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Bedeville Carnival: Collector's Box Edition

Bedeville Carnival: Collector's Box Edition Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Setup for 4 Players (Basic Variant)
    • Neighbourhood of Attractions and Prizes
  • Player's Turn
    • Optional Steps
    • Mandatory Steps (in fixed order)
  • Mr. Charles
  • Furball
  • Golden Rules
  • End of the Game
  • Final Scoring
  • Character Abilities
    • Johnny
    • Albert
    • Cindy
    • Monday
    • Clay
    • Heidi
  • Beginner's Variant
  • Attraction Actions in Detail
  • Trickster Tokens

Components

  • 19 Attraction cards (Karty Atrakcji). Each Attraction is represented by a card. Character figures, Mr. Charles and Furball move along the Attraction cards. Each card shows the Attraction's name, the number of Noise markers it generates, and its Attraction action.
  • 21 Prize cards (Karty Fantów). Prizes are bought at the Stalls. Each Prize is represented by a card; buying Prizes during play earns Victory Points (VP). Prize cards on the Stalls are stacked, and the stacks may not be looked through. Each Prize card shows its Victory Points and its purchase cost.
  • 60 Joy tokens (Znaczniki Radochy), the currency of Bedeville Carnival. They can be gained by visiting Attractions. They come in three colours: pink, yellow and blue. There are 20 of each colour.
  • 50 Noise markers (Znaczniki Hałasu). Each time you visit an Attraction it generates Noise markers. Mr. Charles always moves to the Attraction with the largest number of Noise markers; it is best not to be there when that happens.
  • 4 Screens (Zasłonki Graczy). All Joy tokens and Prizes gained during play are hidden behind the Player Screens, so that rivals cannot see what you are collecting. Character figures caught by Mr. Charles are also placed behind the Screen. The inside of each Screen shows all key information about the Player's Turn, the Trickster tokens, the Icons and the Scoring.
  • 8 Trickster tokens (Żetony Trickstera). You will draw these from the Bag to see what prank the Trickster has played on you.
  • 1 cardboard figure of Mr. Charles, on a base.
  • 1 cardboard figure of Furball, on a base.
  • 6 cardboard Character figures (Figurki Postaci), on bases.
  • 6 Character cards (Karty Postaci). Each Character card reminds you of that Character's special abilities.
  • 1 game board (Plansza).
  • 1 Bag (Woreczek).
  • 1 First Player's Ticket (Bilet Pierwszego Gracza).

Setup

Setup for 4 Players (Basic Variant)

If this is your first game of Bedeville Carnival, the rulebook's changes to setup and play for beginners are described in the Beginner's Variant section below.

For a 2-player game, do not place Prize cards on the Stalls and do not place Attraction cards on the spaces marked on the board with the 2-player symbol.

For a 3-player game, do not place Prize cards on the Stall and do not place an Attraction card on the space marked on the board with the 3-player symbol.

  1. Place the board where all players can reach it.
  2. Place the Attraction card "Ticket Booth" (Budka Biletera) next to the board, in the space marked with the Ticket Booth symbol. Then place the Mr. Charles figure on it, facing the direction shown by the arrow symbol on the board, and place the Furball figure on it facing the opposite way to the arrow.
  3. Shuffle the Attraction cards and randomly place them face up on the available spaces as Attractions. Do not start the game with the Attraction "Castle of Horror" (Zamek Grozy) in the starting layout. If this card is drawn during setup, shuffle it back into the Attraction deck and fill the empty space with another Attraction card. Place the remaining Attraction cards face down beside the board, forming a draw pile of available Attractions.
  4. Shuffle the Prize cards and randomly place two face-up Prizes on each Stall. Stack them so that the Prize with the lower cost is on top of the stack. If both Prizes have the same cost, they may be stacked in any order. Place the remaining Prizes face down beside the board, forming a supply of available Prizes.
  5. Place the Noise markers and the Joy tokens in the centre of the board.
  6. Put 5 Trickster tokens into the Bag: the Mr. Charles token, the Furball token and 3 random tokens. Return the remaining tokens to the box.
  7. Each player chooses a Screen and a base for a figure in the colour of their Screen. Each player then chooses a favourite Character figure and places it on its base. Take the Character card that matches your figure, which reminds you of its special abilities. If a player chose the Character "Monday", that player also takes the remaining unused Trickster tokens and hides them behind their Screen.
  8. Each player takes one Joy token of any colour and hides it behind their Screen.
  9. Choose the First Player in any way you like. For example, the player who last watched a horror film. The First Player receives the First Player's Ticket and the Bag.
  10. Starting with the First Player and proceeding in turn order, each player places their Character figure on the Attraction card matching the starting spaces marked with the Character start symbols.
  11. Place Noise markers on all unoccupied Attraction cards, in a number equal to the amount of Noise produced by that Attraction card.

