Barakka
Barakka Rulebook
Table of Contents
Table of Contents
Content
77 large cards (in 5 colours in the base game and 2 more in the variants) 14 Barakka tiles (10 tokens in the base game and 4 more in the variants) 1 player board 1 rule booklet
The Aim of the Game
Players of Barakka have to collect sequences of different coloured cards. The aim of players is to collect every card from 1 to 5 of each colour. Each player can start any number of sequences, but they can only have one sequence of each colour, so they can compile 5 different sequences at most.
In case a player cannot collect every card of a colour, they score less for that given sequence or, in worse case, they do not get any points at all. (For further details see the Scoring section.)
The winner of Barakka is the player who has the highest score by the end of the game. We use the 5 colours of the base game: orange, green, purple, red and blue.
Settings
Before starting the game, place the player board in an accessible place for everyone. Shuffle the cards thoroughly and form a face down pile in the middle of the table within easy reach of both players. This is the draw deck. Turn the two topmost cards of the deck face up and put them on the player board. These are the discard piles.
Place Barakka tiles next to the draw deck.
Whoever saw sunrise most recently is the starting player.
Gameplay
From the starting player and proceeding clockwise players perform actions one by one. Each player can perform exactly one of the following actions:
- Drawing a card from the draw deck, or
- Drawing a card from one of the discard piles.
Note: Whether you draw a card from a draw deck or a discard pile, you can always draw only the topmost card of the chosen deck. In case a discard pile runs empty due to this draw action (because it was the last card of the pile), the player who drew the last card should immediately replace it with another card from the top of the draw deck.
Using the recently acquired card you can do one of the following actions:
- Action A: Playing the card in front of you, or
- Action B: Placing the card on one of the discard piles.
Action A: Playing the card in front of you
If you decide to play the card from your hand, it must be placed on the table face up in front of you. If you do not have such a colour yet, you can start a new sequence. However, if you have one or more cards of that colour, you have to place the card on top of the same colour of cards, according to the illustration below. You always have to keep your cards sorted by colour, a little bit shifted on each other, showing only the number of the topmost card. It is forbidden to take a look at the cards underneath until the very end of the game. It is important to do so to allow the other player to see how many cards a player collected of each colour.
A colour sequence can consist of five cards at most, you cannot play more than five cards of any colour. Your goal is to have exactly one card of each number in a sequence (so you have to collect one card of number 1, 2, 3, 4 and 5 of each colour). You do not have to collect the cards in numerical order, so for example, you can start a sequence even with number 3 and can close it with number 1, but at the scoring phase of the game when both players reveal their cards and rearrange the cards of each sequence, the cards in each sequence should be numbered continuously. (For further details see the Scoring section.)
Note: Cards played in front of you must be kept in a vertical position at the same distance from each other. Formerly played cards cannot be looked at until the end of the game and the usage of unique signs to memorize your cards are also forbidden (e.g. you cannot turn the topmost card 45 degrees to remember lacking a certain card). You can only rely on your own memory skills during the entire game.
Joker: The game also contains 2 joker cards of each colour. These cards can be used as a substitution for any card of a sequence of the same colour, however, each sequence can only contain one joker card.
Example: One of the two players reveals his cards at the end of the game. One of their sequences consists of the following cards: 1, 2, 3, 5, joker. In this case the joker substitutes card number 4, so the sequence of the player counts as completed. The player gets 4 bonus points at the end of the game, since they substituted the number 4 card. (For further details see the Scoring section.)
Barakka tiles: As soon as a player collected 5 cards of a given colour, they take one of the Barakka tiles belonging to that colour and put it underneath that sequence. These tiles can bring further points for that player at the end of the game.
When revealing the cards you check if a given sequence is flawless, i.e. if it contains every card from 1 to 5 (if a numbered card is substituted by a joker card that still counts flawless). If a sequence is flawless the player can keep the Barakka tile belonging to that sequence. In case his sequence turns out to be flawed, he has to discard the tile and he does not get any points for that. (For further details see the Scoring section.)
Action B: Putting a card on one of the discard piles
There are always two distinct discard piles in the game. These discard piles do not belong to any player, so each player can decide on which pile to put their cards when they discard them. Counter to the cards played in front of you on the table, you have to form the discard piles so that the topmost card completely covers the cards underneath.
End of the Game
The game ends when the draw deck gets exhausted. The active player can still place this last drawn card in front of him or put it on one of the discard piles, and the game proceeds to the final scoring.
