Jungle Rumble
Jungle Rumble Rulebook
Table of Contents
Table of Contents
Game components
- 1 scoring board
- 4 personal boards (1 for each family)
- 5 action tiles
- 24 kitten tiles (6 per family)
- 34 field tiles
- 32 irrigation sticks
- 36 food tokens (worth 1, 2 and 5 units)
- 20 gold coin tokens
- 5 penalty tokens
- 1 first player token
- 4 scoring tokens (1 for each family)
Overview
Your goal is to manage your little family of cats: make it prosperous, grow your fields, develop your businesses and feed your kittens.
Each turn, you will choose an action and send your kittens assistants to work on it. Unfortunately, kittens get tired quickly, and have to rest. It will therefore be necessary to wisely decide how many of them to assign to work. Your opponents will then be able to use their kittens to follow your action, or "pass" to awake one kitten. Then, you will have to feed your whole family.
Everything you do will bring you victory points. But to become the next mayor of Meowtopia, you will need to earn more than your opponents!
Setup
Place the scoring board at the center of the play area. Each player gets one personal board and place his kittens as shown on the image.
Place food tokens of 1, 2 and 5 units, and gold coins near the scoring board. If, at any moment during the game, you run out of gold coins, you can improvise money using the food tokens. Although some other resources used in a game are limited by the number of players:
- For 2 players, take 22 field tiles and 22 irrigation sticks.
- For 3 players, take 25 field tiles and 25 irrigation sticks.
- For 4 players, take 30 field tiles and 28 irrigation sticks.
Put the remaining elements aside, they may be used at the end of the game.
Place the field tiles and irrigation sticks on the scoring board where indicated. Place the 5 action tiles aside within reach of all players. For your first game, turn them all to the side where only one action is pictured. (The other side of the tiles, showing two actions, is used for the alternative variant.) Finally, place scoring tokens near the scoring board.
All elements beside the scoring board are considered as being in a "common reserve".
Each player starts, in his personal supply, with: 2 kitten tiles corresponding to his personal board (family), 2 field tiles, and 1 irrigation stick.
The two fields are placed adjacent to each other near the personal board on the irrigated side. Irrigation is placed between the two fields.
The two kittens are placed on the "awake" side, near the personal board. These are your first two worker kittens.
Randomly determine the first player. He takes the first player token. You are now ready to play the game.
Order of play
The game takes place in several rounds. A "round" is over when the turn comes back to the first player. That is, when each player performs his turn, clockwise, starting with the player who owns the first player counter. Note that each player can also "follow" and copy the action that was just played, during the turn of his opponents. Those "copy" actions are still happening within the turn of the currently active player.
When the round is over, the first player counter is given to the person sitting left to the first player. Now, he is the new first player and he starts the next round.
Waking up phase
During this phase, the active player will wake up his sleeping kittens and assign merchandise to its merchants.
Waking up the kittens
The active player can wake up his kittens, according to the following rules:
- If all of his kittens are awake, he gains 1 food from the reserve as a reward, because he looks after his kittens.
- If only one of his kittens is asleep, he can wake him up for free.
- If 2 or more kittens are asleep, he must pay 1 food per kitten that he wants to wake up. (Player may not wake up one kitten for free.)
A player does not have to wake up all of his sleeping kittens, even if he has enough to pay. He can wake only some of them. After paying the appropriate cost, the active player turns the number of awakened kittens to the "awake" side.
Selling goods
In this phase, the active player may also sell goods by his merchants. In order to do this player must have merchant kitties on his personal board. There are two types of goods to sell: the food and gold coins.
Merchants must comply with 2 rules:
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A merchant may sell only one type of merchandise until the end of the game. This means a merchant that trades with gold will not be able to accept anything other than gold for the rest of the game, and a merchant that trades with food will not be able to accept anything other than food for the rest of the game.
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A merchant accepts only one unit per turn. If the player has several merchants, each one of them can receive only one unit of merchandise (1 food or 1 gold coin). To sell a commodity, the active player must take it from his personal reserve and places it on the merchant tile (where it stays for the rest of the game).
Action phase
The action phase is divided into two phases. The phase of the active player, and then the phase of his opponents.
During its action phase, the active player will choose one of the actions available and take it in front of him. This action will not be able to be chosen by the other players during this round. The active player will then send as many kittens awake as he wish to work on that action. The player can only send workers, never the traders. A player can send no kitten to perform the action, but his opponents may still follow or pass the action.
When a kitten is sent to work, it is turned to the "Asleep" side.
Once the active player has performed his action, the others players, in the clockwise order, will have the choice to "follow the action" of the active player, or to "pass".
- If the player follows the action, he can send 1 (and only 1) of his awaken kittens to perform the action of the active player (this kitten then turns to the "sleeping" side).
- If the player "passes" (by choice or because he has no more kittens awake), he can wake up one of his sleeping kittens for free.
- If the player "passes" and can not wake up kittens (because they are all already awake), he may take 1 unit of food from the reserve as a compensation.
When all opponents have chosen to follow the action or pass, the active player then proceeds to the feeding phase.
Illustration captions (as printed): Active player decides to plow fields. He decides to assign 2 of his kittens to work. He turns them both to the "asleep" side. / The second player decides to follow this action. He can assign only one kitten to plow fields. / All kittens of the third player are asleep. He can can now awake (only) one of his kittens.
