1001 (2016)
1001 (2016) Rulebook
Table of Contents
Table of Contents
Components
- 36 Gems (red, blue and green)
- 24 Gem tokens (red, blue and green)
- 24 Cloud tokens
- 32 Individual point tokens
- 16 Double-sided board tiles
- 2 scoring markers (Day and Night)
- 1 Aladdin figure (assembly required)
- 4 interlocking border pieces
- 32 Vote cards (8 each of the values 1, 2, 3 and 4)
- 4 Vizier cards
- 16 Flight cards (8 regular and 8 advanced)
- 2 Storm Warning tokens
- 1 Hourglass token
- 1 sand timer
- 1 Starting location token
- 12 Reward cards
- 1 Rewards board
The sheet lists the 2 Storm Warning tokens among the components, but the base-game rules on this sheet do not explain them.
Selecting Teams and Getting Up
The teams
- Divide the players into two teams.
- One team for Day, represented by the Day figure on the score track.
- One team for Night, represented by the Night figure on the score track.
Number of players in each team: select your teams so that they are as equal as possible. For example, if there are 5 players, you would select one team of 3 players and one of 2 players. The members of each team should sit on the same side of the table during play to make communication between team members easier.
In a game with only 2 or 3 players, one or both of the teams will be made up of a single player. If this is the case, please read the "Flying Solo" section.
Setup
- Assemble the four interlocking border pieces.
- Randomly lay out the 16 board tiles in the assembled borders. Place the tiles with the star side face up. Make sure that the stars are all pointing towards the top of the board (towards the "1" on the board).
- Randomly lay out the 36 Gems in the 36 holes in the board tiles.
- Place the two Day and Night scoring tokens next to the heart space on the scoring track on the border.
- Assemble the Aladdin figure and place it on the space with the small Aladdin symbol (visible on the lower left corner of the tile with the palace illustration). Put the Starting location token on this space as well.
- Place the sand timer on the table.
- Place the Cloud tokens, Gem tokens, and Individual point tokens in three separate piles near the playing board.
- Place the Rewards board within easy reach of all players.
- Place the 12 Reward cards on their respective spaces on the Rewards board.
- Place the Hourglass token on the 1 of the turn track located at the bottom of the Rewards board.
- Take the 8 Flight cards with the star symbol on the back and place them face down near the board.
- Put the 4 Vizier cards on the table within reach of all the players.
- Give each player a set of 4 Vote cards (1, 2, 3 and 4).
The rest of the game materials can be put away in the box. They will be used in the advanced game variants.
Each team takes 2 Cloud tokens. The Day team takes its 2 Cloud tokens and the Night team takes its 2 Cloud tokens.
Game Turn
Objectives:
- The Active team attempts to help Aladdin collect the most Gem tokens and Cloud tokens to be able to buy Reward cards and score points for their team.
- The Opposing team tries to block Aladdin through the Vizier's influence. Each player also attempts to score Individual points by guessing what the Active team voted.
The Active team is indicated by the colour of the space under the Hourglass token on the turn track. The other team is then the Opposing team. Example: on the first turn, the Active team is the Day team.
1 - Preparing to Fly
- The Active team takes one Cloud token. On its first turn, an Active team will thus start with 3 Cloud tokens.
- The Opposing team takes the four Vizier cards and places them on the table before them.
- Shuffle the Flight cards. Draw four. Randomly place them face up beside the four directions on the borders (1, 2, 3 and 4). These four Flight cards should be oriented in the four directions. This can be done easily by checking that the edge of the cloud on the border fits with the edge of the cloud on the side of the Flight card.
The Flight cards: A Flight card describes a path that Aladdin can take in his flight across the board. The arrows and numbers on the cards indicate the directions and number of spaces of the flight. During the flight, Aladdin will gain or lose Gem tokens and Cloud tokens as indicated on the spaces that he passes over (see section 4 - Flying and Collecting Resources).
Example: if this Flight card is picked, Aladdin would move five spaces to the left and two spaces upwards.
The four Flight cards are paired with the four directions (1, 2, 3 and 4) as marked on the borders. Players may thus choose a path with their Vote cards (see section 2 - Casting Votes).
The Starting location token serves to remind players where Aladdin started if necessary.
Edge of the board: If Aladdin's path takes him off the board, simply continue his flight on the other side of the board.
Example 1: Aladdin takes path 2. The Flight card says to go five spaces right and two spaces down.
Example 2: Aladdin takes path 3. The Flight card says to go four spaces down and three spaces left.
2 - Casting Votes
The Opposing team flips the sand timer over. While the timer is running, players have two minutes to pick their actions with their team. The following actions are all done at the same time. The left column describes the Active team's action. The right column describes the Opposing team's actions.
