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Goblin Laundromat

Goblin Laundromat Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
    • Example setup: 3-player game
  • The Cards
    • Program Cards
    • Clothing Cards
    • Goblin Basket Cards
    • Species Symbol
  • Course of the Game
  • 1. Fill the Baskets
  • 2. Do the Laundry
    • Stain Potion
    • Counting Stains
  • 3. Maintenance
  • Final Scoring
  • Rules for 2 Players

Components

  • 5 Goblin Basket cards
  • 5 Stain Potions
  • 20 Program cards
  • 90 Clothing cards

Object of the Game

The goal of the game is to score the most Coins. Players earn Coins as follows at the end of the game: you score Coins by cleaning Clothing, by completing Programs, and for each unused Stain Potion. See page 11 (Final Scoring) for more information on scoring.

Setup

  1. Give each player 1 Stain Potion and 1 random Goblin Basket card.
  2. Shuffle the Clothing cards and form a face-down pile in the centre of the table. Each player places 1 Clothing card face down in their Goblin Basket without looking at it.
  3. Deal each player one random Program card of each type (I, II, III, IV). Each player may look at their Program cards, then arranges them in an ordered row in front of them. Each player flips the first Program card (Program I) face up.
  4. Reserve a personal Score Zone for each player.

Example setup: 3-player game

(Illustration only: each player has a Goblin Basket, a row of Program cards with Program I face up, and a Stain Potion.)

The Cards

There are several types of cards in Goblin Laundromat.

Program Cards

  1. These stains are dangerous. You may have a maximum of 3 of them before going bust (in this example).
  2. Direction of play for this round.
  3. The Program card with the highest Temperature starts the round.
  4. Cycle number: the number of clothes you must clean to complete the Program.
  5. The number of Coins earned if you complete the Program.

Clothing Cards

  1. The species and type of clothing on this card (this is a mermaid underwear card).
  2. The clothing with (potential) stains.
  3. The number of Coins you receive at the end of the game for having cleaned this clothing.

Goblin Basket Cards

  1. Species bonus.

Example: This Goblin receives bonus Coins at the end of the game for having cleaned Dwarf (yellow) clothing.

Species Symbol

All Goblins specialise in cleaning clothing of one specific species. At the end of the game, players earn 2 Coins per cleaned clothing matching their specialisation. There are 5 different species:

Elves, Mermaids, Dwarves, Orcs, Vampires

Course of the Game

The game is played over 4 rounds, after which the game ends and scoring takes place. Each round has 3 phases:

  1. FILL THE BASKETS
  2. DO THE LAUNDRY
  3. MAINTENANCE

1. Fill the Baskets

At the start of this phase, each player draws a number of Clothing cards equal to the Cycle number (the large number in the centre of the washing machine) shown on their Program.

Note: In a 5-player game, draw only 5 cards in the last round.*

Each player simultaneously chooses 1 Clothing card from their hand and places it face down on their basket, without revealing it to the other players. All players then pass all the remaining cards in their hand to the player on their left (clockwise) or on their right (counterclockwise), depending on the position of the laundry pile on the Programs (the direction of play shown on the Program cards).

Repeat this until each player has 1 Clothing card in hand. They do not pass this last card to the next player's hand, but instead place it face down on that player's Basket pile.

Without looking at them, all players now shuffle all the Clothing cards in their basket, and this phase ends.

Program IProgram IIProgram IIIProgram IV
3 Clothing cards4 Clothing cards5 Clothing cards*5/6 Clothing cards

(Cycle numbers 3, 4, 5, 6 with Coin values 1, 3, 6, 12 respectively, as shown on the example Program cards. The five example Program cards show Temperatures such as 35, 60, 55, 25.)

Illustration caption: Place one Clothing card on your pile and pass the other cards to the next player.

2. Do the Laundry

Turns begin with the player with the highest Temperature and continue clockwise or counterclockwise as indicated by the Program.