Actions
As soon as the "awaken" worker kitten is assigned to work on any action, it is turned to its "sleeping" side.
Food: The active player that chooses this action can send 1/2/3/4/5/6 awake kittens, to take 2/5/8/12/16/20 food units. Player takes, from the common reserve, amount of food corresponding to the number of food produced by the kittens sent to work.
Irrigation: The active player that chooses this action can send up to 6 awake kittens to dig irrigations. The player takes as many irrigation sticks as the number of kittens that was sent to work. Irrigation sticks must be placed immediately. An irrigation can only be placed by a non-irrigated edge of one, or two, fields and can not be moved once positioned. As soon as a field is irrigated, it must be turned to its "irrigated" side. An irrigated field saves 1 unit of food regardless of the number of adjacent irrigations. Irrigating the same field several times only grants extra victory points at the end of the game.
Gold: The active player that chooses this action can send up to 6 awake kittens to acquire 1 gold coin each. The player takes as many gold coins from the common stock as the number of kittens sent to work.
Recruitment: The active player that chooses this action can send up to 6 awake kittens to recruit new kittens. For each kitten sent, player must spend 1 gold to recruit a new kitten. The player takes as many of the new kittens (of his family type) as the number of kittens sent to work and equal amount of gold spent. As soon as a player hires a new kitten, he must immediately choose whether it becomes a worker or a merchant. A kitten can never change its status during the game.
- If the kitten becomes a worker, place it on the "awake" side next to other workers.
- If the kitten becomes a merchant, place it on the "awake" side on your personal board. On each of your subsequent turns, during the awakening phase, he can sell one commodity.
Fields: The active player that chooses this action can send up to 6 awake kittens to create that many new fields. The player takes from the general reserve as many field tiles as the number of kittens sent to work. The field tiles are placed immediately. One field tile must be placed adjacent orthogonally to another field tile and can no longer be moved once positioned. If the field tile is placed next to the irrigation, turn it immediately on the irrigated side. Otherwise, turn it to the "earth" side.
The feeding phase
During the feeding phase, the active player will have to feed his kittens. Whether they are workers or merchants, asleep or awake, all the kittens owned by the player must be fed.
The active player must pay 2 units of food per kitten. He reduce the number of required food by 1 for each irrigated field that he owns. After this calculation, if the required amount of food is positive, the active player must spend that many food tokens from his personal reserve and put them back in the general reserve.
If the required amount of food is zero or negative, nothing happens. That is, if the player's fields save more food than necessary, the surplus is lost (you can never earn food tokens this way).
If a player can't or doesn't want to feed a kitten, two choices are available to him:
- The player can fire a kitten (worker or merchant). In this case, the kitten tile is put back into the reserve, the player takes 3 units of food from the reserve that can be used to feed his remaining kittens. If player fires the merchant, the goods on that merchant tile are lost and are put back in the general reserve.
- The player can decide to keep all of his kittens. For each kitten that he does not feed, the player takes a penalty token "-3 points".
Example (as printed): This player has 3 kittens. Therefore he must pay 6 units of food in order to feed them all. He has 4 irrigated fields, so in this feeding phase, he only needs to spend 2 food tokens from his personal supply.
End of the round
When all players have completed their turns, the current round ends.
Then, 1 unit of food must be placed on each of the action tiles that were not chosen during this round. The next player to choose those action tiles on subsequent turns, gains the food tokens present on that action tile. After that, all other (used) action tiles must be returned to the center of the table. They become available for the next round.
Finally, the first player then gives the "first player token" to his neighbor to the left. He will be the new first player for the upcoming round.
End of the game
The game ends when one of the following tree [sic] conditions are met:
- A player takes the last field tile.
- A player takes the last irrigation stick.
- A player takes the other player's kitten(s) with the "recruiting" action.
A player may only take the opponent's kittens if the reserve of his kittens is empty, that is, he already has his 6 kittens in play and must recruit a seventh one, or more.
As soon as the condition is fulfilled, at the end of that round (when the turns goes back to the first player) the game ends.
Note that the number of field tiles and irrigation sticks is not limited. When a player takes the last item, the other players always have the opportunity to follow that action and take more items. In this case, use the field tiles and irrigation sticks set aside at the beginning of the game.
Each awake kitten at the end of the game is worth 1 unit of food to the player who controls it. Then the scoring follows. Points are counted on the points track on the scoring board. Each player uses his own family's score token to advance on the track. The player with the highest score at the end, wins the game and becomes the new mayor of Meowtopia!
Scoring points
- Each kitten (worker or merchant) counts as 3 points.
- Each irrigation stick yields 1 or 2 points, depending on whether it irrigates 1 or 2 fields.
- Each piece of gold on merchant tiles counts as 3 points.
- Each unit of food on merchant tiles is worth 2 points.
- Each piece of gold in the reserve counts for 1 point.
- Each set of 2 food units in the reserve is worth 1 point.
- Each penalty token reduces the player's score by 3 points.
Variant
To refresh the game, you can decide to use the flipside of the action tiles. In this scenario, there are 2 different actions pictured on each action tile. Each of the actions is therefore present on 2 different action tiles.
The game runs exactly like the normal version, with one exception: when the active player takes a tile, he may choose to play either one of the two actions pictured. The other players, if they decide to follow, must follow on the second action, which was not chosen by the active player.
This variant greatly increases the level of strategy in the game.