Arturo: un compleanno da paura
Arturo: un compleanno da paura Rulebook
Table of Contents
Table of Contents
Components
- 35 Family cards (7 per player)
- 60 Party cards
- 18 Preparation cards
- 5 double-sided summary cards
- 1 Birthday card
- 1 Cleaning card
- 1 scorepad
- This rulebook
Game Setup
Shuffle the Party cards and divide them into six face-down decks of 10 cards each. Place the decks on the table next to each other, with the family member side face up (A). Place the Birthday card (B) and the Cleaning card (C) on the table.
Each player takes the 7 Family cards of the colour they prefer, shuffles them, and arranges them randomly in front of themselves in a row, face down. This will be their Family Plan (D).
Shuffle the 18 Preparation cards and draw: 5 in a 2-player game, 8 in a 3-player game, 11 in a 4-player game, or 14 in a 5-player game. Place the drawn cards face up on the table (E). Return the remaining Preparation cards to the box: they will not be used during the game.
Remember: you can always look at your Family Plan, but you cannot change its order, except through Preparation cards.
The Family Plan is very important! Each family member scores points based on the objects collected by everyone. For example: Grandma Melma will score two points for each festoon and one point for every cake! Mmmh, the one with the Mostrón Glacé is my favourite!
Playing the Game
On their turn, each player, in clockwise order, performs one of the two following actions:
- Activate a Party card.
- Take a Preparation card.
1. Activate a Party Card
Every family member has depicted in the comic what they want (A). Choose a Party card from the top of one of the decks, then take one copy (and only one!) of each of the desired objects shown on the card, if they are present among the objects available. Place the objects taken under the Birthday card, and discard the family member.
If none of the objects desired by the family member is present, turn the card over and place it in the centre of the table: it now depicts an object, as also shown in the icon at the bottom right of the family member (B).
The cards placed on the table in this way form the available objects.
Note: the Nanny and the Grandpa work differently!
Nanny Fraulein Stein wants everything to be clean for Arturo's birthday. If there is at least one object with cobwebs among the available objects, she will collect all of them! Place the cards so taken under the Cleaning card: they will determine the Nanny's points at the end of the game.
Speech bubble: "Here at home spiders feel right at home, so among the objects you will find some covered in cobwebs. At least until the Nanny arrives to clean them..."
Grandpa Ivo has the ability to replicate the abilities of any family member. If you choose him, you must declare which family member you want to replicate, and place the objects under the Birthday or Cleaning card (if you replicate the Nanny). If you do not want to use Grandpa's ability, you may choose to turn him over onto his object side and place him among the available objects. Grandpa Ivo is not part of the Family Plan.
Note: the Party card decks must be kept well aligned. If, by taking a card from a deck, you reveal the card underneath, you are obliged to play the card you took!
2. Take a Preparation Card
Place the Preparation card in front of you and activate its effect. You may make this choice a maximum of 3 times during the game. For the effects of the Preparation cards, see page 8.
Speech bubble: "If in doubt, consult the summary card! On one side it shows each family member's desires and the object present on the back; on the other, the way the family members will score points at the end of the game."
Example (the diagram on this page numbers three steps):
- Mario starts the game and decides to activate one of the Party cards. He chooses Dad, but it is the first turn and there are no objects on the table. He turns the card over, "transforms" it into an object, and places it in the centre of the table.
- Daniele chooses Grandma Melma, whose desired objects are not yet available. She too is turned over and becomes an object, but one with cobwebs.
- Roberto chooses the Nanny and collects all the objects on the table, since there is at least one with cobwebs. He discards the Nanny and places both objects under the Cleaning card, feeding the pile that will determine the Nanny's points.
- Mario's turn again: he chooses Mom and turns her over to her object side.
- Daniele selects Grandpa Ivo, deciding to copy Grandma's ability, so he takes the Cake created by Mario. He discards Grandpa Ivo and places the Cake under the Birthday card: it can be used for the celebrations and will give points at the end of the game!
- Roberto, believing that at the end of the game Mentegatto will score more victory points than Grandpa Tut, decides to take one of the available Preparation cards. Thanks to the card's ability, he swaps the positions of 2 adjacent family members, changing his Family Plan.
