Optional and Additional Rules for Pig Tickler
These rules were written by Allan Goodall and are reprinted here with his kind permission. Allan's website can be seen here

Changed Probabilities
Instead of a manoeuvre roll succeeding if a 6 or better is rolled on two dice, it succeeds on the roll of a 5 or better.
It is highly recommended that this rule be used in games with lots of players, lots of terrain, or using the broken lances and unicycle damage house rules.
Tompkins Major
A players first lancer is his best. This lancer gets a +1 to his manoeuvre roll and +1 to his Hit roll. This bonus does not apply to replacement lancers (Tompkins Minor).
Updated Tables
The game tables have been updated. Here are the new tables:
Hit Adjudication Table
The attacking lancer rolls 2D6.
2 - 3 Pig's Ear - No hit, lose a rump for bad style!
4 - 5 Missed By That Much - No hit.
6 - 10 A Palpable Hit - Gain one rump.
11 - 12 Pig's Arse - A stylish hit, gain two rumps!
Porcine Molestation Table
The lancer being attacked by the pig rolls 2D6 in an attempt to evade.
2 - 3 Utter Molestation - Lancer resigns through complete shame.
4 - 6 Squeal Like a Pig - Lancer is wounded.
7 Crash! - The unicycle suffers a point of damage! (If not using the Unicycle Damage rules, treat as a "Squeal Like a Pig" result.)
8 - 10 Oink! - No effect.
11 - 12 They Don't Like It Up 'Em - The pig is fought off. Gain a rump.
Hot Coals Table
The lancer being hot coaled rolls 2D6 to evade.
2 - 3 Bang On! - Hot coals shower the lancer, wounding him.
4 - 6 He Went That-Away - Lancer being attacked is randomly moved by the current player in a similar fashion to randomly moving the pig.
7 Mallard! - The lancer ducks out of the way but falls off his unicycle. He must make a manoeuver roll before starting his next turn.
8 - 10 Fresh Air Shot - No effect.
11 - 12 Immediately, Sir! - The stoker is confused because all men in uniform look the same. He runs over and showers the current player's lancer instead, wounding him.
Wound Recovery Table
A wounded lancer rolls 2D6 at the start of his turn.
2 - 3 Alas, Poor Tompkins - Nothing can be done - Lancer dies!
4 - 5 Doctor's Orders - Lancer misses this turn, roll again next turn.
6 - 12 Wire Brush and Anticeptic - Lancer is fit enough to go back on.
Design Notes
Pig Tickler is a fast paced, fun game that's easy to understand. The only problem is that there are an awful lot of dice rolls that result in nothing happening. In particular, the Hot Coals Table and the Porcine Molestation Table are particularly forgiving. The variant here gives these two tables one more result where something interesting happens. In the case of the Hot Coals table, 1/6 of the time the lancer is knocked off his unicycle and must make a maneouvre roll next turn to get back on it. With the Porcine Molestation Table, 1/6 of the time the unicycle will take damage (if using those house rules, otherwise the chance of being hurt by the pig goes from 1/3 of the time to 1/2 of the time). These two tables increase the amount of chaos in the game.
Normally the manoeuvre roll fails about 28% of the time. Many times a player manoeuvres his lancer around the table only to fail that last roll needed for a run at the pig. This lengthens the game. In playtesting, increasing the roll needed to succeed from a 6+ to a 5+ speeds up play with virtually no other affect on game play.
These rules belong together because the increased chance in making a maneouvre roll is needed to offset the greater chance of being wounded or delayed.
Broken Lances
Whenever a lancer rolls a double (double 1s, double 2s, etc.) on the Hit Adjudication Table, his lance is broken.
A lancer with a broken lance must head for the sidelines. Until he gets to the sidelines he can take his turn as usual, but can not try to hit the pig. Once he gets to the sidelines, his turn is over. He can still move the stoker(s) and he must still move the pig. On his next turn, he begins play from the edge of the field with a new lance.
If a player is wounded during a turn, all players who currently have broken lances are moved to the sidelines automatically and now have new lances. (They were able to replace their lances while Tompkins was pulled off the field.)
Optional Rule
If players wish, they can keep track of lances using tooth picks or something similar and limit the number of lances per lancer. Once all lances are broken, or there is only one lancer left on the field, the game is over and all players add up their scores. The highest scoring player wins.
