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Beugró

Beugró Rulebook

Table of Contents

Table of Contents

  • Game Rules
  • The Game Board
  • The End of the Game
  • Rules for Four Players
  • The Task Spaces
    • 1. Bekérdező (Questioner)
    • 2. Ördög és Angyal (Devil and Angel)
    • 3. Stoptrükk (Stop Trick)
    • 4. Váltóláz (Switch Fever)
    • 5. 1-2-3-4
    • 6. Zsebszöveg (Pocket Text)

Game Rules

The game can be played by 2 to 4 teams. Each team must have at least 3 members. Each team designates a game master (játékvezető) who directs the play of the neighbouring team: the game master selects and reads aloud the basic situations, handles the bell, and deals the cards.

The Game Board

The board has 6 task spaces (feladatmező), which are linked by movement spaces (lépőmező). Each team is represented on the board by one pawn (bábu). The teams decide for themselves which task space they start from, and place their pawn on that space at the start of the game.

The order in which the task spaces are completed is free. However, the Zsebszöveg (Pocket Text) space must be the last one, and every team must visit all of the task spaces. Only one team may be on a task space at a time.

The table at the end of the booklet lets players mark which task spaces their team has visited, for which task spaces they have correctly played the situations, and track which tasks they still have to complete before they reach the Zsebszöveg space. (The checklist table itself is not part of the text and is not reproduced here.)

Players move their pawns by rolling dice. On movement spaces, a pawn may move in either direction. Task spaces may only be entered with an exact roll.

On every task space, the task with the same name as that space must be carried out, following the instructions given for it in the booklet. (The Hungarian reads "Minden feladatmezőn a játék nevével azonos feladatot kell végrehajtani", literally "on every task space, the task identical to the name of the game". The six task headings below show that the task is the one bearing the name of its space. The wording is printed as is and is not changed.) The game master's job is to choose which of the situations belonging to that task the team plays.

The basic task of the teams is to entertain the other players. However, some task spaces can only be left once certain criteria are met. If a team does not meet those criteria on its first attempt, it may try again in the next round. A pawn may only move on from a task space after that task has been completed.

The End of the Game

The team that first reaches the Zsebszöveg task space, after having completed the other five tasks, wins.

Rules for Four Players

In this case 2 teams play, each with 2 members. The game master role is filled by a member of the opposing team. This game master selects and reads aloud the basic situations, handles the bell, and deals the cards.

The Task Spaces

1. Bekérdező (Questioner)

The players may only ask each other questions, and may only unfold the situation through questions. A question must be answered with a question, but asking a question back is forbidden (for example: "What are you doing?" - "And you?"). There is also no thinking time. The first question is given by the game master.

During the game, each of the two performers must ask at least 5 questions. If the task does not succeed on the first attempt, the team must try again in the next round.

At the end of the scene, or if a player answers without asking a question, the game master must ring the bell and end the task. (Alternative variation: if someone makes a mistake, someone else takes their place until the game master rings the situation off.)

Situations:

  1. Your dog, while being walked, relieves itself in front of someone's house. The owner of the house witnesses it, and you realise you have no bag. You try to salvage the situation and ask the owner: excuse me, you don't happen to have a bag on you?

  2. In the wellness section of a hotel, one guest enters the steam room and sees a gold ring on the floor. Apart from him, one other person is inside, so he asks that person: excuse me, did you leave this behind?

  3. The boss notices that one of his subordinates is poking at a phone in a secluded corner. He asks him: well, what are you doing here?

  4. Two staff members work at a pastry shop. One of them switches on some music, but the other does not like it, so he turns to his colleague: sorry, wouldn't you look for something else?

  5. In the cloakroom of a theatre, a spectator on their way home asks: could I possibly get a nicer coat in place of mine?

  6. Two people are sitting opposite each other on a bus, and one of them suddenly bursts out laughing. The other takes it badly and asks: excuse me, are you laughing at me?

  7. A passenger on a ship for the first time feels seasick. He asks a passer-by: excuse me, where can one feel unwell around here?

  8. A child would like to buy a present for a parent, and must ask the parent for money for it. The parent, however, is determined to know: what is it for?