Scoring
At the end of the game you have to check how many cards each player collected of each colour and if their sequences are flawless. A sequence counts as flawed if it doesn't have a number 1 card in it or if there are several identical numbered (or joker) cards in it or if the cards of the sequence do not match the same colour. If a sequence counts flawed according to the above mentioned conditions, it has to be completely discarded immediately without scoring. In this case the Barakka tile belonging to that sequence also has to be discarded. If a card is missing from a sequence, only the cards with lower numbers than the missing card can be scored.
For example, a sequence consisting of number 1, 2 and 4 can only be scored up until card number 2, since its numbering is continuous only until that point, so it is worth 2 points according to the scoring table below. If, however, this sequence also contains a joker card that substitutes the missing card number 3, the sequence counts continuous. Based on the above mentioned criteria each sequence is scored according to the following table:
| Numbering of the cards in a sequence | Score |
|---|---|
| 1-2-3-4-5 | 10 points |
| 1-2-3-4 | 8 points |
| 1-2-3 | 5 points |
| 1-2 | 2 points |
| 1 | 1 point |
| 1 single Joker card | 1 point |
| If a sequence is missing number 1 (and is not substituted by a Joker) | 0 points |
| If a numbered (or Joker) card occurs more than once in a sequence | 0 points |
| If the sequence consists of cards of different colours | 0 points |
According to basic scoring sequences may provide you a total of 5 x 10 = 50 points at most. Each player adds up their scores. The player with the highest score wins the game.
Note: A total of 100 points may be scored.
Bonus Points
Joker: Joker cards scored in your sequences bring additional points. These joker cards score points equal to the numbering of the card they substitute in a sequence (for example, if a card substitutes card number 4 in a sequence, it is worth 4 bonus points by the end of the game). Since the highest value card in the game is number 5, 25 bonus points can be collected at most with Joker cards.
Barakka tiles: After discarding every flawed sequence including the attached Barakka tiles, remaining tiles are scored. Barakka tiles score equal to the square of the number of your Barakka tiles (i.e. their number multiplied by itself). For example, if you have 3 tiles left, you score 3 x 3 = 9 bonus points. Since each player can have at most 5 flawless, complete sequences, a total of 25 bonus points may be collected with Barakka tiles.
One Player Variant
In this variant players basically compete with themselves, trying to get more and more points every single game. Use the basic rules and scoring system of the base game, with the following exceptions:
Before starting the game, shuffle every card thoroughly and divide them into two face down drawing decks, containing 30 cards each.
In this variant you always have to draw one card from each deck at the same time (one with both of your hands). At least one of these cards must be discarded to the discard pile (in the one player variant discarded cards form a single discard pile), but you can decide whether to discard the other card as well or play in front of you.
Discarded cards are permanently out of game, therefore they cannot be drawn back. The game ends when the two draw decks run empty. Standard rules of the base game are used for scoring. This variant is much faster, however, it requires totally different kind of concentration, since you have to decide about two cards at the same time.
The level of difficulty can be raised by combining any of the above explained variants with the rules of the one player variant.
Game Variants
The following game variants can be freely combined with the normal rules of the game, adding one or more of them to the game at once. Before starting a new game make sure that all players agree on which variant(s) to use in that specific game.
In case of applying variants, the game is played according to the normal rules with the following changes:
The Philosophy of El-Samra
El-Samra is the only childhood friend of Omar who always said that your life is precious and special when you dare to think differently. This philosophy shows up in Barakka if you are patient and take calculated risks...
Players must place exactly one joker card into each of their sequences. If it turns out after revealing the cards that a sequence does not contain any joker cards that sequence has to be discarded without scoring.
Example: Lotti's yellow sequence consists of three cards which is worth 5 points according to the normal scoring rules and her joker card is worth +1 point since it substitutes card number 1 of that sequence. Lotti's purple sequence does not contain any joker cards so it must be discarded immediately without scoring. Her red sequence consists of five cards and her joker card is worth 5 points since it substitutes the most valuable card number 5. At the end of the game Lotti gets 6 (5+1) points for the yellow sequence, she gets 15 (10+5) points for the red sequence. So she ends up with 21 points.
Cherished Treasure of Sadid Al-Aziz
The hunter of the emperor, Sadid Al-Aziz, spent much time alone with Omar. The idea of the game variant sparked up from their conversation, in which to win you have to make the right decision at the best moment possible.
Prepare only 5 Barakka tiles instead of 10 (1 of each colour) and return all unused tiles to the box. Shuffle the tiles during setup and place them slightly shifted on each other (so that they partly cover each other but you can still see the next colour in line). Players can only acquire tiles in order, so if a player finishes a sequence in the colour of the topmost, available tile (i.e. he collected 5 cards of that colour), he can take the tile and put it under his sequence.