Design Notes
This is a simple rule to adopt that adds a lot of chaotic fun to the game.
Initiative Cards
This rule can be used with any Pig Tickler variant, but it must be used with Team Pig Tickler.
Instead of each player taking a turn in a pre-arranged order, a deck of initiative cards is used. A regular deck of cards can be used, with each lancer associated with a specific card (such as the Ace of Hearts or the Queen of Spades). Since decks of cards are cheap, you could buy one specifically for the game and write the player's name on the card in indelible ink. A deck made up of blank business cards could also be used.
Each lancer gets 2 cards. The deck is shuffled and the cards are turned over one at a time. The card indicates the lancer that is activated that turn.
Whenever the rules state that something happens "next turn", the "next turn" occurs the next time a lancer's card turns up.
Design Notes
This rule adds some randomness to the game. Players often place the pig and/or the stoker in order to maximize the difficulty for the next player. This strategy is reduced with an initiative card system.
The disadvantages of this system are the lack of planning that it produces due to the random picking of players, and the gaps that sometimes appear between player activations. The advantage of this system is the tension it creates.
Team Pig Tickler
Overview
To play Team Pig Tickler you need two teams of Pig Tickler lancers. These should be painted in two different colours (red and blue make an excellent choice), or they should use different uniforms. Eureka Miniatures makes at least two different types of lancers (the same lancers with different head gear). Eureka also makes lancers on Penny Farthings which could also be used for Team Pig Tickler.
Team Pig Tickler is played just like regular Pig Tickler but individual scores don't matter. Every time a rump is scored, the team scores the points, not the individual lancer. The game continues until one team has scored 10 rumps.
Any of the house rules on this site can be used, except that a special version of the initiative card house rules are used (as described below).
Roster
The teams can be any size, but 4 to 12 is recommended. It is also recommended that each team have the same number of lancers.
Each player should have at least one lancer on the field at all times. If a player can not field a lancer, the game is over. Each team has a fixed number of substitutes. There should be at least two substitutes per team at the beginning of the game. No team should have more substitutes than there are figures on the field at the beginning of the game. In other words, if there are 3 figures on the field at the beginning of the game, there should be no more than 3 substitutes available.
"Regulation" Team Pig Tickler has a maximum of 4 figures on the field per team, with a maximum of 4 substitutes per team.
Set Up
Players flip a coin to see which side places the first lancer. The winner of the coin toss decides if they are going to place first or second. The first lancer is placed according to the Pig Tickler rules, and then the other player places a lancer according to the rules. The teams alternate placing lancers around the outside of the field until all of the on-field figures are placed. The substitutes are kept off to the side.
After all the lancers have been placed, the pig is placed in the centre of the field, facing in any direction. The stoker is placed anywhere as long as the stoker's base is touching the pig's base. The team that placed the first lancer places the pig and the stoker.
Initiative Cards and Turn Sequence
Instead of each player taking a turn in a pre-arranged order, a deck of initiative cards is used. Each figure on the field has a card representing it. If you are using a standard deck of cards, one team is represented by the red cards and the other team is represented by the black cards.
The cards for both teams are shuffled together into one deck. Since decks of cards are cheap, you could buy one specifically for the game and write the lancer's name or number on the card in indelible ink. A deck made up of blank business cards could also be used.
An additional card is added to this deck prior to the deck being shuffled. If you are using a standard deck of playing cards, use the Joker card. In "regulation" Team Pig Tickler this would result in a deck of 9 cards: 4 for the red team, 4 for the black team, and 1 Joker. All of the cards are shuffled together and the deck is ready for the first turn.
The cards are turned over one at a time. The card indicates which lancer is activated that turn. When a lancer is activated, he takes his turn as per the regular Pig Tickler rules: the lancer moves, the pig is moved, and then the stoker is activated. Once a lancer completes his turn, his card is placed in the discard pile.
If the Joker card is turned up, the turn ends and the Joker is placed in the discard pile. All the cards in the discard pile only are shuffled together. This shuffled discard pile is then placed beneath the pile of cards that have yet to be turned over. This sets up the deck for the next turn. Before any cards are turned over for the next turn, make Recovery Rolls for any wounded lancers. (This is also when broken lances are replaced, unicycle damage is repaired, etc. if using those house rules.)
