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Jokkmokk: The Winter Market

Jokkmokk: The Winter Market Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Anatomy of a Card
  • Gameplay
    • 1. Move your Family Member
    • 2. Claim the card
    • 3. Refill new cards
    • 4. Check midgame scoring
    • Midgame scoring
    • 5. Check for game end
  • Endgame scoring
  • Example game end scoring
  • 2-Player Scoring
  • Rule Clarifications
  • Neutral Player Rules
    • Simpler Neutral Player Alternatives
  • Solo Rules
    • Solo Mode Setup
    • Solo Mode Gameplay
    • Solo Mode Scoring
    • Solo Ratings
  • Set Recommendations
  • Summary of Play

Components

  • 1 Game board
  • 10 Family Members (2 in each of the 5 Player Colors)
  • 18 Set Reference cards
  • 204 game cards
    • 100 morning cards
    • 104 evening cards
  • 1 Current Player token
  • 1 Midgame Scoring token
  • 12 "5p" tokens
  • 10 "50p / 100p" tokens

Setup

  1. Place the Game board in the middle of the table.

  2. Give each player 2 Family Members in the same color.

  3. Randomly select a player to be the first player.

  4. The first player places one Family Member on the Market Entrance slot (blue slot). Then, in clockwise order, each player places a Family Member on the next slot to the right of a previous Family Member.

    When everyone has placed their first Family Member, the last player will place their second Family Member, and in counter-clockwise order, every player will place their second Family Member.

  5. Place the Current Player token behind the Market Entrance slot.

  6. Select which sets of cards you wish to include in the game. You will choose 2 sets of basic cards, 2 sets of experienced cards, and 2 sets of special cards.

    However, for your first game, we recommend using:

    • Antique
    • Dalecarlian Horse
    • Hot Dog
    • Patchwork
    • Present

    See the back of the rulebook (Set Recommendations) for other suggested sets of cards, or guidelines for randomizing.

  7. For each of the selected sets, separate the cards by the two different card backs. Make one deck of morning cards (with a sun in the sky), and one deck of evening cards (with a moon in the sky).

  8. Shuffle the two decks separately.

  9. From the morning deck, place one card faceup at each empty slot on the board (a slot is empty if it does not contain a card, Family Member, or the Current Player token.)

    If any cards with the "reshuffle" symbol are placed, replace them with new cards until there are no cards with this symbol. Then shuffle the replaced cards back in the morning card deck.

  10. Place the decks on the Game board where everyone can reach them to refill the board as you play.

Anatomy of a Card

Each card shows:

  • Point Value — in the point area at the top left corner of the card.
  • Card Name
  • Set Icon — basic, experienced or special.
  • Scoring / Effect

Gameplay

Jokkmokk is played using a variable turn structure.

The player whose Family Member is furthest back is the active player. This is always the Family Member in front of the Current Player token.

During your turn, perform the following steps:

  1. Move your Family Member
  2. Claim the card where you moved to, and resolve any effects on that card
  3. Refill with new cards
  4. Check for midgame scoring
  5. If it was the last card, the game ends

1. Move your Family Member

When it is your turn, take your furthest back Family Member and move it ahead to any card in front of it.

2. Claim the card

  • Claim and take the card from the slot you moved to, and place it in front of you, in a stack of cards from that card set.
  • Resolve the effect of the claimed card.

Only the top card of each of your card sets must be visible to the other players, however, you may look through your own cards at any time.

You will only ever resolve the effects of one card each turn. The card you claim after moving forward.

If you ever gain a card from another card's effect, you simply take that card and place it in front of you without resolving any effects on that card.

Note - Some card sets are not placed in stacks. Instead they may be arranged in a pattern like a grid or a pyramid, giving you points for placing the cards well. These cards will mention this on their Set Reference card.

STRATEGY TIP - Skipping more cards and moving your Family Member further ahead may give you better cards, but it will be longer before it's that Family Member's turn to move again.

3. Refill new cards

Move the Current Player token forward towards the next Family Member, who is now furthest back, and place it right behind that Family Member.

If any cards were between it and that Family Member, remove those cards from the game.

Refill any empty slots with cards from the morning deck. When the morning deck runs out, continue refilling using the cards of the evening deck. Place the Midgame Scoring token on the first refilled card from the evening deck. (The Midgame Scoring token is a reminder that midgame scoring can be triggered. See below.)

Sometimes, multiple cards can be taken or removed in one turn. Refill any empty slot, starting from in front of the Current Player token and refilling clockwise.

Example

  1. The Pink player moves their Family Member to the Dalecarlian Horse behind the Yellow Family Member. They claim that card.
  2. The Current Player token now moves to behind the Blue Family Member. Every card it passes or lands on are removed from the game.
  3. The empty spaces behind the Current Player token are refilled.

Reminder: Cards are never refilled under Family Members.