Neighbourhood of Attractions and Prizes

The rulebook shows a diagram titled "Neighbourhood of Attractions and Prizes" (Sąsiedztwo Atrakcji i Fantów), with arrows marking which Attractions and Stalls are next to each other on the board. The rules for buying Prizes from neighbouring Stalls are given in the Player's Turn, optional step 2.

Player's Turn

The goal of each player is to win, but above all to have fun. Collect Joy tokens and Prizes to score as many Victory Points (VP) as possible.

In your turn, the Player performs the following steps in the order given below.

Optional steps:

  1. Exchange a Joy token, or
  2. Buy any number of visible Prizes from the Stall assigned to the Attraction, and from neighbouring Stalls.

Mandatory steps, in fixed order:

  1. Visit an Attraction.
  2. Gain the Joy tokens assigned to the Attraction.
  3. Perform the Attraction's action and add Noise markers to that Attraction.
  4. Draw a Trickster token from the Bag.

Optional Steps

In the first step the Player may exchange a Joy token or buy Prizes. These are optional actions. You may perform one of them or none of them.

1. Exchanging a Joy token

The Player may exchange one of their Joy tokens for another Joy token of their choice from the supply. This may be done even if the Character figure is behind the Screen.

2. Buying any number of Prizes from the Stall assigned to the Attraction and from neighbouring Stalls

To buy Prizes, the Character figure must be on the Attraction assigned to that Stall. The Player may also buy Prizes from neighbouring Stalls, paying one Joy token of any colour extra in addition to the Prize's cost.

The Player may buy any visible Prize. Visible Prizes are those on top of the stacks in the Stalls. After buying a Prize, the Player may buy the next visible Prize from the same or a neighbouring Stall. The cost of each Prize is shown on the left side of the Prize card. To pay the cost, the Player must pay with Joy tokens of the matching colours. To cover a colourless cost (the skull symbol), the Player may spend a Joy token of any colour. Joy tokens spent in this way are returned to the supply, and the purchased Prize is placed behind the Screen.

If at the start of the Player's turn the Character figure is behind the Screen, it means the Player CANNOT make a purchase.

Example: to buy the Plush Toys, the Player must spend four Joy tokens: one pink, one yellow, one blue and one of any colour.

The symbol for colourless Joy (the skull symbol) means the Player may pay one Joy token of any colour.

Mandatory Steps (in fixed order)

3. Visiting an Attraction

The Player MUST move their Character figure from its Attraction to another Attraction, following the rules below. When moving, the Player may move the Character to:

  • the first unoccupied Attraction on the right,
  • the first unoccupied Attraction on the left,
  • the Attraction located opposite the Attraction on which the Character is standing, if it is currently not occupied by another Character or by Mr. Charles.

A Character may not stay on the same space. If the Character figure is behind the Screen, the Player places it on any unoccupied Attraction during the move.

4. Gaining the Joy tokens assigned to the Attraction

The Player gains from the supply the Joy tokens shown by the symbols on the Attraction card the Character is standing on. The skull symbol without colour means the Player may gain a Joy token of any colour.

If there are Joy tokens on the Attraction, the Player takes them as well.

Joy tokens are NOT gained if the Player's move was forced by an effect other than the Player's own move in their turn.

Example: the Player gains three Joy tokens: one pink and one blue shown on the Attraction card, and one blue token already lying on the Attraction.

Note: a Player does NOT gain Joy tokens from the Attraction space or the Attraction card if they were moved there by the effect of an Attraction card or of some Character abilities.

5. Performing the Attraction's action and adding Noise markers to that Attraction

The Player performs the action described on the Attraction card on which their Character figure is standing.

Performing the action is mandatory, unless performing the action at that moment is impossible.

