After being sent to the boat you must stay there until your next turn (you may move around while on the boat). The goal of the game is to stay out of the water! If you are on a floor tile on the boat when it's removed and you fall into the water you lose the game. There are 4 types of spaces: PINK = You earn 1 point for landing here WHITE = When landing here you may change its color to black, blue, or pink (the changed color won't effect you this turn) BLUE = Go directly to the boat (center area) BLACK = Remove 1 floor tile from the boat. Start by setting up a board similar to the one above with a center area made of floor tiles. You can stay here as long as you want but you can't score points this way. Safe zones are spaces that Runners can't be tagged (shadows touching each other) by the Chasers. However it is usually best to only have 1 Chaser. The amount of Chasers should depend on the amount of players and the amount of exits in your maze. The score to win is decided among the players. The Chaser always begins under the "tree" in the maze's center. The Runners can fly but cannot run the entire game from safe zone to safe zone around the maze.
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The Chaser's goal is to mess up the Runners game. The Chaser and the Score Keeper can't score points. Each Runner has their own points and will score if they can successfully bring back the cookie. They also drop their cookie if they have one. If a Runner is tagged (shadows touching each other) they lose a point and must go to the beginning of the maze. The Runner's goal is to get through the maze, get a cookie, and bring it back to the beginning without a Chaser catching them. There are 3 types of players: Runner, Chaser, and an optional Score Keeper/judge. Set up a maze with an obvious center and a cookie table at the end of the maze.