Jester
Jester Rulebook
Table of Contents
Table of Contents
Object of the Game
Each player represents a medieval artist competing for the post of court Jester.
In Jester each player is an artist aspiring to the post of court Jester. Over three rounds, players use their city, theater, guilds and court cards to visit these four areas of the board and perform various actions. In the city it is possible to hire teachers who will improve the candidates' skills in seven different artistic disciplines. In the theater, public performances are given that bring money and fame. In the guilds players obtain privileges useful for the tournament, and finally, at the court, they use all their influence to manipulate the royalty and gain greater prestige in the eyes of the King.
When a player visits the same place for the third time, he triggers the end of the round. The King then grants special favors to all participants. This is also the moment to convert the prestige received at the court into resources and victory points, and each player must plan this task carefully and strategically.
At the end of the third and last round, the player with the most victory points is named the new court Jester and wins the game!
Summary:
- The game lasts 3 rounds.
- Actions are done in four areas: city, theater, guilds and court.
- A player who visits the same area three times triggers the end of the round.
- Everyone receives favors from the King and converts prestige points into resources and victory points.
- At the end of the 3rd round, whoever has the most victory points wins.
Components
- 1 board (divided into four areas: city, theater, guilds and court)
- 40 place cards (10 city, 10 theater, 10 guilds, 10 court)
- 6 event cards
- 7 small "King's Favors" cards
- 4 individual player boards (one per player)
- 4 screens (one per player)
- 28 round "class stamp" tokens (four of each type)
- 28 square object tokens
- 10 noble tokens
- 33 crown tokens
- 36 coins (12 of value $3 and 24 of value $1)
- 7 class price tokens ($1, $2, $2, $2, $3, $3, $3)
- 4 50-point tokens
- 1 round Starting Player token
- 48 influence markers in four colors (12 per player)
- 8 cubes for marking victory points and fame (2 per player)
- 4 pawns (1 per player)
- 1 round white round marker
- 3 round black blocking markers
- 1 rulebook
Setup
For each player:
- 1 individual board
- 1 screen
- 4 cards (one of each place)
- 12 influence markers
- 2 cubes
- 6 coins (two $3 and four $1)
- 2 crowns (behind the screen)
- Open the board in the center of the table within reach of all players.
- Each player receives: 1 individual board, 1 screen, 12 influence markers, 2 cubes, 1 pawn (all of the same color), two coins of value $3 and four of value $1.
- Shuffle the six event cards. Remove three, without looking, and return them to the box. Place the remaining three cards face down in a pile beside the board, near the guilds area. Reveal the 1st card from the top of the pile.
- Separate the 40 place cards by type (city/theater/guilds/court). Give one card of each type to each player (so 4 cards will be each player's "starting hand"). Then check on the top event card of the pile which place cards will cost $2 in the 1st round of the game. Place the respective piles against the boxes with these values printed on the edge of the board. Place the two remaining piles in the boxes with value $1. Event card: in each of the three rounds of the game the event cards determine the price of the place cards. Thus there will always be two piles in the $1 boxes and two in the $2 boxes.
- Shuffle the seven "King's Favors" cards. Remove two, without looking, and return them to the box. Place the five remaining cards in a row, face up, beside the board. Note: in 2-player games remove three favors during setup.
- Make a pile of the 10 noble tokens and leave it beside the board, near the court.
- From the 28 class stamp tokens, set aside seven, exactly one of each type, and place them randomly, face up, in the spaces destined for them within the court area of the board. Four stamps will lie over the royalty and three will be next to the Counselor. Shuffle the remaining stamps face down and set aside a certain quantity according to the number of players (there is a table printed on the board for reference): in a 2-player game set aside 8 stamps, with three, 10 stamps, and with four, 12 stamps. Reveal these stamps and place them face up on the teacher spaces in the city area of the board. To identify the space on which a stamp must be placed, simply match the symbol on each stamp with the symbol shown above the spaces. It may happen that one or more spaces receive no stamp. This indicates a temporary "absence" of that teacher. Leave the leftover stamps in a free area of the table near the board. Note: in 2-player games, during setup, remove 7 stamps from the game (one of each type).
- Shuffle the seven class price tokens face down. Distribute one token on each teacher space in the city and then reveal them.