4. Check midgame scoring

Midgame scoring is triggered when the first evening card is moved to and claimed (not necessarily the one with the Midgame Scoring token). Remove the Midgame Scoring token, then resolve midgame scoring.

Depending on which sets are included in the game, there may be a midgame scoring. All sets that include a midgame scoring will show the midgame scoring icon. If no such icon is among the sets you are playing with, completely skip this step.

The Candy and Snowflake sets have midgame scoring.

Important note: This only happens when you move your character and claim the first evening card during step 2 of your turn.

If you gain the first evening card effect, this does not trigger the midgame scoring.

STRATEGY TIP - Whoever is the first to move and claim an evening card will be the one that triggers the midgame scoring. Use this to get a last-minute edge for the upcoming midgame scoring.

Midgame scoring

How each set scores during the midgame scoring is explained on the Set Reference cards for that set. Hand out Point tokens accordingly.

If you have no cards of a set that is doing a midgame scoring, you do not participate in scoring that card set.

5. Check for game end

If there are no more cards left to claim on the board (or cards that are able to be claimed), the game is immediately over and you proceed to endgame scoring.

Otherwise the player whose Family Member is in front of the Current Player token goes next.

Endgame scoring

Players will now add up their points scored on the cards they have collected during the game. How each set scores during the endgame scoring is explained on the cards and on their Set Reference.

If you have no cards of a set that is doing an endgame scoring, you do not participate in scoring that card set.

Each player takes their Family Member that is furthest ahead and uses it as a scoring marker on the score track on the board. Keep the Family Member that is furthest back on the board.

Players score points for:

  • End of game scoring from cards
  • Points written in the point area at the top left corner of the cards
  • Point tokens

The player with the highest score at the end of the game is the winner. Any ties are broken by the player whose remaining Family Member is furthest back of the tied players.

Example game end scoring

(scoring 3 players of a 4 player game)

Pink Player

For their Dalecarlian Horses, they score 52 points.

They have 2 complete sets of Antiques (sets of 3 Antique images), so they score 20 points for them. They also score the points printed on the cards for a sum of 39 points.

Their Hot Dogs are worth 37 points. They have a total of 6 Hot Dogs. Since another player has the highest number of Hot Dogs, the Pink Player does not lose half of their Hot Dog points. They score their full 37 points.

The Pink Player ends up with 128 points.

Yellow Player

For their Dalecarlian Horses, they score 22 points.

For their Presents, they score 6 points.

For their Patchwork, they managed to match the color of 12 squares: 12 x 7 = 84 points.

Their Hot Dogs are worth 59 points. Unfortunately, they have a total of 9 Hot Dogs. This is more than any other player, so they lose half of their Hot Dog points (rounded up in the favor of the player). So they only gain 30 points for their Hot Dogs (59 / 2 = 30).

The Yellow Player ends up with 142 points.

Blue Player

For their Dalecarlian Horses, they score 18 points.

For their Presents, they score 2 points.

They have 2 complete Antiques sets, so they score 20 points for them. They also score the points written on the cards for a sum of 34 points.

For their Patchwork, they managed to match the color of 6 squares: 6 x 7 = 42 points.

Their Hot Dogs are worth 28 points. They have a total of 4 Hot Dogs. Since another player has the highest number of Hot Dogs, the Blue Player does not lose half of their Hot Dog points. They score their full 28 points. The Blue Player ends up with 124 points.

YELLOW PLAYER WINS

2-Player Scoring

For a 2-player game, majority points are only awarded for first place in both midgame and endgame scoring.

Rule Clarifications

Claiming vs. Gaining cards - The only time you activate a card's ability is when, during your turn, you move to a card, and claim it.

Whenever you gain a card from another card's effect, (even if you move to that card with an effect), you gain it, and you don't activate the gained card's effect. The card is just added to the cards in front of you.

This can be good or bad depending on the situation. Try to use it to your advantage!

Losing cards - If you ever have to lose a card (some effects may force you to), that was part of a pattern, leave the other cards of the pattern as they are. You may place another card in that spot later on.

The Patchwork and Snow Lantern sets are ones with placement patterns.

Tiebreakers - Any ties during the game as well as the end of the game are broken in favor of the player whose Family Member is furthest back of the tied players.

Rounding - Any rounding of points is always in the favor of the player being rounded.

The deck - Some cards reference "the deck". If any cards from the morning deck are still available, this is the deck. If no morning cards remain, the evening deck is the deck.

Stalemate - In the rare case where it's your turn, but your Family Member is unable to move and claim a card, skip that Family Member and move on to the next Family Member in turn order and see if they can move and claim a card. Repeat until a Family Member is able to make a move and claim a card. If one does move, then it's the turn of the player whose Family Member is furthest back again, following the normal rules of the game.

If no Family Member is able to make a move, the game is over.

Neutral Player Rules

If you are playing with less than 5 players, you may increase player count up to 5 players by adding a "neutral player". (In a 2-player game we recommend adding at least one additional neutral player.)

