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Bolets

Bolets Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • 1. Map & wall cards
  • 2. Setup
    • Create the deck & playing area
    • Setup the tracking card
  • 3. How to play
    • The entrance
    • Trace a path
      • Overlapping cards
      • Move, rotate and exceptions
    • Enter through a door to the next card
      • Blocked doors
    • Update the tracking card
    • Keep playing
    • Action order
  • 4. What will you find along the way?
    • Mushrooms
    • Rocks
      • Red rocks
      • Yellow rocks
    • Heart-flower
    • Life points
    • Crows
      • Visible crows
      • Covered crows
      • Defeated crows
  • 5. End of the game
    • How well did you do?
  • 6. Difficulty levels
  • 7. Turn reference

Components

  • 9 Cards (8 Map cards & 1 Tracking card)
  • 11 Cubes (3 White, 6 Red & 2 Yellow)
  • (Optional) If the cards are sleeved, you can trace the path with an erasable marker.

Objective

Create a map overlapping the 8 cards and trace a path that allows you to travel from card to card until you reach Grandma's Cottage, with the maximum number of mushrooms collected and without losing all your lives.

You can only trace the path using straight moves, although you can use the walls, doors and rocks to bump into them and change your direction left or right, but without going backwards or crossing your own path.

1. Map & wall cards

The 8 cards will form a Map (A) where you will trace the way to Grandma's Cottage.

Before turning into map cards (A), the cards you draw from the deck, are wall cards (B), because you will use them as such.

Once you leave a wall card overlapped over the last map card, it will become part of the map. Draw a new card from the deck to use it as a wall card.

2. Setup

Create the deck & playing area

Start by shuffling the 8 cards from both sides. Then, find the Cottage card and place it at the end of the deck, it will be the last card of the map. Put the deck aside, face up.

Draw the first card of the deck and place it on the playing area, this will be the first card of the map. Draw the next card which will be the first wall card.

Set the yellow and red cubes aside to use them as rocks, later in the game.

Setup the tracking card

Keep the card at hand and place the three white cubes at the starting positions: 3 life points, 0 visible crows and 0 mushroom points. With the cubes you will keep track of the game's score.

3. How to play

The entrance

On the first card of the map, choose any of the 4 doors, even the blocked one, as the entrance.

Trace a path

The key to the game is to overlap the wall card on top of the last card of the map, to bump into the walls and change direction, which will allow you to trace a path over the mushrooms. Rotate the card as needed, but do not flip it over.

Overlapping cards

To overlap a wall card correctly, you have to place at least one door on top of the last card of the map, so you can enter through it.

You can overlap over any tile on the map, as long as you do not cover any rocks or the path you are tracing.

Move, rotate and exceptions

Movements are only in a straight line. If you want to change directions you must bump into a wall, door or rock to turn left or right. You can't go backwards or cross over your own path.

(Figure caption: "The path crosses over")

Enter through a door to the next card

You can now trace a path (with your finger or a marker) from the entrance door to a door on the wall card you just overlapped.

As an exception, to enter through a door, you can change direction without requiring any obstacle to bump into, as long as you are on a tile adjacent to a door on the wall card.

You can also use the doors as if they were a wall, to bump into them.

(Figure captions: "No doors to enter to the next card" and "1 Entrance door")

Blocked doors

Blocked doors have a trunk. To enter, you must have collected 2 mushrooms on the last card of the map.

(Figure caption: "Since you haven't collected 2 mushrooms, you won't be able to enter.")

Update the tracking card

Each time you are done placing a wall card and tracing the path to one of its doors, update the tracking card according to what you have achieved on the last map card.

  • Mark the number of lives you have recovered or lost.
  • Mark the number of visible crows.
  • Add the number of mushroom points you have earned.

Keep playing

Finally, draw a new card from the deck, this will be your new wall card. Continue tracing the path to the next door. Repeat the steps until you reach Grandma's Cottage.

Action order

When in doubt, resolve each action in the same order as the traced path. Then, apply any effects of the tracking card such as losing lives or getting rocks.

For example, if you defeat a raven and then get a flower-heart, first lose 1 life point and then recover another. If with the first step you lose all lives, you lose the game.

4. What will you find along the way?

As you progress you will find elements that will help or difficult your way.

Mushrooms

The objective of the game is to collect as many mushrooms as possible, as they are victory points at the end of the game.

Trace your path over the mushrooms to collect them. Depending on the color, they score differently:

  • Normal mushroom: 1 point
  • Special mushroom (blue): 3 points

Rocks

You will find rocks on one side of the map cards. And although you can't cross over them, or overlap them with another card, you can bump into them to change direction.

In addition, there are other rocks that you can get as cubes, as you progress in your adventure.

Red rocks

For every 4 mushroom points you get a red cube. You can place them on a tile to bump into them and change direction, or to cover a visible crow. They can only be used once.

Yellow rocks

You can get 2 yellow rocks per game. To get one, at any point in the game, spend 1 life point and take one of the yellow cubes, which you can use as if it was a red rock.

Heart-flower

You can pick them up along the way. For each one you will recover 1 life point.

Life points

You start your adventure with 3 life points that can be increased up to a maximum of 5. If you run out of lives you will lose the game.

Crows

Crows will make you lose the game if you are not careful. They can be: visible, covered or defeated.

Visible crows

Crows that are not covered nor defeated. With 3 and 4 crows visible, you lose 1 life point ([grey stone-heart icon]). And with 5 visible crows, you lose the game. Keep track of them on the tracking card.

Transcriber note: in the source, the "lose 1 life point" sentence above is followed by a grey stone-heart icon that the text does not otherwise name. The icon is rendered here as "[grey stone-heart icon]" rather than guessed; it is the same grey icon the tracking card labels "rock" in the turn reference.

Covered crows

A crow covered with a card or a rock is not visible, so do not add it to the tracking card.

Defeated crows

Trace your way over a crow to defeat it. You will lose 1 life point, but the crow will no longer be visible.

5. End of the game

The game ends when you enter the Cottage card with, at least, 1 life point.

Update your score one last time and look how well did you do. If you run out of lives or there are more than 4 crows visible when you enter the Cottage, you lose the game (gingerbread icon).

How well did you do?

  • 10 Points or less: You can't go back with the basket almost empty! Poor Granny...
  • 11 - 18 Points: Not enough for a pie this time... so mushroom skewer it is.
  • 19 - 24 Points: Your Grandma is very proud and the cake turned out delicious!
  • 25 Points or more: The pantry is so full that Grandma makes a cake just for you.

6. Difficulty levels

You can make your game easier or harder.

  • Easy: Use the side of the cards with 1 stone.
  • Regular: The rules are not modified.
  • Difficult: Do not use the yellow rocks.
  • Bonus: Use the same card order in several games, you will see how different the final scores end up being.

7. Turn reference

  1. Set up the deck and the tracking card.
  2. Place the first card of the deck in the playing area and choose a door to start with.
  3. Draw a new card from the deck (wall card).
  4. Strategically overlap the wall card on top of the last card of the map.
  5. Trace a path from the entrance door to a door on the wall card. While:
    • a. Collecting mushrooms
    • b. Covering, ignoring or defeating crows
    • c. Restoring life points
    • d. Using red or yellow rocks
  6. Once the wall card is been overlaped and the path traced, update the tracking card.

Repeat steps 3 to 6 until you reach the last card on the map, Grandma's Cottage.

The example map in this section shows the card order 2B 5B 4A 1B 3A 7B 6B & Cottage, with the mushroom, crow, life point and rock tallies printed beside each card. These tallies belong to the example only.