JESTER can now begin!
How to Play
Jester lasts 3 rounds. During a round, each player takes a minimum of three and a maximum of nine turns. The Starting Player plays first. Then it is the turn of the player to his left and this continues, always clockwise around the table.
On his turn, a player must perform one or two actions, in the following order:
- 1st Action (mandatory): Play a card from his hand onto the table and visit the place indicated on the card.
- 2nd Action (optional): Buy a place card from the table and add it to his hand.
When a player visits the same place for the third time, that is, when he plays the 3rd card of the same place in front of him on the table, this player triggers the end of the round. The round, however, is played to the end, so that all players have the same number of turns.
Example: the round order is Rui, Bia, Leo, Ana. Bia plays a 3rd court card. She then completes her turn normally. Right after, Leo and Ana play and the round ends. If Ana (who is last in turn order) played the 3rd card of the same place, she would complete her turn and the round would end right after.
1st Action: Play a Card on the Table and Visit a Place
There are four places on the board that can be visited: city, theater, court and guilds. In these places the players perform the main actions of the game. Also, the player may visit only a single place on his turn. If the player does not have the card of the desired place in his hand, he cannot visit that place. See how the visit works in each place:
Visiting the CITY
In this area of the board the candidates for court Jester take classes in various artistic disciplines and have made utensils that enhance their performances. The seven disciplines are: Acrobatics, Singing, Harp, Magic, Juggling, Poetry and Theater.
When playing a city card in front of him on the table, the player chooses the space of one of the seven teachers and moves his pawn to that space on the board. However, there are two restrictions: (1st) If the space is already occupied by another player it cannot be visited. (2nd) If there is no class stamp on the space, the teacher is absent, and the space also cannot be visited.
Next, the player must pay for the class he chose according to the value indicated on the token just below the space ($1, $2 or $3), putting the money in the general supply of coins. Obviously, if the player does not have the total amount needed he cannot take that class.
Then the player removes from the space a stamp of the class taken and places it in the corresponding space on his individual board. At this exact moment the player must decide whether or not to place one of his markers on the specializations table to receive points at the end of the game (see the examples below to better understand how to place the marker on the table). If the player has no marker available at that moment in his personal reserve, he may take a marker of his color from any guild on the board to place it on the table. Markers placed on the table CAN NOT be removed anymore and must remain there until the end of the game.
To end the visit, the player may also hire the services of the craftsman and order an object related to the class he has just taken. The player then removes an object token from the space where he is and places the token on the space corresponding to the player's color in the craftsman's shop. Note that each player has his own colored space around the shop. The cost of the order is always $1, regardless of the object, and increases by +$1 for each object of another player that is being made by the craftsman at the exact moment of the order. It is also not allowed for the same player to keep two objects on order at the same time, nor to order an object that belongs to a class different from the class he took. On a later turn, when the player visits the city again, he will receive the ordered object token by removing it from the shop and placing it in front of him on the table.
Important: a player cannot repeat a class of the same discipline in the same round.
Summary of the city visit:
- The player chooses a class to take. Spaces that are occupied or have no stamp CAN NOT be chosen.
- Pay $1, $2 or $3.
- Remove a class stamp from the space and place it on your individual board.
- Complementary and optional actions of the visit:
- Place a marker on the specializations table or advance a pre-existing marker (example 2).
- Order an object for the class taken. Cost = $1 + $1 for each object in the craftsman's shop.
- Attention: only one class of each artistic discipline is allowed in each of the three rounds of the game!
- There are 7 types of objects, one for each artistic discipline.
- During the whole game the same player is not allowed to have repeated objects, that is, two masks, two harps, etc.
Example 1. In this example the Blue player, in the 1st round of the game, decides to visit the city to take a magic class. He plays a city card in front of him on the table and moves his pawn to the magic teacher's space. Next he pays $3 for the class, removes a stamp from the space and places it on his individual board. Then he decides to signal on the table that he is specializing in this discipline (magic) and puts a marker on the space equivalent to 1 point. To end the visit he also decides to make the object corresponding to the class taken, pays $1 and transfers the object token to the craftsman's shop. Note that both placing a marker on the table and ordering the object are complementary actions of the visit to the teacher, and therefore, optional.