The referee may interrupt a lancer's movement as per the regular rules. However, only a player on the opposite team from the current lancer may activate the referee. For instance, if a blue lancer is moving, only a red player may activate the referee.
Wounded Lancers
If a lancer is wounded, a player can replace the lancer with a substitute when the wounded lancer's card is turned up. The replacement comes from the the pool of available substitutes. If there are no substitutes, the lancer can not be replaced and the team must play short a lancer.
At the end of a turn — after the Joker is turned up but before the first card of the newly-shuffled deck is turned over — make a recovery roll for all wounded lancers. If a wounded lancer is okay, he is placed on the substitute list. Continue to roll at the end of each turn for every wounded lancer. If a lancer dies or resigns, he is removed from the game and the team is down a lancer.
(Unicycle repair rolls are made at the same time as Wound Recovery rolls.)
Optional Rules
Activation
Instead of using cards to randomly activate the lancers, players activate lancers one at a time. The player who won the coin toss at the beginning of the game activates first. After that players alternate activation.
A marker is placed beside the lancer after the lancer's turn is over. This indicates that the lancer was activated. A player may not activate a lancer with a marker beside it.
The turn ends when all lancers have been marked with an activation marker. All of the markers are removed, then the players test for wound recovery, etc. as part of the end-of-turn procedure.
If players are not using the Forfeit optional rule (see below), it is possible for one team to have fewer lancers than another team. If a team has fewer lancers available to activate than another team, the player may "pass" instead of activating a lancer. If the player has the same number of available lancers, or more available lancers, than any other team that player must activate a lancer.
Forfeit
In "regulation" games, if a team runs out of substitutes and is unable to field a minimum of 4 players, that team forfeits the game. The other team wins, regardless of the score.
Star Players
Each team has 3 star players. One lancer has a +1 added to his manoeuvre roll. A second lancer has a +1 added to his roll on the Hit Adjudication Table. A third lancer is strong and has a +1 added to his Recovery Table roll. These players can be placed on the field or they can be left "on the bench" as substitutes.
Timed Games
Instead of playing to 10 rumps, players can play to a number of times through a deck, or to a specific time on the clock. The winner is the team that scored the most rumps when time expires.
In the case of a tie, players shuffle the deck and keep playing until one side scores a rump. That side is the winner (this is known as the "golden rump" rule).
Two Stokers
Eureka Miniatures makes two different stoker models, one with a shovel and one with a bucket of coal. This rule allows you to use two different stokers in Team Pig Tickler.
At the beginning of the game, each team writes down on a piece of paper which stoker they bribed (the stoker with the shovel/spade or the stoker with the coal).
During a lancer's turn, the lancer's player may select either stoker, but he can only select one of them.
The player can use either stoker to stoke the pig (allowing an extra move of the pig). However, for all other purposes the player can only use the stoker bribed by his team.
When the player wants to move a stoker (except to stoke the pig), or when a player wants to attack a lancer with a stoker, he first shows all the players the stoker that was bribed by his team. He then moves that stoker, or uses that stoker to attack another player, as per the regular Pig Tickler rules. For the rest of the game, this is the only stoker that can be used to attack another lancer.
It is possible for both teams to bribe the same stoker!
(See the Two Stokers house rules for ways of using two stokers in regular Pig Tickler games.)
Design Notes
This is a fun game for multiple players, but it's particularly good for two players as it allows each player to run with multiple figures. The card activation method works best with Team Pig Tickler. Not only does it add excitement, but it makes it easier to figure out which lancer goes next.
The idea for this rule came from the fact that Eureka makes two different types of lancer figures, and also makes lancers on penny farthings.
Players may find that the number of figures needed is excessive. For "regulation" Team Pig Tickler you need four figures per team on the field. There are also four substitutes per team. Ideally each substitute would be represented by its own lancer figure. This, however, is not necessary. Players can keep track of substitutes on a piece of paper. Thus for a regulation game you only need eight figures (four per team).
Terrain
Most terrain features in Pig Tickler are simple obstructions, requiring manoeuvre rolls to go around. These rules add three new types of terrain: hills, bogs, and linear obstacles.
Hills
In most cases hills act as clear terrain. Special rules are needed for going up a hill and going down a hill.
Going Up A Hill
A lancer may move onto a hill as though it was clear terrain. A lancer must make a manoeuvre roll when he comes to a new "hill level". If you are using flat-topped hill terrain pieces, this "level" is easy to determine, as it is the flat top portion of the hill piece. If you are using rounded hills, you will have to draw a line on the hill to indicate levels or you will have to use (*gasp*) a ruler, with hill levels occurring every two inches or so.