End of the Game
The game ends immediately when only three decks of Party cards remain on the table. Add the objects still on the table, and the remaining cards of the decks, to the discard pile you have formed during the game.
Players count all the objects under the Birthday card, recording the quantities in the relevant column of the Scorepad. Each object scores points for one or more family members.
The same is done for the objects under the Cleaning card. In this case, however, you must record on the Scorepad, in the Nanny's column, only the number of objects with "cobwebs"; objects without cobwebs are not counted.
Scoring
Each player then reveals and records the points of the first 3 family members from the left of their Family Plan, and subtracts the points of the last family member on the right. These are the four family members that determine your score!
In addition, the players compare their family members (the characters) as follows:
- First position: whoever has the family member with the highest score gets 3 bonus points, even in case of a tie.
- Second position: whoever has the family member with the highest score gets 2 bonus points, even in case of a tie.
- Last position: whoever has the family member with the highest score loses 1 additional point, even in case of a tie.
You may gain or lose further points according to the Preparation cards you took during the game.
Speech bubble: "Just follow the information on the Scorepad! For example, if you have collected 4 teddy bears and 3 spring toys, then I will score one point for each (7 points) and an extra point for each pair (another 3 points). I'm an avalanche of toys!"
Winning the Game
The player with the highest score wins. In case of a tie, the winner is the player who took fewer Preparation cards. If the tie continues, compare the scores of the family members in fourth position. If that is still not enough, compare the scores of those in fifth and then sixth position. If the tie persists, the victory is shared.
Example of Scoring
The following worked example is printed in the rulebook with three players, Roberto, Mario and Daniele.
- Roberto, Mario and Daniele write in the relevant column of the Scorepad the quantity of each object present under the Birthday card, and the quantity of "cobwebs" under the Cleaning card. They then carry these values across to the right, in the empty spaces, multiplying them by the value written in the same box. For Arturo they also add the bonus points for each pair. They then add up the scores in the column of each family member to determine that member's score.
- They reveal the family member in first position and write its value in the "1st place" column. Roberto has the highest value and therefore gets 3 bonus points. The same is done with the family members in second position, and here Mario gains 2 bonus points.
- They proceed with the family members in third position, which give no bonus. Finally, they reveal the family members in seventh position and write their value as a negative number. Since Roberto and Daniele have achieved the same (worst) score here, they not only lose 2 points each, but also suffer an additional penalty of 1 point.
- They write down the subtotal.
- Mario has a Preparation card with the pocket-watch symbol, which could give him points at the end of the game (or take them away, if he was not careful!). Fortunately, it gives him 4 points. Daniele also took one, but was not as careful, and loses 1 point. Adding up all the points gives 17 for Roberto, 26 for Mario and 9 for Daniele. Mario has won!
Speech bubble: "It is time to explain the Preparation cards. Attention: only three Preparation cards give points at the end of the game! To recognise them, I drew on them the pocket watch that Grandpa Tut always carried, back when he still had pockets!"
Preparation Cards
The card titles below are English translations of the printed Italian titles. Cards marked with a stopwatch symbol on the rulebook's Preparation card page are the three cards that score at the end of the game.
All at the Party! (stopwatch card) If you have this card at the end of the game, your family members in 4th, 5th and 6th positions will score points. Be careful, however: of those three, the one with the highest value will be added to your score, while the other two will be subtracted!
You Are Really Good! (stopwatch card) Place this card in front of you in order to indicate an opponent. At the end of the game, if that opponent has more points than you before the points from the stopwatch cards are assigned, you will gain four points. If instead they have equal or fewer points than you, you will lose two!
The Life of the Party (stopwatch card) Place this card on top of a family member in your Family Plan. From then on, the card moves together with that family member. At the end of the game, the "crowned" family member will give you two bonus points if it is the one with the highest value in its position, even in case of a tie. Otherwise, it will make you lose one point.
A Wild Dance Reverse the order of 3 pairs of cards. The same card may not be involved in more than one swap.
That's My Place! Swap two family members in your Family Plan, exactly as indicated on the card.
Can We Stay Close? Invert the position of two pairs of cards. The position of the family members of a single pair does not change.
Shall We Swap Places? In your Family Plan, invert the position of the two family members indicated on the card.
Excuse Me! Move a family member in your Family Plan to the right or to the left by the exact number of steps indicated on the Preparation card.