Active team (1 action):
- Vote: Each player on the Active team chooses one of their four Vote cards and places it face down in front of them.
Objective of the Vote: each player on the Active team indicates with their chosen Vote card which path they want Aladdin to take.
Unanimous Vote: the players on the Active team may decide to all play the same Vote card. If they do this, they score an extra three bonus points during the Tallying of the Votes. However, in doing this, they are risking that the one route they picked is blocked by the Vizier.
Note that choice of which direction to Vote for is always up to the individual players. Even if the players decide to Vote unanimously, one player may decide that they finally wish to play a different card.
Opposing team (2 actions):
- Vote: Each player on the Opposing team picks one of their four Vote cards and places it face down in front of them.
Objective of the Vote: each player on the Opposing team attempts to guess and match one of the Votes played by the Active team. If the prediction turns out to be right, the player will score Individual points during the Tallying of the Votes.
- Vizier: The players of the Opposing team must pick a Vizier card (one card for the team) and place it face down in front of them.
Objective of the Vizier: the Vizier card picked by the Opposing team will ban Aladdin from going in the corresponding direction during the Tallying of the Votes.
Table Talk: The players of each team may discuss among themselves and discreetly show their cards to each other to indicate which paths they feel would be best. You may speak out loud about your plans, but be wary since the other team may be listening in (which is a good time to bluff).
When the timer runs out: If some players still haven't Voted (or still haven't selected a Vizier card), give them a few seconds to place their cards.
3 - Tallying the Votes
All the players reveal their Vote cards.
- If the Active team has Voted unanimously: if all the players on the Active team have selected the same Vote card, they may immediately advance their Scoring token three points on the scoring track.
- Individual points: each player on the Opposing team whose Vote card matches at least one of the Votes played by a player on the Active team gains an Individual point token. The value of the token is indicated on the turn track: one point on turns 1-2, two points during turns 3-4, three points during turns 5-6, and four points during the turns 7-8.
- The Vizier's ban: the Opposing team reveals which Vizier card they selected and places it on the corresponding Flight card, banning the route. Each player on the Active team that Voted for this route then takes back their Vote card.
Fly / Stop:
- If at least one Vote placed by the Active team remains, go to section 4 - Flying and Collecting Resources.
- If all the Votes were cancelled by the Vizier, go directly to section 5 - Buying Rewards.
Example: this is a seven player game. Three players on the Day team and four players on the Night team. It is turn four. The Night team is Active (shown by the colour under the Hourglass token). Each player reveals their Vote card.
- The Active team did not vote unanimously, and so they do not score 3 bonus points.
- Camille (Opposing team) guessed one of the Votes played by the Active team (those played by Charles and Salvatore). As well, Justin (Opposing team) guessed John-Michael's Vote. Each of them get a "2" Individual point token (as indicated above the turn track).
- Shady (Opposing team) does not score any Individual point since his Vote did not match any of the Votes of the Active team.
- The Opposing team then reveals which Vizier card they picked (the 3) and places it on the path 3 at the bottom of the board. Charles and Salvatore then take their Vote cards back to their hands.
- There are still two Active Vote cards in play (those of John-Michael and Melanie), so Aladdin will Fly this turn. Whether he takes path 2 or 4 will be determined by a random draw (see section 4 - Flying and Collecting Resources).
4 - Flying and Collecting Resources
If the Active team has one or more Vote cards on the table, Aladdin will take to the skies on his flying carpet.
Selecting the path:
- If there is only one number remaining among the Active team's Vote cards, this is the path Aladdin will take.
- If the Active team's remaining Vote cards are not all the same, the Opposing team shuffles them together and draws one at random. Aladdin will take this path.
Collecting resources:
- During Aladdin's flight, the Active team moves Aladdin. They will in turn collect the penalties and bonuses shown on the 7 spaces that Aladdin travels through.
- Players do not collect the starting space (the one with the Starting location token), but rather they only collect from the 7 spaces of Aladdin's flight.
- Do not take the Gems that are on the board. They remain in the same place for the whole game.
Penalty:
- A space with a Gem penalty: the Active team loses 1 Gem token of their choice. If they have none, they lose nothing. (A Gem penalty is worth -1.)
- A space with a single Cloud penalty icon: the Active team loses 1 Cloud token (-1).
- A space with a double Cloud penalty icon: the Active team loses 2 Cloud tokens (-2).
Bonus:
- A space with a Gem bonus: the Active team gains 1 Gem token of the corresponding colour.
- A space with Cloud bonuses: the Active team gains a number of Cloud tokens as indicated on the space (+1, +2 or +3).
1st: Penalty, 2nd: Bonus: if a space contains a Penalty and a Bonus, the Penalty is always applied first.
