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Buurn

Buurn Rulebook

Table of Contents

Table of Contents

  • How to Play?
  • Components
  • Setup
  • Turn Sequence
    • 1. Start
    • 2. Auction
    • 3. Resolution
      • 3.1. Purchase
      • 3.2. Tax
      • 3.3. Organisation
      • 3.4. Black Market
      • 3.5. Secondary Market
  • End of the Game
  • Score
  • The Ingredient Cards
    • Cactus
    • Carolina Reaper
    • Moutarde (Mustard)
    • Citron (Lemon)
    • Produits d'entretien (Cleaning Products)
    • Vinaigre Millésimé (Vintage Vinegar)
    • Explosifs (Explosives)
    • Fuel
    • Ghost Pepper

How to Play?

  1. Grab the Totem that interests you before the other players, so you can buy ingredients, win an Organisation card or win dollars!
  2. Ingredient cards make you earn points, Organisation cards offer different bonuses, and money opens all doors!
  3. Create the best collection of ingredients and collect the good Organisation cards to have the most points at the end of the game!
  4. Keep some of your Ingredient cards face down to surprise your opponents when counting points and top them on the pole!

(Illustrated: Ingredient cards (for example Citron), Organisation cards (for example Benzo), dollar tokens, Ingredient card back.)

Components

  • Ingredient cards x 50
  • Organisation cards 12 x 7
  • Organisation cards 15 x 6
  • Organisation cards 18 x 7
  • End Game card x 1
  • Dollar tokens x 60 (values $1, $2, $3)
  • Game mat x 1
  • Bank card x 1
  • Totems x 5

Setup

  1. Give 12 dollars to each player.

  2. Choose 6 families of Ingredient cards and shuffle them together. Choose 7 families for 5 players.

    Ingredient card families shown: Cactus, Carolina Reaper, Citron, Explosifs, Produits d'entretien, Moutarde, Vinaigre Millésimé, Ghost Pepper (and Fuel, see Ingredient cards).

  3. Shuffle the "End Game" card with the last 3 cards of the Ingredient card deck and put these 4 cards back under the Ingredient card deck.

  4. 4.1 Shuffle the Organisation cards separately according to the number on their back (12, 15, 18). Remove 2 cards 12 and 2 cards 15.

    4.2 Form a draw pile by stacking the cards so that the 12s are drawn first, then the 15s, and finally the 18s.

  5. Place the game mat in the centre of the table, within reach of everyone.

  6. Place the totems on the game mat according to the number of players (3, 4 or 5). The totem positions on the mat are: Purchase (Achat), Tax (Taxe, 4/5 players), Organisation, Black Market (Marché Noir) and Secondary Market (Marché Secondaire, 5 players).

  7. Place the Bank card near the game mat and put 1 dollar on it.

First player: The last person to have eaten spicy starts to play.

Turn Sequence

1. Start

Reveal 2 Ingredient cards and 1 Organisation card near the game mat.

With 5 players, draw 3 Ingredient cards and 1 Organisation card.

2. Auction

Bid to win the 2 Ingredient cards of this turn before your opponents.

2.1. The first player counts down out loud from the number written on the back of the first Organisation card of the pile. This countdown represents the money that will have to be spent to win the auction.

2.2. The first player to grab the Purchase (Achat) totem wins the auction and stops the countdown (this can be the player who is counting down). The price of this auction is the last number that was said.

If the countdown reaches zero, the Ingredient and Organisation cards are discarded and new ones are drawn to start a new turn.

2.3. The other players then each grab one of the remaining totems, as quickly as possible. As long as a totem is not in a player's hand, it can be taken by anyone, whether it has fallen or is still on the table!

Attention! If a player grabs a totem while the Purchase totem has not yet been grabbed, or if they do not have enough money to pay for the auction, they must put 2 dollars on the Bank card and all players start the same auction again from the beginning.

You can only have one totem at a time!

If the player does not have 2 dollars, they place the money they do have on the Bank card and no longer take part in the auction of this turn.

3. Resolution

According to the totems in their possession, players resolve the following actions in this order:

Order12345
ActionPurchaseTaxOrganisationBlack MarketSecondary Market
Players3, 4, 54, 53, 4, 53, 4, 55

3.1. Purchase

You buy the 2 ingredients of this turn, for yourself or someone else. Your money is distributed equally among the other players. If there is a surplus, it is placed on the Bank card.