After performing the action, the Player adds to that Attraction the number of Noise markers shown on the Attraction card. Adding Noise markers to the Attraction is done every time, regardless of whether the action was performed or not.

Example: the Player does not perform the action on the Ticket Booth, because there is no Trickster token on the board (all tokens are in the Bag). The Player then adds one Noise marker to the Attraction.

6. Drawing a Trickster token from the Bag

The Player draws one Trickster token from the Bag and resolves its effect. The token drawn is then placed face up in the centre of the board, and the Bag is passed to the next Player.

If the Mr. Charles token was drawn, all tokens return to the Bag.

Mr. Charles

Mr. Charles can be moved by a Trickster token or by an Attraction action. He moves in the direction indicated by the arrow on his figure, to the first Attraction card with the largest number of Noise markers. If several Attractions share that largest number, he moves to the nearest of them (see the Trickster token "Mr. Charles" below).

Whenever Mr. Charles is moved, or swaps places with a Character figure, he ends up on a new Attraction. In such a case, perform the following steps:

  1. If a Character figure is on the Attraction, it is placed behind the Screen, and the Player controlling that figure must discard one Joy token of their choice to the supply, if they have one.
  2. Discard the Attraction card to the discard pile.
  3. Discard to the supply all Noise markers and Joy tokens on that Attraction, if there are any.
  4. In place of the discarded Attraction card, add a new Attraction card from the supply of available Attractions. If there are no available Attractions left, shuffle the discarded Attraction cards to form a new supply of available Attractions.
  5. Reverse Mr. Charles's direction of movement.

Furball

Furball never occupies an Attraction, and may share an Attraction with a Character figure or with Mr. Charles.

While Furball is on an Attraction, it blocks the Attraction's action. When a Character figure or Mr. Charles is moved onto an Attraction with Furball, Furball is chased away. It then moves clockwise. The number of Attractions (spaces) it moves is the total number of Noise markers on the Attraction from which it was chased, plus two.

If a Player ends their turn by moving their Character onto an Attraction with Furball, they may NOT perform that Attraction's action. Instead of performing the action, they perform the Chase Furball action.

Furball can be moved by a Trickster token or by an Attraction action. When Furball is chased away, moved, or swaps places with a Character figure, it ends up on a new Attraction. In such a case, perform the following steps:

  1. Discard to the supply one Noise marker from that Attraction.
  2. Discard to the discard pile the visible Prize from the Stall assigned to that Attraction.

Golden Rules

  • Mr. Charles is not a Character.
  • Furball is not a Character.
  • An Attraction is occupied when Mr. Charles or a Character figure is on it.
  • No more than one Character figure may be on the same Attraction at the same time.
  • The visible Prize at a Stall is the one on top of its stack.

End of the Game

The game ends when only the last stack of Prizes remains on the board. The Players then finish their turns, so that each Player has taken the same number of turns during the game. If the game ends during the turn of the last Player, the game ends immediately after that Player's turn.

In rare cases the game may end when the Joy tokens in the supply in the centre of the table run out. If a Player must gain Joy tokens of a given colour and cannot do so, the game ends immediately.

Final Scoring

Each Player sets aside their Screen and openly counts their Victory Points (VP) as follows:

  • VP from all Prize cards owned. Each owned Prize card gives its printed VP.
  • 1 VP for gathering the largest number of Joy tokens of a given colour. Count each colour separately. If two or more Players have the same largest number of Joy tokens of a colour, nobody scores the VP for that colour.
  • 2 VP for every three Joy tokens owned (the three may be of different colours).

The winner is the Player who has gathered the most VP in total.

Tie-break: If there is a tie, the winner is the tied Player with more Joy tokens. If the tie still remains, the winner is the tied Player with more Prize cards. If the tie still is not resolved, the tied Players share the victory.

Character Abilities

Each Character card reminds you of that Character's special ability. Several abilities refer to "Joy tokens of any colour" or "colourless" Joy: a colourless Joy cost (shown as a skull without colour) may be paid with a Joy token of any colour.

Johnny

Pass. At the start of your turn, before moving, you may move one visible Prize from the Stall assigned to the Attraction you are standing on to any neighbouring Stall.

Johnny may move a Prize with this ability at any moment of his turn, before the Movement Action. This means he may first buy a Prize or exchange a Joy token and then use the ability, or first use the ability and then make a purchase. Johnny may move the Prize to the Stall at the Attraction to which he plans to move. The Stall to which Johnny moves the Prize must neighbour the Stall from which he moves it; see the neighbourhood rules on page 3.