In case, for example, the topmost tile is red but the player finishes his green sequence, he cannot take the tile belonging to it. If you finish a sequence (i.e. you collected 5 cards of that colour), but you cannot take the related tile since it is not the topmost one at that moment, you cannot take that tile later either when it becomes available.
However, tiles can be stolen in this game mode. For example, if someone already acquired the red tile and the other player finishes his red sequence later in the game, he can take the red Barakka tile from his opponent. In this variant the timing of finishing your sequences is highly important.
Your goal is to finish your sequences after your opponent does but before the game would end.
Note: In that rare case when the next available Barakka tile belongs to a colour of which both players already finished their sequences, that Barakka tile must be discarded without effect (put it back into the box of the game).
Note: For the first few occasions you can make the game easier if you allow players to take the tiles in any order, but they would still be able to steal them from their opponent after finishing their sequence later than the other player.
Bravery of El-Karim
The loyal and most trustworthy spy of Omar. El-Karim barely showed up in the palace. If he did he was disguised and only recognised by the emperor. The game variant is about his secret and unknowable activity.
You have to place the first card of each of your sequences face down, regardless of the deck it was drawn from, in this way you have to remember not only the number but the colour of the card as well.
The rest of the cards of the sequences should be placed according to the normal rules. If it turns out after revealing the cards that the colour of the first card does not match the rest of the cards, that sequence must be discarded without scoring.
For example, if a sequence was started with a red card number 4 but followed by green cards, the whole sequence must be discarded, even if it contained every number from 1 to 5.
Before placing the first card of a sequence in front of yourself, it always must be shown in every case to your opponent, regardless of the deck it was drawn from.
Desert Rose: This specific card is nice and special therefore quite dangerous and miffy. You can get your hands on it if you start your 5 sequences face down in all the colours of the base game. At the scoring phase at the end of the game if all of your base sequences are complete and flawless, you can keep the Desert Rose. It gets evaluated following the rules of the base game, so it gets squared depending on the number of cards you have.
If someone's base sequences are incomplete and incorrect, then they have to discard the Desert Rose card and that player gets 10 minus points at the end of the game.
Promo I - The Balance of El-Basr
The famous El-Basr general, known as The Justice, visited the court of Omar. After playing with Barakka he had some new ideas for the game. The game has become more tense than it was before and now you need tactics to win.
If you want to try this game variant you have to shuffle the 12 cards to the base game deck and start the game.
The points you get for these cards differ from the cards in the base game!
If someone gets 5 cards of this colour, they have to give the Barakka tile to their opponent and the opponent gets bonus points for it. Think through before getting the fifth card!
Scoring differs from the base game's. You follow evaluating the cards as it's written in the base game rules, but the scoring of the El-Basr cards are different:
If the sequence is not complete or is only one joker card, you follow the original rules (e.g. number 1 is missing - 0 points...)
Follow the base game rules when evaluating the Barakka cards (square points). Although a player can collect 6 cards which means 6x6 points for them.
| The number of cards in the sequences | Score |
|---|---|
| 1-2-3-4-5 | 20 points |
| 1-2-3-4 | 8 points |
| 1-2-3 | 5 points |
| 1-2 | 2 points |
| 1 | 1 point |
Promo II - The Intrigue of the Portugués
One day when Omar was doing his audience, two subjects living next to each other came up to him. One of them had a fig tree in his garden and the plant fell to the other's garden. The emperor was asked to decide whom to blame and whom the fallen figs belong to. He listened to his wise counselor, Portugal, who suggested that in one year it's one of them's and next year it's the other's. In that moment Omar got an idea for another game variant that he named after his counselor 'the intrigue of the portugués'.
Shuffle the 5 cards into the base game deck and start playing as usual. The use of these cards vary from the base game cards.
If someone plays an El Portugués card, they take the belonging Barakka token from the supplies. If they already have it then take it from the other player.
It means this card is one of their's at one moment but it changes quickly and it might end up with the other player in the next round.
The player having the Barakka token at the end of the game gets the points for it. Follow the base game rules when evaluating the Barakka card (square points). If one of the player has all 5 Portugal cards, the Barakka card gets discarded and none of them gets bonus points for it.
Scoring the El Portugués cards differ from the base game cards. Follow the base game rules when scoring the base game cards. When evaluating the Portugal cards:
| The number of cards in the sequences | Score |
|---|---|
| 1-2-3-4-5 | 20 points |
| 1-2-3-4 | 5 points |
| 1-2-3 | 0 point |
| 1-2 | -5 points |
| 1 | -10 points |
If you're looking for more fun and challenge, you can use as many promos and game variants as you want!