With 5 players, the buyer chooses 2 ingredients among the 3 available.

3.2. Tax

(Only from 4 players.)

Before the redistribution of the money, this player receives half of the auction, rounded up.

Example: Player 1 wins an auction at $6. Player 4 (Tax) receives $3 first; the remaining $3 is then shared out between Player 2, Player 3 and Player 4 ($1 each), so Player 4 ends with $3 + $1.

3.3. Organisation

You take the Organisation card of this turn and place it in front of you.

  • The "Permanent" effect is activated at the next turn and lasts the whole game.
  • The "Instant" (Instantané) effect is activated immediately.
  • The "Endgame" effect is activated when counting Victory Points.

3.4. Black Market

You choose the "Black Market" or "Bank" action:

  1. "Black Market": Pay 5 dollars onto the Bank card, draw 2 Ingredient cards from the deck, put one of them face down in front of you, and put the other back on top of or under the deck.

    OR

  2. "Bank": Take all the money placed on the Bank card.

If you do not have enough money to pay, you must choose the "Bank" option. If the Bank is empty, then you pay what you can and take the "Black Market" action.

3.5. Secondary Market

(Only for 5 players.)

You choose the "Secondary Market" or "Bank" action:

  1. "Secondary Market": Pay $4 onto the Bank card to get the 3rd Ingredient card of the auction, for yourself or someone else.

    OR

  2. "Bank": Take all the money placed on the Bank card.

If you do not have enough money to pay, you must choose the "Bank" option. If the Bank is empty, then you pay what you can and take the "Secondary Market" action.

Once phase 3 is completed, the player to the left of the first player becomes first player in turn, the board is rotated by 45 degrees and you start again from Phase 1.

End of the Game

If one of the players draws the "End Game" card, it means that only one game turn remains. Draw enough Ingredient cards to play and play the last turn before counting the points.

Score

  1. Group your Ingredient cards by family and calculate your Victory Points.
  2. Add the points of your Organisation cards.
  3. Each player gains 1 Victory Point per $5 in their possession (for example, $2 + $3 = 1 VP).
  4. The player with the most points wins the game and satisfies El Gobernador's demanding palate.

In case of a tie in a calculation (card effects), the players concerned by the situation all lose or gain the same number of points.

In case of a tie for the win, the player with the most Ingredient cards in front of them wins. If there is still a tie, the player with the most money wins. If there is still a tie, the players concerned must share the victory and open their restaurant together!

The Ingredient Cards

Cactus

You gain 1 Victory Point (VP) for each $5 in your possession at the end of the game.

Carolina Reaper

You lose or gain VP depending on the number of Carolina Reapers in your possession: 1 = -3 VP, 2 = 0 VP, 3 = 7 VP, 4 = 15 VP and 5 = 20 VP.

Moutarde (Mustard)

Each Mustard card makes you gain 1 VP for each other ingredient family that you own (mustard does not count).

Citron (Lemon)

You gain 3 VP per Citron in your possession, but you gain no VP if you are the one with the most Citron cards.

Produits d'entretien (Cleaning Products)

You gain VP depending on the number of players who have this family in their collection: 1 player = 6 VP/card, 2 players = 4 VP/card, 3 players = 2 VP/card, 4 players = 0 VP/card.

(The cards themselves read: 1 player = 6 VP/card; 2 players = 4 VP/card; 3 players = 2 VP/card; 4 and 5 players = 0 VP/card.)

Vinaigre Millésimé (Vintage Vinegar)

You lose 2 VP if you have the most Vinegar and you lose 5 VP if you have none. Otherwise, you gain 1 VP per Vinegar card.

Explosifs (Explosives)

You gain 1 VP per Organisation card in your possession (for each Explosives card).

Fuel

The player with the most Fuel in their possession gains 12 VP, the 2nd gains 8 VP and the 3rd gains 4 VP.

Ghost Pepper

You gain VP depending on the number of Ghost Peppers in your possession: 1 = 1 VP, 2 = 3 VP, 3 = 6 VP, 4 = 10 VP and 5 = 15 VP.