Max 5 Gems, Max 10 Clouds: the Active team may never keep more than 5 Gem tokens (regardless of colour) or 10 Cloud tokens.
If at any time during a flight, the Active team collects a 6th Gem token, they must immediately return one of their Gem tokens so as to have only 5. Similarly, if the Active team collects an 11th Cloud token, they must immediately return one of their Cloud tokens so as to not be over the maximum.
The Active team does not wait until the end of their flight to discard any surplus tokens; this is done during the flight.
0 Clouds = Stop!: if the Active team loses their last Cloud token on a space, the flight ends immediately on that space. The team neither gains nor loses anything further this turn. This includes any Bonuses that would normally have come from the space where Aladdin stops.
Examples:
Example 1: the Active team begins their flight with no Gem tokens and 2 Cloud tokens.
- Space 1: -1 Gem. The team has none so they lose none. +2 Gem tokens (green, green).
- Space 2: +3 Cloud tokens.
- Space 3: +1 blue Gem token.
- Space 4: +1 Cloud token.
- Space 5: -1 Gem. The team decides to discard the blue Gem token.
- Space 6: +1 red Gem token.
- Space 7: +1 red Gem token.
The Active team finishes their flight with 6 Cloud tokens, 2 green Gem tokens and 2 red Gem tokens.
Example 2: the Active team begins their flight with 2 green Gem tokens, 1 red, 1 blue, and 3 Cloud tokens.
- Space 1: +1 green Gem token.
- Space 2: -1 Gem. The team chooses to discard the red Gem token. They then gain a blue and a green Gem token, which brings them to 6 Gem tokens (green, green, green, green, blue, blue). They must discard 1 Gem token to respect the maximum of 5 Gem tokens. They decide to discard a blue Gem token.
- Space 3: -1 Gem. The team decides to discard a blue Gem token.
- Space 4: -2 Cloud tokens. The team is down to a single Cloud token.
- Space 5: -2 Cloud tokens. The team drops to 0 Cloud tokens. Aladdin ends his flight on this space. He does not collect the two Gems on the space, nor anything else (from spaces 6 and 7).
The Active team finishes their flight with 4 green Gem tokens.
5 - Buying Rewards
The Active team may now spend their Gem and Cloud tokens to buy rewards and build the princess's palace for Aladdin.
- Max 1: the Active team may buy a maximum of one card from the Rewards board. To do so, they spend the tokens indicated on the card, take the card from the board and place it in front of them. They immediately move their Scoring token ahead on the scoring track by the number of points written on the card. The card is then no longer available to be purchased by the other team.
- The Active team may spend as many Gem/Cloud tokens as they wish at the following rate: 1 Gem token or 2 Cloud tokens = 1 Point.
- They may also decide to keep some or all of their tokens to spend on later turns.
Example: in previous turns, the Active team has collected 9 Cloud tokens and 3 Gem tokens (one green, two red). The team decides to buy the stars reward card for 7 Cloud tokens and they immediately score 8 points. They also decide to spend their green Gem token for 1 point. The team decides to keep the rest of their tokens (two red Gem tokens and two Cloud tokens) for future turns.
6 - Ending your Turn and Changing the Active team
- Place the Starting location token on the space that Aladdin finished the turn on. Remove the four Flight cards and put them back on the others.
- The Active team moves the Hourglass token forward on the turn track and the Opposing team becomes the Active team.
End of Game
The game ends after the 8th turn is finished.
Each player adds their team's points as indicated on the scoring track to their Individual points. The player with the highest total score wins. In the case of a tie for first place, the players share the victory.
Game with 2 or 3 players: Flying Solo
- With two players, the two "teams" will be made up of a single player.
- With three players, one of the two teams will be a single player.
When a player is Flying Solo, they take two sets of Vote cards instead of one at the beginning of the game.
Special voting rules: when the solo player is the Active team, they select and play 2 Vote cards during the Vote. If they choose to Vote for the same direction twice, they are Voting unanimously (solo). However, they may pick two different cards (and not Vote unanimously).
When a solo player is the Opposing team, they only choose a single Vote, as per normal.
Summary of turn order
The sheet's summary of turn order lists the turn in six steps:
- Preparing to Fly: the Active team takes +1 Cloud token.
- Casting Votes: the Active team (1 action): Vote. The Opposing team (2 actions): Vote and Vizier.
- Tallying the Votes: score unanimous Votes; score Individual points; reveal the Vizier's ban. Fly / Stop.
- Flying and Collecting Resources: 1st Penalty, 2nd Bonus. Max 5 Gems, Max 10 Clouds. 0 Clouds = Stop!
- Buying Rewards: Max 1 card. 2 Clouds or 1 Gem = 1 Point.
- Ending your Turn and Changing the Active team: move the Hourglass token forward.