Gerónimooo!!!
Gerónimooo!!! Rulebook
Table of Contents
Table of Contents
Goal of the Game
Players will play one card from their hand per turn. The goal is to make the lemming that is on their identity card cross the grassy path and jump off the table. For extra fun, the one who accomplishes this twice is the undisputed turbo champion and gets to choose the next game they play.
Content
- 4 meeples
- 52 grass cards
- 4 identity cards
- 1 start card
Set Up
Shuffle the grass deck and place 12 cards face down in a row from left to right. This will be the grass path.
The twelfth card should be on the edge of the table.
Then reveal the second card, fourth card, sixth card, and so on up to the twelfth card.
Place the start card at the beginning of the row, (I.E. the left side) which will make a total of 13 cards on the table.
Deal the rest of the deck equally to the players who will participate:
- 2 players: 20 cards
- 3 players: 13 cards*
- 4 players: 10 cards
*In the case of 3 players, the remaining card is returned to the box without revealing it to anyone.
Deal randomly a lemming card to each player. Players can see their lemming card at any time, but not the other players' cards. In case of 2 or 3 players, the remaining lemming cards stay in the center of the table available and secret.
Gameplay
The player who has recently tripped or fallen will be the first player. The other players will take turns clockwise.
On the player's turn, they must play a card from their hand. This card will have a color and shape corresponding to a lemming and a number of spaces that the lemming must move forward or backward.
If the lemmings were to end their move on a card where another lemming is already located, they must continue moving in the same direction until the first available card. That's the end of their move.
If a lemming ends their movement on a face-down card, this card will be revealed.
When a lemming finishes their first movement of the turn, they will trigger the card on which they ended their move.
The lemming that successfully passes through the entire grass path and jump off the table will be the winner along with the player matching that lemming's card.
"Remember! All lemmings could activate one grass path card per turn, causing a chain reaction of jumping all over the way."
1-2 Players
Players have one lemming each, leaving 1-2 lemmings available face down in the center of the table. In this case, there is the possibility that no player has the card of the winning lemming.
Additional Rules
- No lemming can go back further than the start card.
- The start card is the only one on which there can be more than one lemming at the same time.
- The entire deck is always used, except when there are 3 players.
- It is not necessary to finish and jump off the grass path with an specific number.
5th Player Expansion
The white lemming (the zombie) should only be played in case there are 5 players.
Shuffle the zombie lemming cards with the rest of the deck and create the grass path in the usual way. Then add 4 additional cards before the start card and finally place the graveyard card. This other 4 lemmings will start at the start card as usual. Then deal all the remaining cards among the players equally.
Deal an identity card to each player. A player with the zombie lemming card will reveal their identity. This player will be the last to take a turn. (I.E. whoever is on their left will start.)
Every zombie lemming will have the following rules unlike other lemmings:
- Zombie lemmings can share space with other zombie lemmings.
- When a zombie lemming lands on a card with another zombie lemming, the card will be activated.
- When a zombie lemming should land on a space where a regular lemming is, (or vice versa) instead of moving forward, the regular lemming will become a zombie as well and both will share space. The player with the identity card of that lemming will reveal it and for the rest of the game it will also be a zombie. The turn ends without activating any more cards.
- When a zombie lemming falls off the table, its token will be placed on the graveyard card. The zombie's turn will end and the game will continue.
- When one regular player remains, the zombie lemming that turns that lemming into a zombie will be the winner.
- The rules for card movement and activation will be the same for all lemmings, including zombies.
- Regular lemmings win the game by being the first to jump off the table as usual.
Cards
Start card
Indicates where the players start and the direction of play. This card may contain more than one lemming. When a lemming lands on this card, the turn ends.
Brain change
Active player must exchange their lemming card with another player's card or with one of the lemming cards remaining on the center of the table and end the turn.
Position change
This card makes the lemming in first place switch their place with the lemming in last place. If there's 2 or more lemmings on the starting card, the active player must choose which one to switch places with and end the turn.
Grass Replacement
The active player must exchange a card from the grass path for a card from their hand. If the card they chose from the grass path was face down or face up, they must place the new card from their hand in the same position. Then, end the turn.
5th Player Cards
Graveyard
This card indicates where the zombie starts. When a zombie player falls off the table, place it on this card instead. When a lemming lands on this card, the turn ends. This card may contain more than one lemming.
Zombie Approach
Move the white lemming one card before the nearest regular lemming regardless of its direction and end the turn.
Credits
- Mechanics: Pablo Macías.
- Mechanical Edition: Iván Escalante.
- Art: Iván Escalante, Loyd.
- Graphic Design: Loyd, Evelyn Martínez.
- Logo: Iván Escalante.