Example 2. Each object in the craftsman's shop raises a new order by $1. In the 2nd round of the game, the Red player visits the city and takes his second singing class of the game. He pays $2, removes a stamp from the space and places it on his individual board. Now, as he already has a marker on the table, he automatically moves the marker from space 1 to the 3-point space (if the player takes his 3rd singing class in the last round of the game, he will advance to the 6-point space and reach the maximum level of specialization in this discipline). Finally, the player decides to make the object for the class taken. So he first removes his object that was already on order and then places the new object in the craftsman's shop. As there are already two other objects being made, the player pays $3 ($1 + $2). Note that, even if the player had not ordered the new object, he would still have received the previous one, for having returned to the city.
If a player wishes to receive some object that he ordered on a previous turn, but does not want or cannot take a class, he may simply play a city card on the table, place his pawn in the craftsman's shop, collect the object and end the visit. Detail: in the craftsman's shop, unlike the teachers' spaces, there may be more than one pawn. (It is thus allowed to visit the city only to collect the object that is on order in the craftsman's shop.)
Note also that the moment to place or move a marker on the table is exactly when the player takes the class. Also, the points on the table are awarded only at the end of the game.
Important: nothing prevents a player from visiting the same place (city, theater, guilds or court) several consecutive turns, but by playing the 3rd card of the same place, he triggers the end of the round. (It is allowed to play cards of the same place on consecutive turns.)
Visiting the THEATER
In this area of the board it is possible to give individual or collective performances, to gain fame among the people and receive some benefits.
When playing a theater card on the table the player moves his pawn to this place. From there two possibilities exist:
- Individual performance: the player is alone in the theater. He receives 2 fame points and advances his marker two spaces on the fame track at the top of the board.
- Collective performance: there are one or more players in the theater. The player who entered the theater receives 1 fame point, and those who were already there each receive $1 from the general supply.
Regardless of the type of performance (individual or collective), the player who entered the theater must now choose one of the four possible genres - comedy, tragedy, musical and circus - place a blocking marker on the corresponding icon and receive the bonus shown beside each icon. Genres that have already been blocked cannot be chosen.
When a player visits the theater and uses the 4th and last available genre, he must complete his turn normally. Then he removes the three blocking markers that are on the board and frees all genres to be chosen again. This situation can occur several times during the game.
The theater bonuses are as follows:
- Comedy: the player receives a crown marker and puts it behind his screen.
- Tragedy: the player may add, from his personal reserve, an influence marker to any guild or to the King's space (see Visiting the Court below). The player may also, alternatively, instead of adding, move one of his markers from one guild to another.
- Musical: the player receives for free a card of any place and adds it to his hand.
- Circus: the player receives $2 from the general supply of coins.
Attention: when the 1st player reaches 13 fame points he immediately receives 5 victory points. The next players to reach the same fame receive 3 victory points. Also, whoever reaches this fame threshold (13) no longer loses fame points as a result of the red chairs (see Visiting the Court).
Example 3. The Blue player visits the theater and gives an individual performance. He receives 2 fame points and chooses the tragedy genre. He puts a blocking marker on the tragedy icon and adds an influence marker from his personal reserve to the Heralds guild on the board.
Example 4. The Red player visits the theater and gives a collective performance. He receives 1 fame point and the Blue player receives $1. Next Red chooses the circus genre and receives $2 from the general supply. If a third player visits the theater now, he will receive 1 fame point, Blue and Red will receive $1 each, and the new visitor will choose between the comedy and musical genres.
Visiting the COURT
In this area of the board the candidates for court Jester will interact with and influence both nobles and royalty, to obtain money, points and other benefits.
When playing a court card on the table, the player moves his pawn to the central space of the court where the figure of a Jester is. The player then chooses and performs one of two possible plays. Note that the court may be occupied by several players at the same time.
Play A: The player will receive a noble. He takes a noble token, chooses an empty numbered chair in the hall and places the token on this chair. Next he receives $2 from the general supply and applies the effect of the chosen chair (nobles are generous when they hear good jokes). Red chairs bring penalties to the opponents and blue chairs give advantages to the player (all effects of the ten chairs are indicated on the individual boards).