  9. A man is crawling on all fours, scanning the floor with his eyes. A passer-by asks him: what are you looking for?

  10. At a birthday party, one guest ate all the marzipan off the birthday cake while the others were not watching. The birthday person asks him grumpily: why did you do that now?

2. Ördög és Angyal (Devil and Angel)

Two of the players, the devil and the angel, try to steer the actions of a third player in a given situation, in a bad or a good direction, by voicing that player's thoughts. If it is not clear in the given situation which side is good and which is bad, the two should simply take opposing positions and instruct the hesitating player in the name of those positions.

Two of the participants draw from the Devil-Angel cards to decide who represents which position.

The game master ends the task at the end of the scene, or when it can no longer be expected that the scene is heading in a meaningful direction.

4 players: The devil and the angel are the two players of one team, and the player being instructed is a member of the other team.

3. Stoptrükk (Stop Trick)

Two players (or possibly three) acting out the basic situation can be stopped by any other player saying the word "STOP". At the moment of the freeze, that player steps into the place of one of the players and starts a new scene there.

The players taking part in the scene may act not only with movements but may also speak. Complication: the players who are not currently in the scene stand with their backs turned and say "STOP" "blindly".

An important rule of the game is that the task may only be accepted as completed if the player exactly copies the body position and movement of the player they replace.

Every character must step in at least 2 times. If this does not succeed, the team must try again in the next round.

4 players: A member of the team on the task space and a member of the other team begin to act out the basic situation. The other teammate of the team on the task space must stop the situation with the word "STOP".

Situations:

  1. Two thieves want to break into an apartment.

  2. A footman helps a count get dressed.

  3. Two people are gathering up the contents of an overturned shopping basket.

  4. A dentist tries to give an injection, but the patient does not want to allow it.

  5. Two people try to swat a mosquito.

  6. Two kindergarten children argue over a toy.

  7. Two customers arrive at the same time for one garment, and both want to try it on.

  8. A mother is combing her little girl's hair, and is horrified to see that chewing gum is stuck in it.

  9. Two people are playing badminton in a strong wind.

  10. Of two gold prospectors, one finds gold and the other wants to take it from him.

  11. A porter does not want to hand over the room key to a guest, and the guest wants to take it from him.

  12. Two dads are trying to fold up a pram, and it is clear they cannot manage it.

  13. A tailor is taking a customer's measurements, but the customer keeps fidgeting and wriggling.

  14. A knife-thrower is quite unsure as he starts throwing knives around his partner.

4. Váltóláz (Switch Fever)

In the given situation, the players are guided by the emotions, character traits and qualities marked in red or blue on the cards. Based on these, they must keep developing the role they are playing in the scene.

The game master's task is to draw cards at random from the deck, sorted by colour, and deal them to the appropriate roles. The role whose player speaks first in the scene always receives the blue cards. Both roles must receive 4 cards each.

When the cards run out, the game master rings the task off.

5. 1-2-3-4

The players each draw one of the 4 numbered cards. During the scene they may only say sentences that consist of exactly as many words as the number they drew. Thus, one player may speak more freely, while another may only agree or ask a question with a single word, and so on.

Each character must speak at least 3 times during the scene. If this does not succeed, the team must try again in the next round.

The game master's task is to check the number of words spoken, and to ring the scene off after the appropriate number of utterances. If a mistake is made, the game master must still ring the task off, and the team must try again in the next round.

4 players: The two players of the team each draw 2 numbered cards, and use them alternately to build the dialogue.

6. Zsebszöveg (Pocket Text)

Two players take part in the scene. At the start of the game, each player draws 4 cards (by agreement, 3 cards each may also be used). They do not look at the cards, they only pocket them.

They start to act out the situation chosen by the game master. On each bell signal, the two players alternately take out 1 card each, and must work into the ongoing dialogue the sentence (A, B or C) that the game master's instruction specifies for that card.

When the cards run out, the game master rings the task off. (Editor's note: the publisher's clarified rules sheet adds here "és ezzel véget ér a játék", "and with this the game ends". That sentence is not in the Scribd text and is not part of the rule above as transcribed; it is recorded here for transparency.)

