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BOURPIF

BOURPIF Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Tips Before You Begin
  • Level 1
    • Setup
    • Turn Structure
    • End of the Game
  • Level 2
    • Setup
    • Rules

Goal of the Game

You are valiant adventurers in search of renown, traversing the dungeon of Bourpif!

Your goal: leave the dungeon with the most renown points, that is, the most cards!

Components

  • 48 DUNGEON cards (PARCHMENT faces and MONSTER faces)
  • 16 EQUIPMENT tiles (4 per player)
  • 12 DRAGON cards (Level 2 only)
  • 4 DOOR tiles (Level 2 only)

Tips Before You Begin

  1. Take a set of 4 EQUIPMENT tiles with identical backs.
  2. Always leave your 4 tiles showing a weapon: AXE, BOW or GRIMOIRE. No, the SHIELD is not a weapon!
  3. You never need to move your tiles to rebuild an equipment item. Simply rotate them in place.

Level 1

Everything is fine in the dungeon!

Setup

  1. Return the DRAGON cards and DOOR tiles to the box. They are not used in this mode.
  2. Each player takes one set of 4 EQUIPMENT tiles with identical backs and assembles one weapon from them.
  3. Shuffle the DUNGEON cards and place the pile, PARCHMENT face up, in the centre of the table to form the draw pile.
  4. The game can begin!

Turn Structure

Each turn consists of moving through the dungeon and crushing monsters.

  1. Turn over as many DUNGEON cards as indicated on the PARCHMENT and stack them, MONSTER face up.
  2. As soon as the last MONSTER appears, be the quickest to perform the correct ACTION. Two cases are possible:

Case 1: The monster is the same colour as a weapon shown on the PARCHMENT card.

Rebuild the matching weapon by rotating your EQUIPMENT tiles, tap the pile of MONSTER cards, and keep your hand on it until the end of the turn.

Example: a RED MONSTER together with a RED GRIMOIRE makes a GRIMOIRE!

End of turn: the turn ends when all hands are on the pile.

The first player to have tapped takes half of the MONSTER pile at the centre of the table (if needed, rounded up) and sets it aside until the end of the game. These cards are that player's renown points. The player in 2nd position gains half of what remains, and so on until all players have collected their rewards.

If cards remain after the sharing, they return to the centre to be added to those of the next turn!

Note: if there are only 2 adventurers at the table, the quickest player takes all the cards. There is no sharing!

Case 2: The monster is not the same colour as any weapon shown on the PARCHMENT card.

There is no way to beat it: you must protect yourselves! Be the quickest to rebuild the SHIELD by rotating your 4 EQUIPMENT tiles, and tap the pile of MONSTER cards.

Example: a RED MONSTER, with a PARCHMENT showing no red weapon, equals a SHIELD!

Well done to the quickest player! The other players pay for his protection by each giving him 1 of their renown points (so 1 card each). The MONSTER pile stays in place for the next turn.

End of the Game

When there are not enough cards to set up a new turn, the game ends immediately.

The player who has the most renown points (that is, the most cards) wins!

In case of a tie, the players must sort it out among themselves!

Level 2

It takes some nerve, this is brutal...

Setup

First, shuffle all the DRAGON cards together with the DUNGEON cards. Then place the 4 DOOR tiles on the table so that they are accessible to all players, and off you go!

Rules

Apply the same rules as Level 1 and add the following:

When the last MONSTER card is a DRAGON... flee!

Be the first to tap the DOOR tile of the correct colour.

Which is the correct colour? It is the one that is not shown on the PARCHMENT card!

Example from the rulebook: the correct door is the one marked with a check mark; the doors shown with a no-entry sign are wrong.

All players except the one who tapped must return one of their renown points (one of their cards, yes, I know, I keep repeating myself...) to the DUNGEON pile, MONSTER face up, at the centre of the table!