Any player can avoid suffering the penalty of a red chair by spending one of his crowns. The player takes it from his screen, returns it to the general supply and comes out unharmed. Note that the court hall must only be emptied at the end of the round after the last empty chair has been occupied, regardless of its number (see End of the Round below).
Important: the red chairs CAN NOT be occupied during the 1st round of the game. (Red chairs may only be occupied from the 2nd round.)
Play B: The player will influence the royalty. He moves an influence marker from his reserve to the King's space and receives 1 victory point by advancing one space on the track. If the player does not have a marker available at that moment, he may move a marker of his color from any guild to the King's space. If there are other markers already placed on the royalty spaces (King, Queen, Prince and Princess), they will be automatically pushed, always following the same path, until they fall onto the Counselor's space, where they must remain until the end of the round to be scored. Path: King, Queen, Prince, Princess, Counselor. Also, each of the four royalty spaces can hold only one marker.
After placing the marker and scoring 1 point, the player may manipulate the royalty's preference regarding the seven artistic disciplines, if he has a majority of markers on the royalty spaces (the Counselor does not count). When there is a tie in the number of markers, the tied player who has the most fame points wins. If the tie persists, all tied players may manipulate. In practice, manipulating means that the player may swap the positions of any two stamps among the seven that are on the court. This manipulation of the stamps will bring prestige points to the players at the end of the round according to the classes taken in the city. Also, no player is obliged to manipulate.
Example 5. The Yellow player visits the court and chooses play B. He moves an influence marker from his personal reserve to the King's space. He scores 1 victory point and advances his cube on the track on the board. Next he pushes the Green player's marker from the King's space to the Queen's space. Now they are tied with one marker each on the royalty, but the Yellow player has more fame. Therefore he decides to swap two stamps with each other (Juggling and Harp), thus changing the artistic preference of the King, who from now on wants to hear melodies.
Example 6. The Green player visits the court and also chooses play B. He moves one of his markers to the King's space and scores 1 point. Next he pushes all the markers, in a domino effect (note the colored arrows), and because of this, his marker that was on the Princess's space falls onto the Counselor's space. Now all players have 1 marker on the royalty, but only Green and Yellow can manipulate (they have more fame). Green then decides to swap two stamps (Theater and Harp), and with that concludes his play. Note: if there is only one marker on the royalty, that player is considered to have the majority, and therefore he may manipulate.
Chair Effects
- I. Each opponent discards one of his cards onto the respective pile and removes a marker of his color from any guild. The marker returns to the player's reserve. If the player has only one card in hand, he does not discard and only removes the marker.
- II. The player moves an influence marker from his personal reserve to any guild and receives a place card of his choice.
- III. Each opponent loses 2 victory points and moves his marker back on the track.
- IV. The player receives $2 for each object token he has in front of him on the table.
- V. Each opponent loses $2. If the opponent has only $1, he loses everything he has, and if he has no money he loses nothing.
- VI. The player receives a crown marker from the general supply and advances 1 point on the scoring track.
- VII. Each opponent removes a marker of his color from any guild and loses 1 fame point by moving his marker back on the fame track. If the player does not have one of these items (fame or marker), he suffers only part of the penalty.
- VIII. The player receives $1 for every two fame points he has, rounding down. Example: with 7 fame points, the player receives $3.
- IX. Each opponent discards one of his cards and loses 1 fame point. If the player has only one card he discards nothing.
- X. The player receives a crown marker and $1 from the general supply.
(Which chairs are red and which are blue is shown by the chair colors printed on the board and individual boards; the rulebook text does not list them.)
Visiting the GUILDS
In this area of the board the players will place and move their influence markers in each of the six guilds to obtain special advantages. When playing his 1st guild card on the table the player may manipulate up to two markers, when playing his 2nd card he may manipulate up to three markers, and when playing his 3rd card the player may manipulate up to four markers. Manipulating an influence marker means placing it in any guild or moving it from one guild to another on the board. Markers that are placed in the guilds must always come from the player's personal reserve, and never from the court or from the specializations table.
To use the power of a guild, the player must have a number of markers equal to or greater than the number of markers shown above the guild's name. Also, several players can take advantage of the same guild at the same time, as long as each of them has the minimum required number of markers. See the power of each guild below:
- Guild 01 - Master Buffoon: Using guild 1, the player can take two classes instead of one when visiting the city. He pays for both, takes both stamps, puts two markers on the table if he wishes, but may order only one of the two objects. The player leaves his pawn on one of the two spaces when ending his turn.