If the team does not have enough members for the scene to be played, the players may freely choose members from the others to stand beside them.

Situations:

  1. In a tattoo parlour, a man wants to persuade the tattoo artist to make a tattoo on the goldfish.

  2. You find a bundle of money in the street. Just as you bend down to pick it up, someone comes along and claims it is theirs.

  3. The staff of a pet shop are trying to gather up the crickets that have jumped out of a terrarium.

  4. Someone comes to the registrar's office wanting to marry themselves.

  5. A pizza delivery driver tries to find out, in an office, who ordered a four-seasons pizza.

  6. A boss wants to fire his subordinate because the subordinate's voice annoys him.

  7. A man walks up to someone in the street and gives them a kiss, saying that he could see from a distance that they are lacking affection.

  8. Someone brings back to an antique shop a lamp in which a djinn lives, but the djinn refuses to grant any wishes. (3 players: the djinn, the seller, the customer.)

  9. Someone goes back to a sunbed salon to complain, because their skin has not come out nicely brown but green.

  10. A fairy-tale creature wants to buy chamois meat at the butcher's. It claims that an acquaintance bought a chamois here the other day, and that it had to be begged for even then.

  11. A man hanging posters does not allow his colleague to paste over a poster, saying that he has grown very fond of the advertisement on it.

  12. A headachy, impatient man drops into the pharmacy for an aspirin. In the pharmacy, however, he meets a chatty pharmacist who wants to draw his attention to every side effect.

  • A homeless man goes into a church and starts happily sipping from the holy water. The priest politely tries to get him to give up this habit.

  • A couple shops in a furniture store. The man has picked out a huge armchair for watching matches, and the woman has picked out a dressing table. Each tries to argue that their own choice is the one that is more needed.

  • A man tries to talk his photographer friend out of selling his latest photo series to the tabloids, since he himself also appears in it in embarrassing situations.

  • The head of a matchmaking service helps an inexperienced friend with what the rules are for dates and which behaviour leads to the goal.

  • A company owner moves to a farm, far from the world. When his former business partner comes to visit, he tries to convince him too of the advantages of country life.

  • Two animal keepers are astonished to notice that a snake has disappeared from the terrarium.

  • In a foreign city, a child is separated from their parents and gets lost. All they know about their hotel is that it is yellow, and they ask a tram driver for help.

  • On their 20th wedding anniversary, a couple goes to the cinema, but they start to argue over whether to watch the action film or the romantic one.

  • Someone turns up at an acquaintance's place at night with 30 million forints and some jewellery, and asks the host to hide this money well for them.

  • A carpet seller claims to the customer in the shop that the carpet they are looking at really flies.

  • A snowstorm is approaching. A policeman suddenly sees a man on the street wearing only a shirt, who claims that whether a person is cold or not is decided in the head.

  • You received an ugly jumper from your aunt for Christmas, but when she asks whether you like it, you do not dare to admit that you do not at all.

  • A world star who is heading for the toilet is stopped by the cleaning lady, who asks them to wait a few minutes, because she has just mopped in there and does not want the floor walked on.

  • On a sinking ship, the captain tries to persuade the first mate not to tell anyone, in case the passengers do not notice the trouble.

  • One of the passengers on a plane recognises a childhood best friend in the pilot, and tries to talk him into letting them fly the plane, at least a little.

  • A hungry guest walks into a pastry shop and begs the counter staff to fry him an omelette, because he craves something salty. The counter staff politely tries to dodge the task.

  • The last Christmas tree on the 24th, at the tree seller's, two customers: each tries to convince the other why it would be more important for them to take the tree home.

  • In a panel building, the tenant of the flat below goes up to the tenant above, because the upstairs neighbour bought a tree that is too tall, but has no heart to cut any of it off. What if the tree were cut through the ceiling instead?

  • A Santa Claus is putting presents under the tree when another Santa Claus comes down the chimney. They argue over which of them is the real one.

  • A doctor finds various health problems with Santa Claus, and advises him never to ride a sleigh again.