As soon as the lancer arrives on a new hill level, the player must make a manoeuvre roll. This roll is made even if the lancer wishes to continue moving in a straight line. If a lancer wishes to turn as soon as he gets to the new hill level, he must make two manoeuvre rolls: one to continue up the hill and one to turn.
Going Down A Hill
A lancer does not make a manoeuvre roll when he goes down a hill. The lancer only makes a manoeuvre roll while going down a hill if he wants to turn, as per the regular Pig Tickler rules.
Lancers traveling down a hill apply a modifier to their manoeuvre rolls. They subtract 1 from the number they rolled for every hill level they descended that turn.
Example: A lancer goes straight down a level 2 hill and then wants to make a turn at the bottom. He rolls the dice and subtracts 2 from the roll. This means that the lancer needs to roll an 8 or more in order to make the turn. (This assumes that the regular Pig Tickler rules were used. If the players were using the altered odds rules, the lancer would need to roll a 7 or more).
If this manoeuvre roll is missed, something nasty will happen:
* If the failed manoeuvre roll was attempted in order to avoid an obstacle, the lancer has hit the obstacle. Roll on the Collision Table, below.
* If the failed manoeuvre roll was attempted in order to avoid another lancer, both must roll on the collision table. The non-moving lancer treats a "Screech to a Halt" and "Whee!" result as no effect.
Note that it's possible for one lancer to be hurt in the collision and another lancer to be okay. This represents the hurt lancer falling off his unicycle in an attempt to miss the other lancer.
* If the failed manoeuvre roll was attempted in order for the lancer to make a turn, the person to the left of the lancer takes control of the figure. (If using the Team Pig Tickler rules, a player from the opposite team takes control of the lancer). That player may move the lancer in a straight line as far as the player wants. The lancer stops when he comes to the edge of the table, comes into contact with an obstacle, or comes into contact with the pig. A collision roll is made if the lancer contacts an obstacle or another lancer.
If the lancer contacts the pig after going downhill, he does not roll on the Collision Table. He may roll on the Hit Adjudication Table (and, really, why wouldn't he?) with a +1 to the die roll. That is a straight +1 to the die roll, not +1 per hill level.
Note that the downhill modifier applies only to the manoeuvre roll, not to the Collision Table roll.
Stopping
A lancer can stop moving at any time, except if they went down a hill. In order to stop after traveling down a hill, the lancer must make a successful manoeuvre roll.
Bogs
Boggy terrain is any terrain that is hard for the unicycle to travel through. This can be swamp, tall grass, streams, sand dunes, snow, or even rock fields.
A lancer must make a manoeuvre roll whenever he enters boggy terrain and when he leaves boggy terrain. Therefore, if a lancer enters a patch of tall grass he must make the roll as soon as he enters the grass area and as soon as he exits the grass area on the other side.
All manoeuvre rolls — the roll for entering or exiting a bog, and any rolls for turning while in the boggy terrain — are modified based on the type of terrain. A ford through a stream would have no modifier, but a shallow stream has a -1 modifier. Deep sand or snow would have a -2 modifier, and swamps have a -3 modifier. Players should decide terrain modifier values, with these guidelines in mind, before play begins.
If the manoeuvre roll is missed, the lancer ends its movement.
Going Downhill Into A Bog
If you are truly nasty, you'll set up the table top so that there is a hill right next to a bog. For instance, you may have a tall sand dune beside a deep sandy area.
If a lancer goes downhill into a boggy area, the lancer must make a manoeuvre roll to keep moving per the bog rules. The boggy terrain's modifier applies. The modifier for the number of hill levels the lancer descended also applies, but with a big difference. This downhill modifier is added to, not subtracted from, the manoeuvre roll. If the manoeuvre roll is failed, the lancer stops moving.
This positive downhill modifier only applies if the lancer goes in a straight line down the hill and into the bog.
Example 1: A lancer goes straight down a two-level hill into a swamp. As soon as the lancer hits the swamp he must make a manoeuvre roll. This roll has a -3 modifier due to it being a swamp, but +2 due to the two levels of the hill the lancer descended. This is a total of a -1 modifier. If the roll fails, the lancer stops moving. If the roll succeeds, the lancer keeps moving through the swamp.