Sprint. You may pay 1 blue Joy token to move one additional space this turn.

During the Movement action, Johnny may decide to pay one blue Joy token to increase his range of movement and move his figure one additional Attraction. All other rules and restrictions of movement still apply to this action (see page 6). In this double move Johnny gathers Joy tokens and activates the Attraction action only once, on the Attraction where he finally ends his move. Johnny may not return to the Attraction from which he started his move.

Albert

Creative Accounting. When buying a Prize from a Stall, you may treat one Joy token in that Prize's cost as a Joy token of any colour.

During the Buying action, Albert may ignore the required colour of one of the Joy tokens in a Prize's cost and replace it with another colour. For example, the Player wants to buy a Prize from the Stall at the Attraction on which their figure stands. To do so they must pay a cost of 4 Joy tokens: 2 blue, 1 yellow and 1 of any colour. Using this ability, the Player may pay the cost by treating one of the coloured tokens as any colour, for example by paying 1 blue token, 1 yellow token and 2 tokens of any colour (pink).

Eureka! You may pay 1 yellow Joy token to draw 2 Trickster tokens at the end of your turn and resolve one of them (the other returns to the Bag).

During step 6 (Drawing a Trickster token) at the end of the turn, Albert may decide to pay 1 yellow Joy token. If he does, he draws 2 Trickster tokens from the Bag instead of 1, then chooses one of them to resolve, and returns the unchosen token to the Bag. In this way the Player may ignore the Mr. Charles token by choosing the other token to resolve. If there is only one token in the Bag, this ability cannot be used.

Cindy

Star Whim. Each time you gain Joy tokens assigned to an Attraction, you may take one of them in a colour of your choice.

In step 4 (Gaining Joy tokens), when Cindy gains Joy tokens, one of them may be treated as a token of any colour. For example, if the Player gains two blue Joy tokens from an Attraction, Cindy may instead take one blue token and one token of any colour (yellow or pink). If Cindy gains Joy tokens from a space where two tokens of any colour are assigned, this ability has no effect. Additional Joy tokens placed on Attraction cards during the game may also be the target of this ability.

Pinkaholic. Before drawing a Trickster token, you may pay 1 pink Joy token to move to an adjacent Attraction.

Before step 6 (Drawing a Trickster token), Cindy may pay 1 pink Joy token. If she does, she may move her Character figure to the first unoccupied adjacent Attraction. This move does not trigger the Attraction action, does not add Noise markers, and does not gain Joy tokens.

Monday

No Way. After drawing a Trickster token (other than the Mr. Charles token), you may ignore its effect and replace it with another token from behind your Screen. Place the token you resolve on the board, and the ignored token goes to the supply behind your Screen.

IMPORTANT: During setup, all Trickster tokens that did not go into the Bag are placed behind Monday's Screen. They form a pool of tokens which Monday may use for this ability.

When Monday draws a token from the Bag in step 6, she may replace it with a token from her pool and resolve the effect of the latter. After such a swap, to keep the number of tokens in the Bag and in the pool matching, the ignored token is placed behind the Screen for later use, and the resolved token is placed from behind the Screen in the centre of the board as a used token.

IMPORTANT!!! If the drawn token is the Mr. Charles token, Monday may NOT use this ability.

#Boredom. During your turn you may pay 1 pink Joy token to return any number of Trickster tokens lying on the board to the Bag.

At any moment of her turn (steps 1 to 6), Monday may pay 1 pink Joy token. If she does, she may choose any number of Trickster tokens lying on the board (those which were taken from the Bag during the draw) and return them to the Bag. This ability cannot be used if no Trickster tokens are lying on the board.

Clay

It's Mine. During the Movement action, you may take one Prize from the Stall at the Attraction on which your figure stands and place it on the Stall assigned to the Attraction on which your figure ends its move.

During step 3 (Visiting an Attraction), when Clay's figure moves to another Attraction, the Player may move one Prize from the Stall assigned to the Attraction the figure was standing on to the Stall assigned to the Attraction where the figure ends its move. This ability has no effect if there are no Prizes at the Stall assigned to the Attraction where Clay started his move.

