Le Paresseux
Le Paresseux Rulebook
Table of Contents
Table of Contents
Object of the Game
You are all sloths that have left your nest. You race each other from branch to branch before returning to your nest and victory. But unlike most race games, for sloths, the last one in is the winner! You can move your sloth as well as your opponents' in an effort to be last. You can even go to sleep. Happy snoring!
Contents
- 1 Game board depicting the route of the race
- 6 Sloth Markers
- 12 Snoring Tokens
- 25 Event Cards
- 1 Special Die
- 1 Rulebook
Rules of the Game
Setup
- Shuffle the event cards and place them on the board in the box outlined in red.
- Each player takes 1 wooden sloth marker 2 snoring tokens. All Sloths are then placed in the nest, in the center of board.
- The youngest player goes first and then each player takes a their turn in clockwise order.
Spaces on the Board
- The yellow spaces are normal, and have no special effect.
- The black spaces are to dangerous for sloths! You cannot move a sloth so that it ends its turn on a black space. But they are counted normally as spaces when passing over them.
- The red spaces are "draw a card" spaces. If a sloth lands on one of these spaces, its owner receives an event card and its results are applied immediately to their sloth, unless otherwise indicated (note: there are 2 cards that allow you to keep the card for later use, these are, of course, not applied immediately). Used event cards are discarded face up under the event card pile. If in the rare case the event card pile is depleted, reshuffle the previously used cards, and form a new draw pile.
Special Cases
- You do not get an event card if you land on a red space that is already occupied by another sloth.
- If the only sloth you can move (by die roll or by card event) is your own, you are obliged to do so.
- If the only sloth you can wake up (by die roll or by card event) is your own, you are obliged to do so.
Winning the Game
Once a Sloth reaches the nest (it is not necessary to land there by exact movement), its owner is out of the game, and cannot take any more turns or play any more cards. The winner of the game is the last player to return to the nest.
On Each Turn
On your turn roll the die and apply the results below to your own sloth OR another player's sloth (your choice).
Results of the Die Roll
| Result | Effect |
|---|---|
| 1, 2 or 3 | Move a sloth of your choice the number of spaces indicated. |
| -1 | Move a sloth back one space. |
| 2+3 | Move a single sloth 5 spaces, or make two different sloths (one moves 2 spaces and the other moves 3 spaces). |
| Sloth | The sloth result allows you to wake up a sloth. You must remove a snoring token from one sloth, and place the removed token into the nest on the game board. If there are no sloths to wake up, then you take a previously-used snoring token from the nest and add it to your pile. If there are no snoring markers in the nest, your turn is over. |
ZZZZZ..... Sleeping Sloths
At any time during the game, you may decide to put your sloth to sleep. Simply place one of your snoring tokens on top of your sloth marker.
- A sleeping sloth may NEVER be moved (either by dice or by card).
- Even while your sloth is asleep, you continue to take your turn normally and move other player's sloths.
- A sloth can only be woken up by a "SLOTH" roll on the die, or by playing an appropriate card (see cards below).
- When a sloth is woken up place its used sleeping token into the nest.
Sloth Piles
A moving sloth can land on a space occupied by other sloths (sleeping or not). When this occurs, the newly arrived sloth is placed on top of any other sloths that are already on this space (the oldest arrival is on the bottom, and the newest on the top).
NOTE: Only the top sloth in a sloth pile can be moved or woken up (whether by the dice or a card). It is great to be on the bottom of a sloth pile, if you want to lose as much time as possible...
Event Card Text
- Move an opponent's sloth 3 spaces ahead.
- Advance 4 spaces or roll the dice twice and move forward the total number.
- You lose one snoring token.
- Place your sloth on the first sloth behind yours, if there is one.
- Give another player a snoring token.
- Exchange places with another sloth.
- Wake up all sleeping sloths immediately.
- Keep this card. When you use it, you double the last roll of the dice.
- Wake a sloth take a snore token from another player.
- Go 2 spaces forward or draw another card.
- Move back 1 space or advance an opponent's sloth 4 spaces forward.
- Choose any player's sloth and place it on your own.
- Keep this card and use it to wake up another sloth whenever you want.
- Move an opponent's sloth back 6 spaces.
- Return to the space you just left.
- Advance 8 spaces or roll the die 4 times and move forward the total number.
- Put yourself in last place (note: the first yellow or red space behind the last player).
- Use one of your snore tokens to put an opponent's sloth to sleep (if you have one).
- Place your sloth on the first sloth in front yours, if there is one.
- Go forward or move backward one space.
- Each player rolls the die once and moves your sloth accordingly.
- Move an opponent's sloth back 3 spaces.