Abraca Who?
Abraca Who? Rulebook
Table of Contents
Table of Contents
Components
- 21 Identity Cards (6 Cleaners, 5 Cooks, 4 Butlers, 3 Living Armors, 2 Vampires, 1 Ghost)
- 6 Reference Cards
- 6 Health Dials
- When you first open the box, see the last page to assemble the dials. Assemble the dials as shown in the Health Dial Assembly Guide, and be careful when assembling them.
- 26 Mysterious Stone Tokens
- 18 small pieces (worth 1)
- 8 large pieces (worth 3)
Setup
- Each player takes a set of reference cards and a health dial. Set your dial to 5 health (5 candles lit).
- Shuffle the identity cards into a face-down deck, and place it in the middle of the table.
- Place the mysterious stone tokens nearby, in reach of everyone.
- Each player draws a card from the deck and holds it facing away from them, so that other players can see your card, but you cannot see yours.
- Randomly choose the starting player.
Objective
Survive the rounds by eliminating other players and collect 7 mysterious stones!
Gameplay
This game is played over multiple rounds. Each round proceeds clockwise from the starting player. On your turn, take one of the following two actions:
(1) Investigate - figure out your identity
Announce one of the 6 identities, then reveal (to yourself) your identity card. Your investigation succeeds if you are right and fails if you are wrong.
- If you investigated successfully: Activate your identity card's investigate effect (see the Identity Cards section for details).
- If you failed: You take 1 damage. Turn your health dial to extinguish the candle to show how much health you have left.
Whether you succeed or fail in your investigation, draw a new card from the deck to replace your identity card and end your turn.
Note: Don't forget to hold your card facing away from you so that it is only shown to other players!
(2) Duel - reveal your identities and fight!
Choose another player and request a duel. That player can accept or refuse the duel.
- If the duel is accepted: Both players reveal their identity cards and compare their powers (the cards' numbers). The cards' investigate effects do not activate, but their automatic effects might. The player with the lower power loses the duel, and takes damage equal to the difference between the two cards' powers. But some automatic effects can decide the outcome of the duel, regardless of the power. If tied, both players take 1 damage.
- If the duel is refused: The player who refused the duel must take the investigate action (see Investigate above). The player who requested the duel takes no further action, and their turn ends after the player who refused the duel investigates. Even though the player who refused the duel takes the investigate action, the play order is not changed. It is still the turn of the player who requested the duel.
After the duel, both players draw a new identity card from the deck and end the turn of the player who requested the duel.
The identity cards revealed via investigations, duels, and eliminations are immediately placed in the middle of the table, sorted by type. Players can check at any time what these cards are to deduce what is left. Ghost is an exception; always reshuffle Ghost into the deck when it is revealed.
Elimination
You are eliminated when your health reaches 0, or via eliminated card effects. Reveal your identity card if you have one. You are eliminated from the round, and will rejoin the game in the next round. Continue playing the current round until there is only one player remaining.
Identity Cards
Each identity card has three values:
- Power: Determines the outcome of a duel. The higher the power, the stronger.
- Investigate effect: Activates when the identity is successfully investigated.
- Automatic effect: Activates automatically when its condition is met.
The number of copies of each identity in the deck is shown on its card and in the table below.
| Identity (Power) | Copies | Investigate effect | Automatic effect |
|---|---|---|---|
| Ghost (6) | 1 | All other players get eliminated. | Loses to Cleaner in a duel and gets eliminated. Reshuffled into the deck whenever it is revealed. |
| Vampire (5) | 2 | Gain 2 mysterious stones. | Loses to Cook in a duel and gets eliminated. |
| Living Armor (4) | 3 | Deal 2 damage to all other players. | None |
| Butler (3) | 4 | You heal 1 & deal 1 damage to all other players. | None |
| Cook (2) | 5 | Gain 1 mysterious stone. | Wins against Vampire in a duel, then gains 1 mysterious stone. |
| Cleaner (1) | 6 |
Round End
The round ends immediately when any of the following conditions are met:
- There is only one remaining player (or none).
- The deck runs out of cards.
When the round ends, distribute the mysterious stones as shown below:
- If there is only one surviving player: The surviving player gains 3 mysterious stones.
- If the last 2 players are eliminated at the same time from a duel: The last 2 players eliminated each gain 1 mysterious stone.
- If the deck runs out: The surviving players each gain 1 mysterious stone.
If someone has 7 or more mysterious stones, the game immediately ends. Otherwise, prepare a new round as described under Setup. The player who took the last turn in the previous round becomes the new starting player.
Game End
If someone has 7 or more mysterious stones at any point in the game, the game immediately ends and they win the game.
In case of a tie, the tied players share the victory.
FAQ
Q1. Does the round end immediately when you draw the last card from the deck? A: Yes, it ends as soon as the last identity card is drawn.
Q2. If I gain mysterious stones from Vampire's investigate effect and have 7 or more, does the game end immediately then? A: Yes, the game ends immediately and you win the game. It is the same if you have 7 mysterious stones after Cleaner/Cook's effect.
Q3. If I heal when I have 5 health, does it become 6? A: No, the maximum health is 5. So you do not gain extra health when you heal with 5 health.
Q4. Does Ghost get reshuffled into the deck after being eliminated by Cleaner? A: Yes, Ghost was still revealed in a duel, so it gets reshuffled into the deck. In other words, Ghost will never be placed in the middle of the table as a revealed identity card.