Adrenaline. At the end of your turn you may pay 1 blue Joy token so that no Player draws a Trickster token before your next turn. At the end of your next turn you draw two Trickster tokens and resolve both effects.

After performing step 5 (Performing the Attraction action and adding Noise markers), Clay may decide to pay 1 blue Joy token. If he does, all Players at the table, including Clay, skip step 6 in their turns. This effect ends at the start of Clay's next turn. In his next turn Clay resolves step 6 twice (he draws and resolves a Trickster token two times). If the Mr. Charles token is drawn, it is resolved in full, including returning all tokens to the Bag. As a result, the Mr. Charles token may be resolved twice in a single turn.

Clay's ability does not affect the actions of some Attractions, such as the Joy Wheel (Koło radochy) or the Witch (Wiedźma).

Heidi

Golden Hand. When using a given Attraction, Heidi generates 1 Noise marker fewer (minimum 1).

During step 5 (Performing the Attraction action and adding Noise markers), when Noise markers are added to the Attraction, Heidi adds 1 fewer. This number cannot be reduced to 0: after resolving this effect, at least one Noise marker must appear on the Attraction.

Tough Girl (Fuzerka). Before moving, you may pay 1 yellow Joy token to add 2 Noise markers to the Attraction.

During step 3 (Visiting an Attraction), before moving to another Attraction, Heidi may decide to pay 1 yellow Joy token to add 2 Noise markers to the Attraction on which she currently stands, and then move to another Attraction.

Beginner's Variant

This variant is for your first game. Set up the game as in the basic variant, with the changes below.

Setup: Remove from the Attraction supply 4 cards marked with the Furball symbol: Devil's Rodeo (Diabelskie Rodeo), Freaks (Dziwadła), Soul Reflection (Odbicie Duszy) and Joy Wheel (Koło Radochy).

From the available Trickster tokens, remove the Furball token and replace it with the Trickster token "Prank" (Psota).

Then set up the game as in the basic variant. During setup the Furball figure is returned to the box.

Important: In the beginner's variant, when Mr. Charles moves during his turn, he additionally removes the top Prize card from the Stall assigned to the Attraction on which Mr. Charles ends his move.

Attraction Actions in Detail

Eternal Love (Wieczna Miłość). The action affects all Players, including the Player performing it. Each Player draws one Joy token of any colour from the supply. They do this secretly, and then hide the Joy tokens behind their Screens.

Memory Carousel (Karuzela Wspomnień). The Player performing this action swaps the places of any two Attractions in play. They may also swap the Memory Carousel itself. Attractions are swapped together with everything on them, i.e. figures and markers.

Blind Shot (Ślepy Strzał). All Players except the Player performing this action each take one Noise marker from the supply. Each of these Players places the Noise marker they took on one Attraction of their choice, except the Blind Shot card. Players place their markers simultaneously. It is allowed to add a Noise marker to an Attraction to which another Player has already added theirs, so all Players may place markers on the same Attraction.

Glutton (Żarłok). The Player performing this action moves one visible Prize from one Stall to another Stall in play. Thanks to this action, one Stall may hold more than two starting Prizes.

Mill of Bedeville (Młyn Bedeville). The Player performing this action swaps all Noise markers between two Attractions. It is allowed to swap Noise markers with the Mill of Fear (Młyn Strachu) and with an Attraction that has no Noise markers.

Ticket Booth (Budka Biletera). The Player performing this action takes one Trickster token from the board and returns it to the Bag. It may happen that there are no Trickster tokens on the board at that moment. In such a case the Player does not perform this action.

Deep Sea Ride (Przejażdżka w Głębinach). The Player performing this action takes up to two Noise markers from any one Attraction. They may take one, two, or none. If they took markers from an Attraction, they place them on any Attraction except the one from which they were taken.

Dragon Loop (Smocza Pętla). The Player performing this action may exchange up to two of their Joy tokens for any other Joy tokens from the supply. They may exchange one, two, or none. If they decide to exchange, they must discard the Joy tokens they are giving up from their resources and take from the supply any Joy tokens in the same number as the discarded tokens.

Joy Wheel (Koło Radochy). The Player performing this action draws one Trickster token from the Bag. If they draw the Mr. Charles token, they take two Joy tokens of any colour from the supply. If instead they draw the Furball token, they take one Joy token of any colour from the supply. The drawn Trickster token is returned to the Bag. The Player does NOT resolve the normal effect of these tokens. If any other Trickster token is drawn, nothing happens and that token is also returned to the Bag.

