards (values 1–9) | 9 |
| Fire tokens | 10 |
| Sleep tokens (double-sided: ammunition / Zzz) | 5 |
| 3D Rocks | 9 |
| Player aids | 2 |
Each round follows these steps:
Spend action points freely across the mother and any active (standing) baby raptors. Unspent points are lost.
| Action | Cost | Details |
|---|---|---|
| Move a baby raptor | 1 AP | Move to one adjacent free space. If the baby reaches an exit half-space on an L-shaped tile, it escapes (remove from board). |
| Move the mother raptor | 1 AP + wound penalty | Move in a straight orthogonal line any number of spaces until hitting an obstacle (rock, fire, figurine). If wounded: before the first move, lose AP equal to the number of sleep tokens on the player aid. If not enough AP remain after the penalty, the mother cannot move. |
| Kill a scientist | 1 AP | Kill a scientist adjacent to the mother. Remove from the game (not to reserve). May kill multiple scientists per turn. |
| Wake up a baby raptor | 1 AP | Wake a sleeping baby adjacent to the mother (stand it up). Cannot wake a baby the same round it was put to sleep. |
| Put out fire | 1 AP | Remove a fire token adjacent to the mother and all fire tokens orthogonally connected to it (chain removal). |
Spend action points freely across any active (standing) scientists.
Critical rule: Each scientist may perform only ONE aggressive action (shoot or capture) per round.
| Action | Cost | Details |
|---|---|---|
| Move a scientist | 1 AP | Move to one adjacent free space (cannot end on fire). |
| Stand up a frightened scientist | 1 AP | Stand up a frightened scientist. Cannot stand up a scientist the same round it was frightened. |
| Put a baby to sleep | 1 AP | Shoot an adjacent, awake baby raptor — lay it on its side. Counts as aggressive action. |
| Capture a sleeping baby | 1 AP | Capture a sleeping baby on an adjacent space — remove from board. Counts as aggressive action. |
| Shoot the mother | 1 AP | Shoot in a straight orthogonal line, any distance, if no obstacles between scientist and mother. Give 1 sleep token to Raptor player (Zzz side up). Obstacles that block: rocks, active scientists. Can shoot through: frightened scientists, fire tokens, baby raptors. Counts as aggressive action. |
| Card | Effect |
|---|---|
| 1 – Mother’s Call and Shuffle | Move 1 active baby to a free space on the mother’s tile (path must be clear of figurines/fire). Then shuffle played cards + deck into a new deck. |
| 2 – Disappearance and Observation | Remove the mother from the board. After the scientist spends all action points, place her on any free space. Next round, the scientist must show their card before the raptor chooses. |
| 3 – Fear | Frighten 1 scientist (lay on side). That scientist is inactive until stood back up (costs 1 AP, not this round). |
| 4 – Mother’s Call (×2) | Move 1 or 2 active babies to a free space on the mother’s tile (paths must be clear). |
| 5 – Recovery (×2) | Remove up to 2 sleep tokens from the mother, or wake up to 2 sleeping babies, or any combination. |
| 6 – Disappearance and Observation | Same as card 2. |
| 7 – Recovery (×3) | Remove up to 3 sleep tokens from the mother, or wake up to 3 sleeping babies, or any combination. |
| 8 – Fear (×2) | Frighten 1 or 2 scientists. Same rules as card 3. |
| 9 – No effect | — |
| Card | Effect |
|---|---|
| 1 – Sleeping Gas and Shuffle | Put 1 baby to sleep if it’s on the same tile as a scientist or an orthogonally adjacent tile. Then shuffle played cards + deck into a new deck. |
| 2 – Reinforcements | Place 1 or 2 scientists from reserve onto free spaces along the long edges of the board (square tiles only, not L-shaped). |
| 3 – Jeep (×2) | 1 or 2 Jeep moves. Jeep = move a scientist in a straight line any distance until hitting an obstacle (rock or figurine). Fire tokens on the path are removed. May move the same scientist twice. |
| 4 – Sleeping Gas (×2) | Put 1 or 2 babies to sleep (same tile or adjacent tile to a scientist). |
| 5 – Fire (×2) | Place 2 fire tokens on free spaces. Each must be adjacent to a scientist or an existing fire token (including one placed this round). |
| 6 – Reinforcements | Same as card 2. |
| 7 – Fire (×3) | Place 3 fire tokens. Same adjacency rules as card 5. |
| 8 – Jeep (×4) | Up to 4 Jeep moves. Same rules as card 3. May move the same scientist multiple times. |
| 9 – No effect | — |
The game ends immediately when any victory condition is met:
There is no scoring — it’s a binary win/loss.
Win: 3 babies escape OR 0 scientists remain.
AP actions: Move baby (1), Move mother (1 + wound penalty), Kill adjacent scientist (1), Wake adjacent baby (1), Put out adjacent fire chain (1).
Cards: 1=Call+Shuffle, 2=Disappear+Spy, 3=Fear(1), 4=Call(2), 5=Recover(2), 6=Disappear+Spy, 7=Recover(3), 8=Fear(2), 9=Nothing.
Win: 3 babies captured OR 5 sleep tokens on mother.
AP actions: Move scientist (1), Stand up frightened (1), Sleep adjacent baby (1†), Capture adjacent sleeping baby (1†), Shoot mother in line of sight (1†). †=aggressive, max 1 per scientist per round.
Cards: 1=Gas+Shuffle, 2=Reinforce, 3=Jeep(2), 4=Gas(2), 5=Fire(2), 6=Reinforce, 7=Fire(3), 8=Jeep(4), 9=Nothing.