During Step 3 of the setup, place a neutral player Family Member after every player-controlled Family Member. Repeat until you have reached your desired player count.

Players will share control over the neutral player Family Members, and try to use them to their own advantage or to hinder the plans of the other players.

Whenever it's time for one of the neutral player's Family Members to move, the last player who took their turn is the one to control the neutral player.

  • The neutral player's Family Member can be moved 1-3 cards ahead, and it claims the card it moved to.
  • Any requirement to claim, move to or past the card applies.
  • Any effect triggered by claiming the card is resolved, with the player controlling the neutral player making the choices.
  • The neutral players keep their claimed or gained cards.
  • No player is allowed to look through the neutral player's cards.

The neutral player does not participate in any midgame or endgame scoring, and does not have any endgame score.

If you are playing with multiple neutral players, each one has their cards separate from the other neutral players.

Simpler Neutral Player Alternatives

As an alternative rule, instead of having a player choose which card the neutral player moves to and claims, always move the neutral player to the first available card and claim it.

This makes the game a bit more easy going and you don't have to worry too much about making choices for another player.

Solo Rules

In Jokkmokk, you can play the game by yourself without any other player. The goal of the solo mode is to win the game against as many opponent Family Members as you can.

Solo Mode Setup

  1. Select a difficulty level by choosing the number of Family Members to play against. Add Family Members from other player colors.
  2. Place your two Family Members at the back of the line. All other Family Members go in front of yours.

The order and color of the solo opponent's Family Members doesn't matter.

The number of Family Members added counts as your "Difficulty Level."

Solo Mode Gameplay

The game is considered to have 2 players. You and the solo opponent. During the game, you maintain full control over all the Family Members and all choices and decisions made during the game. This includes placement of cards in patterns or choices of which cards to discard or give away.

  • The solo opponent's Family Members always move 1-3 cards ahead, and they claim the card where they land.
  • All cards claimed by a solo opponent Family Member go to the solo opponent, regardless of the color of the Family Member that claimed the card.
  • Any requirement to claim the card or move to or past the card still applies.
  • Any claimed card effects are activated like normal, and you get to make all the decisions.
  • Any claimed pattern cards must be placed in a pattern following the rules and they are scored as usual.

Solo Mode Scoring

When the game is done, you first score it as a regular game. If you have a higher score than the solo opponent, you have won the game! Now you calculate your Solo Score.

Your Solo Score is the point difference between you and your solo opponent, multiplied by the number of Family Members that you played against.

Example: You play a solo game against a solo opponent with 4 Family Members. Your final score is 225 points, and the solo opponent's endgame score is 175 points.

The difference is 50 points. Multiply that by the difficulty level 4, and your Solo Score is:

50 * 4 = 200 points.

Compare your Solo Score to the chart below for your final solo rating.

Solo Ratings

Compare your Solo Score to the chart below:

  • 1-199: Good job! Be proud of yoursefl!
  • 200-399: Wow! You did really well!
  • 400-599: Outstanding! That wasn't even close!
  • 600-799: Amazing! Here's a standing ovation!
  • 800+: Superb! Now you're just showing off!

Strategy tips for solo play: You should consider which cards you are okay with the solo opponent getting. Make use of the maximum number of cards the solo opponent can grab (3 cards ahead), and try to get a few extra cards for yourself.

Set Recommendations

Jokkmokk lets you choose which sets you want to play with each game. You can make the game shorter or longer depending on your preference by adding or removing sets, or choosing sets with fewer or more cards in them.

For a Standard Game, choose 2 basic sets, 2 experienced sets and 2 special sets. (Another way to tell difficulty is the color of the point area: blue for basic, red for expereienced, and purple for special.)

If you are playing with 5 players, you can add an additional basic and advanced set if you don't mind a slightly longer game.

  • First Game: Dalecarlian Horse, Antique, Hot Dog, Patchwork, Present
  • Second Game: Fika, Aurora Borealis, Snowflake, Patchwork, Mystery Box
  • Couple's Dinner: Donation, Fika, Candy, Hot Dog, Friend, Surströmming
  • Winter Nights: Aurora Borealis, Snowflake, Snow Lantern, Sparkler, Queue, Skating
  • Friends and Family: Dalecarlian Horse, Antique, Candy, Snow Lantern, Queue, Friend
  • The Gift of Giving: Donation, Bell, Sparkler, Snowflake, Mystery Box, Presents
  • Excursions: Aurora Borealis, Fika, Snow Lantern, Hot Dog, Skating, Surströmming
  • Souvenirs: Bell, Dalecarlian Horse, Snowflake, Patchwork, Present, Mystery Box

Summary of Play

  1. The player who is furthest back on the game board goes next
  2. Move your Family Member to any card ahead of you, and claim that card
    • Resolve the effect of the claimed card
  3. Refill with new cards
  4. The first time a player moves to and claims a card from the evening deck, there may be a midgame scoring
  5. Repeat until all cards are claimed, then proceed to endgame scoring