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Buurman & Buurman: Het Bordspel thumbnail

Buurman & Buurman: Het Bordspel

Buurman & Buurman: Het Bordspel Rulebook

Table of Contents

Table of Contents

  • Doel van het spel (Object of the Game)
  • Spelmateriaal (Components)
  • Het spel begint (The Game Begins)
  • Sparen (Saving)
  • Voorbeeld (Example)
  • “A JE TO!”-kaarten (“A JE TO!” Cards)
  • Winnaar (Winner)

Doel van het spel (Object of the Game)

You can win the game in two ways. The winner is the player who first has rolled six cards together, or who first has collected 40 points.

Spelmateriaal (Components)

  • 4 game boards (speelborden)
  • 24 tool dice (gereedschapsdobbelstenen)
  • 37 job cards (kluskaarten)
  • 3 “A JE TO!” cards
  • 1 bad luck die (pechdobbelsteen)

Het spel begint (The Game Begins)

On the face-up card, jobs are shown. You see:

  • Bad luck symbol: if this symbol is thrown on the bad luck die, you may not carry out the job on this card.
  • The tool you need to complete the job.
  • The number of points the completed job yields.

The player whose turn it is takes his six tool dice and the bad luck die and throws all seven dice at once. If you have thrown the bad luck symbol matching one of the face-up cards, you may not carry out the job on that card.

Look carefully whether, with the tools from your throw, you can fully complete a job on one of the cards. If you can carry out a job with your thrown dice, you may take the card and place it in your house. You may use each die only once. You may also choose to put a tool from your throw down next to a card, in the hope that in a later turn you throw the missing tool. This is called saving (sparen).

When the player is finished and can or wants to do nothing more, the cards are topped up again to four, and the bad luck die is passed to the player on the left.

Sparen (Saving)

If you choose to save a tool for a following turn, you take a risk:

  • Another player may snatch the card from under your nose, because he has already completed the job earlier. That other player then turns over a new card. That may be favourable or unfavourable for you.
  • The card may be blocked in your next throw by the bad luck die.
  • It may take a long time before you throw the missing tool.

Voorbeeld (Example)

See the illustration below. With this throw you can immediately repair the card with the toaster and place it in your house. In addition, you can save the two saws so that in the next turn you may possibly score the 15 points. Dice you want to save you place next to the relevant card, so that you can see that you are saving for this card. You may not use saved dice for another job during your next turn. At the end of that turn you may take the saved dice back, so you can use them again in a following turn for whatever you want.

If you have completed a card, you may keep it, and you place it in your house with the window-frame side up. That way you can see that you have completed this job. Then you turn a new card from the stack face up for the next player.

“A JE TO!”-kaarten (“A JE TO!” Cards)

If an “A JE TO!” card comes up on the stack, the player who first calls “A JE TO!” may place it in his little house for free. The player may count these points towards the 40 points.

Winnaar (Winner)

As soon as a player has collected six cards in his house or has 40 points, the game is over.

All players together call “A JE TO!”. He is the champion handyman in the Buurman & Buurman board game!