Castle of Horror (Zamek Grozy). The Player performing this action moves the Mr. Charles figure in the direction he is facing. The number of Attractions (spaces) he moves is the total number of Noise markers on the Castle of Horror plus two. After moving Mr. Charles, the Player must resolve all steps connected with his movement (see page 7 of the instructions).

Important: this action is resolved BEFORE the new Noise markers are added to the Attraction. The Castle of Horror should not be in the starting layout of the board. If it appears on the board at the start of the game, replace it with another card from the Attraction supply and shuffle the Castle of Horror back into the Attraction deck.

Translator's note: the printed text of this card says "Znaczników Łoskotu" (rumble markers) where every other passage says Noise markers (Znaczniki Hałasu). The Noise markers are meant here and are rendered as Noise markers.

One Way (W jedną stronę). The Player performing this action moves a Character figure from the Attraction it occupies to the nearest unoccupied Attraction. Two Attractions may satisfy this condition when they are at the same distance from the moved Character figure and are unoccupied by other figures. In that case the Player performing the action decides to which of these two Attractions the figure is moved. The Player may NOT move their own Character figure in this way. The owner of the moved Character figure does not gain Joy tokens, does not add Noise markers, and does not perform the action of the Attraction.

Fortune Teller (Wróżbitka). The Player draws one Trickster token from the Bag, resolves its effect, and returns it to the Bag. If the drawn token is the Mr. Charles token, its effect is also resolved, but the other Trickster tokens do NOT return to the Bag.

Flow of the Undead (Spływ Umarlaka). The Player performing this action removes up to two Noise markers from any one Attraction. They may remove one, two, or none.

Lucky Trap (Łapka Szczęścia). The Player performing this action discards one visible Prize from any Stall. They place it on the discard pile, and in its place they add a Prize from the supply of available Prizes.

Slimy Bowling Alley (Obślizgłe Kręgle). The Player performing this action takes four Noise markers from the supply. They then add the taken markers to the two Attractions neighbouring the Slimy Bowling Alley, two markers to each.

Devil's Rodeo (Diabelskie Rodeo). The Player performing this action moves the Furball figure, the Mr. Charles figure, or another Character figure from the Attraction on which it stands to any unoccupied Attraction. Several Attractions may satisfy this condition. In that case the Player performing the action decides to which of them the figure is moved. The Player may NOT move their own Character figure in this way.

Kraken Tentacles (Macki Krakena). The Player performing this action swaps two figures: the Mr. Charles figure and another Character figure. The Player may NOT swap their own Character figure in this way.

Freaks (Dziwadła). The Player performing this action moves the Furball figure from the Attraction on which it stands to another Attraction of their choice. The Attraction to which the Furball figure is moved may be occupied by a Character figure or by Mr. Charles.

Soul Reflection (Odbicie Duszy). The Player performing this action moves the Furball figure from the Attraction on which it stands, in its direction of movement (clockwise), to the nearest Attraction occupied by a Character figure.

Trickster Tokens

Each Trickster token has an effect, which is resolved when the token is drawn in step 6 of the turn (or when an Attraction or ability makes the token be resolved).

  • Mr. Charles (Pan Karol) – move the Mr. Charles figure in the direction it is facing to the Attraction with the largest number of Noise markers. If several Attractions share that largest number, move the figure to the nearest of them. All Trickster tokens from the centre of the board and the Mr. Charles token return to the Bag. Further information is in the Mr. Charles section on page 7.
  • Prank (Psota) – discard to the discard pile one visible Prize from any Stall.
  • Pirouette (Piruet) – reverse the direction of movement of Mr. Charles.
  • Joy (Radocha) – take from the supply one Joy token of any colour and place it behind your Screen.
  • Temptation (Pokusa) – take from the supply one Joy token of any colour and add it to any Attraction.
  • Quiet! (Ciszej!) – discard to the supply one Noise marker from any Attraction.
  • Crack! (Trzask!) – take one Noise marker from the supply and add it to any Attraction.
  • Furball (Sierściuch) – move the Furball figure clockwise. The number of Attractions (spaces) it moves is the total number of Noise markers on the Attraction it is moved from, plus two.