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Busungar

Busungar Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Course of Play
    • The Sidewalk
    • The Garden
    • The Apple Tree
    • The Cards
    • The Dog
    • Who Wins?
    • Extra Rules

Contents

A wonderful game for 2-5 mischievous players, ages 6-14!

  • 1 game board
  • 1 die (1-2-3-1-2-3)
  • 6 figure game pieces (5 busungar and one dog)
  • 6 plastic feet
  • 60 round markers (with apples and torn-up trouser seats)
  • 64 cards (with the nasty old man, his dog, meat bones, and the moon)

Setup

  1. Place the game board in the middle of the table.
  2. Carefully separate all the cards (it is easier if you bend them a few times, forward and back, first). Shuffle all the cards thoroughly and place them in a pile face down.
  3. Carefully punch out all the round markers. Place all the apples on the tree at the top of the game board. Set all the trouser-seat markers aside for now, next to the board.
  4. Carefully separate all the figures. Bend them and push them down into the plastic feet, as shown in the illustration. Place the dog figure on the dog kennel in the middle of the board.
  5. The youngest participant begins by choosing one of the game pieces. He or she places the piece on one of the three sidewalk stones (the leftmost or the rightmost stone; choose yourself). In turn order, the other players do the same. Several pieces may therefore stand on the same sidewalk stone.

Course of Play

The Sidewalk

The youngest participant begins. Each time it is your turn, roll the die and move your piece along the sidewalk by as many steps as the die shows, where 1 stone = 1 step. The aim is to land exactly on one of the three stones in front of the entrances into the garden: the gap between the bushes and the shed, the hole in the fence where the planks are broken, and the open gate.

If you start on the leftmost stone, you move your piece to the right the whole time until you land on one of the three stones. If you are extremely unlucky and miss all three, turn around when you have reached the rightmost stone and walk back.

(And vice versa: if you started on the rightmost stone, you must move your piece to the left the whole time.)

The Garden

When you have landed on one of the three sidewalk stones in front of one of the entrances, you may in your next move sneak into the garden. You do this by rolling the die and moving your piece as many steps as the die shows (1 point = 1 step). You choose the route yourself. In a single move you may not land on the same point twice, but you may go forward in one move and backward in the next. Several pieces may stand on the same point.

Each time you stop on or pass over a red point, you must take the top card and follow it. See "The Cards" below.

The Apple Tree

When you reach the circle at the apple tree (you do not need an exact count), in the same move you roll the die and take as many apple markers as the die shows. Place the apple markers in front of you, picture side up, and then draw the top card from the pile.

You may stay as many turns as you like. Each turn you roll the die, take that many apple markers, and draw a card. However, you may take at most 12 apple markers. For example, if you already have 10 and roll a 3, you may take only 2 more. When you have 12, you must leave in your next move (you may leave earlier if you wish).

On the way back you roll and move as usual, and take a card when you pass over or land on a red circle. As soon as you have come back out onto the sidewalk, you must turn your apple markers over so that the picture side faces down. These apples you have won for good and cannot lose again.

When you are back on the sidewalk, you go right or left, whichever you wish, and continue exactly as before until you land on a new sidewalk stone, so that you can enter the garden again.

The Cards

Each time you pass over or stop on a red point in the garden, you take the top card of the pile. In addition, you must take a card each time you take apple markers at the tree. When you have taken a card and followed it, place it in a separate discard pile. If the draw pile runs out, turn the discard pile over, shuffle it, and continue drawing cards from it.

  • The Moon: Nothing happens. It is only the moon watching you.
  • Meat Bone: You have found one of the dog's gnawed bones in the garden. Good, keep it in front of you, you may find a use for it! You may have only one bone card in front of you. If you get another, you must discard it.
  • The Nasty Old Man: Oops, what bad luck! The old man has spotted you. If you have any apple markers in front of you, picture side up, roll the die and keep as many of them as the die shows. Place them beside you, picture side down. The old man takes the remaining apples and returns them to the pile at the tree. In addition, you are thrown out by the old man: the player to your right takes your piece and places it on one of the sidewalk stones (chosen by that player). In your next move you continue as usual, left or right along the sidewalk.

The Dog

Oh no! The dog has heard you and will chase you. The chase begins at once, and the player to your right has the first throw: he or she moves the dog as many steps as the die shows (the first step goes from the kennel to the brown point). Then you roll and move, then the player for the dog rolls for the dog again, and so on. The other players must wait for their turn in the meantime.

The chase continues until either the dog catches up with you or you manage to get out onto the sidewalk.

  • If you come out onto the sidewalk first: the chase is over and the turn passes to the next player. When it is your turn again, you must, as usual, move along the sidewalk, left or right.
  • If the dog catches you: you lose all the apples you are carrying (all apple markers you have lying in front of you, picture side up, are removed from the game). You are thrown out of the garden: the player to your right places your piece on one of the sidewalk stones, as described above. In addition, you must take a trouser-seat marker.

Important rule: you may have at most two trouser-seat markers. If you get a third, you are out of the game and must go home to Mum and Dad to be patched up!

If you have a meat-bone card and run into the dog, discard only the meat-bone card. Then there is no chase, and the dog piece stays at the kennel.

Who Wins?

Play continues until all the apple markers have been taken from the tree and the players are back out on the sidewalk. The player with the most apples has won. The others finish second, third, and so on, according to how many apples they managed to get.

Extra Rules

To keep the chase from becoming too long, you may, if you wish, use the rule that the chase may last at most 10 throws. Then the dog tires and returns to its kennel, and in your next move you continue in the garden as usual.

You may also use the rule that, even if the dog catches you, you keep half of the apples you are carrying (rounded up if the number is odd), while the rest are removed from the game.