- Guild 02 - Craftsmen: Using guild 2, the player can order an object for free when visiting the city to take a class.
- Guild 03 - Theater Directors: Using guild 3, the player doubles any bonus when visiting the theater: 2 crowns, 2 markers, 2 cards or $4. *
- Guild 04 - Grand Duke: Using guild 4, the player can swap two stamps when visiting the court and performing play B, even if he does not have a majority of markers on the royalty. Note: the player must have at least 1 marker on one of the royalty spaces.
- Guild 05 - Merchants: Using guild 5, the player can keep two cards in his hand at the moment of discarding (see End of the Round).
- Guild 06 - Heralds: Using guild 6, the player can convert prestige points into crowns at a ratio of 1:1 (see End of the Round).
* When a player uses the power of guild 3 to double the tragedy genre bonus and receive 2 markers, he may place them in the same guild, or in different guilds, or one on the King's space and another on a guild. But he cannot place both markers on the royalty.
Also about the guilds: during each round, a player can use the power of several guilds as long as he has the minimum number of markers required in each of them. Also, when he plays a card and visits this area of the board, the guild to which the player decides to move his pawn is irrelevant, as long as he does not forget to make the movement.
Summary:
- 1st card: place and/or move up to two markers.
- 2nd card: place and/or move up to three markers.
- 3rd card: place and/or move up to four markers.
Examples of guild visits. The Blue player placed 2 markers in the Theater Directors guild during setup (A). On his 1st turn, he visits this area and adds 2 more markers to the same guild (B) (1st card), to take advantage of it when he goes to the theater. On a later turn, he plays his 2nd guilds card and manipulates 3 markers: two he puts in the Merchants guild (C) and one he moves from the Theater Directors guild to the Merchants guild (C). Finally, on his last visit (3rd card), he manipulates 4 markers: one he places in the Craftsmen guild (D) and another in the Heralds guild (D), and two he moves from the Theater Directors guild to the newly occupied guilds (D). Thus the player prepares to take advantage of these two guilds in the next round, when he should place a third marker in each of them.
2nd Action: Buy a Place Card
Right after visiting one of the four areas of the board, the player has the option of buying a new place card and adding it to his hand. The price, $1 or $2, depends on the chosen card (city, theater, guilds or court). There is no limit to the cards in the player's hand, but it is only allowed to buy a single card at the end of each turn. Also, if the player wishes to buy a card whose pile has run out, he must choose another type of card still available.
Although buying is not mandatory, no player can end his turn with no cards in hand (zero cards). Therefore, if a player has only a single card and plays that card on the table to visit any place on the board, he must buy a card at the end of his turn. If he has no money, the following occurs:
The player removes one of his influence markers from the game and returns it to the box. In exchange the player receives $3 from the general supply and buys a card. The marker removed by the player may be taken from any guild, from the court (royalty spaces and Counselor) and also from the specializations table on his individual board. Of course the player must evaluate where to take the marker from in order to minimize his loss. Note: if the marker is removed from one of the four royalty spaces (King, Queen, Prince and Princess), do not forget to move the remaining markers back to avoid holes or empty spaces.
End of the Round
The first player to play the 3rd card of the same place triggers the end of the round. It is played to the end and finishes. Now the players must perform a series of tasks before passing to the next round. In the lower left corner of the board there is a box with a summary of these tasks. It is also important that the numerical sequence of the tasks be followed.
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Return place cards. Each player returns to the respective piles all the place cards he used during the round and that are face up in front of him on the table. Whoever controls guild no. 5, the Merchants, may choose and keep two cards in his hand. The others are discarded. Example: the Blue player used 7 cards in the round, but controls the Merchants guild. He decides to keep the court card and the city card and discards the other five.
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Choose a King's Favor. The player who triggered the end of the round chooses and applies, immediately, one of the five King's Favors that are available. Right after receiving the favor he turns the card over on the table. This indicates that this favor can no longer be chosen in this round. Next, the player to the left does the same, chooses, receives the favor and turns the card over, and this continues around the table until everyone has received a favor. (See King's Favors below.)