A laundry is completed when the total number of Clothing cards drawn equals the Cycle number of the Program.

By doing a laundry, a player tries to recover clean Clothing cards without botching the laundry.

In the top left corner, you see the number of stains of each type that you may have at most. Count only the stains shown in the top left corner of your Program card. There are three different types: Dirt, Magic, and Slime ("& Bave" in the original).

The following steps must be followed:

  1. Draw a Clothing card from your shuffled Laundry pile (your Basket) and flip it face up.
  2. Count the stains corresponding to the top left corner of the Program. If the number of Stains now exceeds the maximum number of Stains of the active Program, the laundry fails. When a laundry fails, the player chooses one face-up Clothing card to place in their Score Zone. The other face-up Clothing cards and the active Program card are discarded into the game box, removed from the game. Leave all undrawn face-down Clothing cards in the Basket. The player's turn ends.
  3. If the laundry has not failed, the player may decide to stop doing laundry. To stop, set aside all face-up Clothing cards to form a personal Score pile (these are considered "Clean Clothing"). If the laundry is completed (you have drawn exactly the number of cards corresponding to the Cycle of the program), also add the active Program card to the Score pile; otherwise remove it from the game. Leave all undrawn face-down cards in the Basket.
  4. If the laundry is not yet completed, the player may repeat from step 1. This is the only time a player may use a Stain Potion (see below).

Note that a player can never draw more cards than the Cycle number of their program (the number in the middle of the washing machine).

Example: In this example, the player must clean 3 clothes to complete the Program. They now have 2 stains. The Magic stain does not count among the stains in this case.

All cards added to a player's Score Zone are secured for the rest of the game. All cards in a player's Score Zone are public information and must be clearly displayed.

Stain Potion

During step 4 of Do the Laundry (just before drawing a new card), a player may decide to use the Stain Potion card they own. This card prevents all the stain symbols of the next card to be drawn, and only that card, from being counted. It does not remove previously drawn stains. To indicate that you have used a Stain Potion, flip it over and place it next to the Clothing to which it applies.

A Stain Potion card may only be used once per game.

Counting Stains

To count Stains in this phase, add up the total number of Stain symbols on the face-up Clothing cards the player has drawn while doing laundry. Do not count stains that are ignored by the player's current Program.

3. Maintenance

After all players have finished their programs for the current round, the next round can begin. All players flip their next Program card face up and a new round can begin. Repeat all the steps from page 6 (Fill the Baskets).

The game ends after 4 rounds, after which players count their cleaned Clothing, their Programs and their Stain Potion (if they did not use it during the game). Do not count cards left in baskets.

Final Scoring

The goal of the game is to score the most Coins. Players earn Coins as follows at the end of the game:

  • Species specialisation: Each player earns 2 Coins for each clothing matching their specialisation type.
  • Programs: Count the points of completed programs.
  • Socks: Each pair of socks is worth 10 Coins. (Caution: the pair must be identical!)
  • Underwear, Pants and Capes: The player(s) with the most cards of this type earn(s) the first number, the next player(s) earn(s) the next number (the numbers are printed on the cards). In case of a tie for first place, both earn the lower number. (In this case, the player(s) in second place score nothing.) In case of a tie for second place, both players score nothing.
  • All other Clothing cards and unused Stain Potions are worth the amount of Coins printed on the cards.

In case of a tie, break it by the greatest number of Stains on the cards.

Rules for 2 Players

In a 2-player game, players do not draw cards into their hand. Instead, at the start of this phase, take twice the Cycle number from the draw pile and create a face-down market pile. From this pile, draw three cards face up.

CycleDraw pile withDraw
3 / 4 / 5 / 66 / 8 / 10 / 12 random Clothing cards3 cards face up

Starting with the player with the lowest temperature, players take turns choosing a card from the market to add to their basket. Each time a card is chosen this way, immediately draw a new card from the market deck, unless the deck is empty.