Example 2: A lancer goes straight down a a two-level hill towards a swamp. The player wants the lancer to turn before coming to the swamp. The player makes a manoeuvre roll, with a -2 modifier for the two levels the lancer descended. The player rolls a 5, which becomes a 3. The lancer can not turn. The player to the left of the lancer's player takes control of the lancer. He decides to run the lancer straight at the swamp. As soon as the lancer hits the swamp he must make a manoeuvre roll. This roll has a -3 modifier due to it being a swamp. The +2 modifier for the two hill levels also applies, because the lancer is moving in a straight line into the swamp from the hill. The total is a -1 modifier. If the roll fails, the lancer stops moving. If the roll succeeds, the lancer keeps moving through the swamp.
The downhill modifier is only good for one manoeuvre roll in a bog. Any further bog manoeuvre rolls that turn ignore the downhill modifier.
Linear Obstacles
Linear obstacles are obstacles that a lancer can't easily move around. Examples of linear obstacles are walls, fences, and hedges.
Linear obstacles are defined as passable or impassable. A passable linear obstacle is one that a lancer can cross, climb over or jump. An impassable linear obstacle is an obstacle that a lancer can't cross, climb over, or jump. A waist high rail fence would be a passable obstacle, but a 7 foot high stone wall may be an impassable obstacle.
A lancer can turn when he gets to a linear obstacle just like any other obstacle. The lancer attempts a manoeuvre roll. If the roll succeeds the lancer turns, and if the roll fails the lancer stops moving. (If the lancer was going down hill, a roll on the collision table would be necessary. See "Going Down a Hill", above.)
If a lancer wishes to cross a passable linear obstacle, he must make a manoeuvre rolls.
* If the roll succeed, the lancer has crossed the obstacle. The lancer continues to move in a straight line on the other side of the obstacle.
* If the roll failed, roll 1d6. If the roll is odd, the lancer has stopped on his side of the obstacle, facing it. If the roll is even, the lancer has stopped on the opposite side of the obstacle, facing away from it.
Lancers can not cross an impassable linear obstacle.
As per the downhill rules, if a lancer contacts a linear obstacle after moving downhill, a roll is made on the collision table.
Special Rules
Some special terrain rules may be needed. For instance, the playing area may have a deep chasm that acts as an impassable linear obstacle. If a lancer travels downhill and can't stop before hitting the chasm, instead of rolling on the collision table the lancer is automatically killed. On the other hand, a ramp may be set up to cross the chasm. If the lancer makes a manoeuvre roll when he gets to the ramp, he crosses the chasm. If the lancer fails the roll, he falls into the chasm to his death
It is up to the players to decide other special terrain rules.
Collision Table
This is the collision table:
The lancer rolls 2D6 in an attempt to evade the obstacle or another lancer.
2 - 3 Head Over Heels! - The lancer is wounded and the unicycle takes one point of damage. (If not using the Unicycle Damage rules, treat as a "Crunch" result.)
4 - 6 Crunch! - The lancer is wounded.
7 Crash! - The unicycle suffers a point of damage! (If not using the Unicycle Damage rules, treat as a "Crunch" result.)
8 - 10 Screech to a Halt - No effect. The lancer's turn ends.
11 - 12 Whee! - The lancer regains control and can continue with his turn.
Design Notes
These rules were designed to allow play on something other than a flat area. They may even form the basis of a set of wargame rules for Pax Limpopo (if I can ever figure out a way to make penny farthings behave differently from unicycles without the game bogging down or without them having too great an advantage). In particular, I thought it would be interesting to see Pig Tickler played in a desert environment. I started with the bog rules, but quickly came up with the other rules when I started to think about hills and walls.
Two Stokers
Eureka Miniatures makes two different stoker models, one with a shovel and one with a bucket of coal. This rule allows you to use two different stokers in the one game.
Two Stokers – Simple Method
Place both stokers on the field as per the rules for placing a single stoker. During a player's turn, the player may activate either stoker (but may only activate one stoker). This stoker may move the pig or attack another lancer.
Two Stokers – Complex Method
At the start of the game create a deck of cards, with one card for each player. If there are an odd number of players, round up to the nearest even number. This deck is composed of spade and diamond cards (the numbers are irrelevant). There should be the same number of spades and diamonds. Example, if there are 5 players, the deck consists of 3 diamonds and 3 spades.