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Receive victory points. Starting with the starting player, everyone receives victory points in three areas.
- Theater: each player receives victory points equal to half of his fame, rounded down. Example: a player has 7 fame points. He scores 3 victory points.
- Guilds: in each of the six guilds the player with the most markers receives 2 points. When there is a tie between two players in any guild, each receives 1 point. If the tie occurs between three or four players, nobody receives points.
- Court: each of the four royalty spaces earns 1 point for the player who has a marker on the space. In addition, the Counselor distributes a total of 6 points among all the markers that are on it (see the example). Note: right after scoring the court, remove only the markers from the Counselor's space and return them to their players. Counselor examples (diagrams): one Blue marker alone - Blue 6 pts. Yellow with two markers and Green with one - Yellow 4 pts, Green 2 pts. Three markers of three different players - each player 2 pts. Four markers of four players - each player 1 pt (2 pts are lost).
Important: the nobles in the court hall are removed only if the last empty chair was occupied during the round that has just ended. Also, objects not collected in the craftsman's shop remain there from one round to the next until the players visit the city again and collect their ordered objects.
King's Favors
See in detail how to use each of the King's Favors at the end of the round. (The seven favor cards are:)
- Choose two place cards, equal or different, and add them to your hand.
- Receive one victory point (VP), $2 and a crown.
- Receive two crowns and place them behind the screen.
- Receive $5 from the general supply.
- Receive VP according to your fame: 3 to 7 = 3VP; 8 to 13 = 4VP.
- Receive VP equal to half the number of nobles (N) at the court. Example: 7N = 3VP.
- Manipulate up to three influence markers of your color in the guilds. The player may place and/or move up to three markers in this area of the board, following the rules for visiting the guilds.
Note: in the rare case that the last player to choose a favor cannot apply the effect of the remaining favors, he receives 1 victory point and $1.
Reminders:
- Remove two favors during setup. Use only five. With 2 players remove three favors.
- The player who triggered the end of the round chooses first and cancels the favor (turns the card over on the table).
- The other players choose their favors clockwise, and also each cancel the chosen favor.
- After everyone has chosen their favors, turn the five cards face up again.
End of the Game and Winner
Jester ends right after the tasks (1-2-3-4-5) of the 3rd and last round have been performed. Now, the players receive additional victory points for the following items:
- Each set of 4 place cards (one of each type) in the player's hand is worth 3VP.
- Each object made in front of the player is worth 2VP. Objects in the craftsman's shop do not count.
- Each marker on the specializations table is worth the point where it is: 1, 3 or 6VP.
- Each $3 in the player's possession is worth 1VP.
- The player who took at least one class in each of the seven disciplines, and marked the classes with his markers on the table, receives 10VP. Whoever took at least one class in six disciplines receives 7VP.
- Whoever has the greatest quantity of influence markers on the board (guilds and royalty spaces) receives 8VP. The 2nd player with the greatest quantity receives 4VP. If two or more players tie for 1st place, they add and divide the points (8+4), and there is no 2nd place. If there is a tie for 2nd place, none of the tied players scores.
Players advance their cubes on the victory point track on the board. If a player passes 50VP on the track, he takes a 50-point token and continues advancing from space 1.
Crown Penalty
Now the players remove their screens and show their crowns. Whoever has the LEAST quantity of crowns is the court Jester candidate who has the least influence over the King. This player loses 10VP and moves his cube back on the scoring track. If there is a tie, the penalty is suffered by the one among the tied who has the lowest score on the fame track. If the tie persists, all tied players lose ten points.
Note: crowns are not a limited component in the game. If they run out during the game, use another element as a substitute.
Winner of the Game
The game is won by whoever is furthest ahead on the victory point track. If there is a tie, whoever is furthest ahead on the fame track wins. If the tie persists, whoever has the greatest quantity of influence markers on the board wins.
Variant: Red Chairs
If your group's profile is a bit more interactive and/or aggressive at the game table, allow the occupation of the red chairs in the court hall right in the 1st round. Each player may visit the court and perform Play A to occupy one of these chairs, from his second turn of the game in the 1st round. In this variant, each player starts the game with 3 crowns instead of 2.