At the start of the game each player takes a card and keeps it face down. The player may look at the card, but the player does not show the card until it is first used.
A player can only attack another lancer with a specific stoker. This stoker is represented by the card they player drew. If the player drew a spade, he has bribed the stoker with the shovel (spade). If the player drew a diamond, he has bribed the stoker with the bucket (coal and diamonds are both made from carbon).
During a lancer's turn, the lancer's player may select either stoker, but he can only select one of them. The player can use either stoker to stoke the pig (allowing an extra move of the pig). However, for all other purposes the player can only move the stoker that he bribed.
When the player wants to move a stoker (except to stoke the pig) or attack a player with a stoker, he first flips over the card to show the stoker he has bribed. He then moves that stoker, or uses that stoker to attack another player, as per the regular Pig Tickler rules.
Team Pig Tickler with Two Stokers
If playing Team Pig Tickler, a variant of the Complex Method is used.
At the beginning of the game, each team writes down on a piece of paper which stoker they bribed.
Either team may use either stoker to stoke the pig.
The first time the team wishes to move a stoker (other than to stoke the pig) or use a stoker to attack a lancer on another team, they show the piece of paper indicating the stoker they bribed. For the rest of the game, this is the only stoker that can be used to attack another lancer.
It is possible for both teams to bribe the same stoker!
Design Notes
Eureka produces two different stoker models. It's a shame, therefore, that the rules don't accomodate both stokers. This house rule gives players options for using both stokers.
Unicycle Damage
Unicycles can be damaged in the course of a game. A "Crash" result on the updated Molestation Table (seen below), or a "Head Over Heels" or "Crash" result on the Collision Table (see the Terrain rules) results in a unicycle taking a point of damage. Mark damage with a counter or marker.
When a unicycle takes 5 points of damage, it is too far gone to continue and the lancer must retire.
A lancer can fix his unicycle. To fix his unicycle the lancer must ride off the field. There are two ways to do this. 1) The lancer may ride off the field in the middle of a turn by moving so that the unicycle gets to the edge of the playing area. 2) At the start of his turn, a lancer may voluntarily leave the field, which happens automatically.
At the beginning of a player's turn, the player may attempt to repair the unicycle or enter the playing field. To repair the unicycle the player must make a roll on the Unicycle Repair Table (see below).
Porcine Molestation Table
The lancer being attacked by the pig rolls 2D6 in an attempt to evade.
2 - 3 Utter Molestation - Lancer resigns through complete shame.
4 - 6 Squeal Like a Pig - Lancer is wounded.
7 Crash! - The unicycle suffers a point of damage!
8 - 10 Oink! - No effect.
11 - 12 They Don't Like It Up 'Em - The pig is fought off. Gain a rump.
Unicycle Repair Table
A lancer with unicycle damage rolls 2D6 at the start of his turn.
2 - 3 Snap... Oops! - The unicycle gains one more point of damage. If this gives the unicycle 5 points of damage, the lancer must resign.
4 - 5 Where Are Those Spoons? - The lancer misses this turn, roll again next turn.
6 - 10 Patch & Rubber Cement - The lancer has repaired one point of unicycle damage.
11 - 12 Like New! - The lancer has repaired all of the unicycle's damage.
Design Notes
The idea behind this set of rules came to me when reading the "historical notes" in the Pig Tickler rules. The notes talk about the charge of the Light Brigade at Balaclava and how not a single man was lost, though there were some tire punctures. This got me thinking about the whole idea of unicycle damage. It adds an extra element to the game. Now players have to decide if they want to continue playing with a damaged unicycle or sit out for repairs. It gives players a chance to hamper the person with most points by sending the pig after them. At the same time, it isn't as drastic as a wound (which could result in killing the lancer and a subsequent loss of points).
The unicycle damage system could also be applied to lancers as well as, or instead, of the wound system. I would recommend a certain level of points for a resignation (say 5) and a certain level of points for a kill (say 6 or above). The Porcine Molestation Table and the Hot Coals Table would have to be changed to give 1 and/or 2 points of damage depending on the roll. The Wound Recovery table would be essentially identical to the Unicycle Repair table. This approach has merit, as it doesn't eliminate a player as easily and the players themselves have to make the decision as to whether or not they should leave the table for medical treatment.