Les Toits de Paris
Les Toits de Paris Rulebook
Table of Contents
Table of Contents
Components
- 90 Loot Cards
- 4 Character Cards
- 1 Detective Marker
- 1 Main Board
- 18 Reward Tokens (3 per color, 1 with a high value and 2 with a low)
- 1 Rule Booklet
Game Setup
- Place the main board on the table and the Detective Marker on his space.
- Place the Reward Tokens above the board so that all Magpies can see them.
- Shuffle all Loot Cards. Form a face-down stack of 15 Loot Cards to the right of the board: this is the common supply.
- Form another face-down stack with the remaining Loot Cards to the left of the board: this is the draw pile.
- Leave some room next to the draw pile for the discard.
- Each Magpie chooses the Character Card of their choice and places it in front of them.
Gameplay
The youngest Magpie is the first player. He or she becomes the Leader of the Magpies. Their turn is divided in two phases: the Stealing Phase and the Sharing Phase.
Once the Sharing Phase ends, the next Magpie (in clockwise order) becomes the new Leader.
Stealing Phase
The Leader reveals the first card of the draw pile and places this card on the leftmost free space of the board.
Then, the Leader may either:
- keep drawing cards, in which case each new card must be placed on the leftmost free space of the board,
- or stop drawing and go to the Sharing Phase.
Whenever you place a card with the one-arrow / two-arrow / three-arrow detective icon on the board, move the Detective Marker to the left by as many spaces as the number of arrows.
Caught Red-Handed
Whenever the Detective Marker moves to a space with a Loot Card, the Magpie is caught RED-HANDED. The card that the Detective reached, as well as all other cards behind it, must be discarded. Immediately move to the SHARING PHASE.
Achievement
If, at the end of the Stealing Phase, the Detective Marker is right next to a Loot Card (in an adjacent space), then the Magpie performed an ACHIEVEMENT.
Sharing Phase
Three situations can occur:
- The Leader performed an ACHIEVEMENT: that player MAY take as many cards as they want.
- The Leader has been caught RED-HANDED: that player may not take ANY Loot Card.
- All other situations: the Leader MUST take as many cards as indicated on the board.
All cards remaining, of any, must be shared among other Magpies. Starting from the Magpie who sits on the left of the Leader and proceeding clockwise, all Magpies MUST take one card from the board. Sometimes, there are not enough cards for everyone. In that case, some Magpies won't get any Loot.
Then, if the Leader was not caught RED-HANDED, that player MAY take an extra card among the remaining cards, if any. After that, all remaining cards are discarded.
Once the Sharing Phase ends, the next Magpie (in clockwise order) becomes the new Leader. That player places the Detective Marker back on its starting space, then starts their Stealing Phase.
Placing a Card in a Collection
Whenever you take cards, sort them by color and place them in front of you. Make sure that everyone can see the number of cards that you have in each color, as well as the cards' effects.
Under Surveillance
If, at any time, you have a collection of at least 3 cards of the same color, each of them with an ALARM icon, you trigger a police raid:
- Discard all cards of this color,
- Then, you can flip your Character Card and place it in the collection of your choice. That card becomes a wild card of the color of your choice. Be careful though: if you trigger a police raid against color, you will lose your Character Card.
End of the Game
Once the draw pile runs out, the game is almost over. You can still draw from the supply if needed, but once you've decided to stop drawing cards and completed the Sharing Phase, the game ends. Proceed to the final scoring.
Final Scoring
For each color, the Magpie who owns the most cards receives the Reward Token of the highest value. The runner-up receives the other (low-value) token.
- If several Magpies are tied, the tie is broken in favor of the Magpie who has the card of this color with the laurel-wreath tiebreaker symbol.
- If two Magpies are tied for first place, both Magpies take a low-value token. The high-value token is not awarded in this case.
- If two Magpies are tied for second place, both Magpies take a low-value token.
- If there are more than two Magpies tied for first or second place, none of them receive any token.
The Magpie with the most feather symbols on all of their cards takes the white token of the highest value. The runner-up receives the other (low-value) token.
- If two Magpies are tied for first and/or second place, apply the same rules as above.
Add up all victory points from your Reward Tokens and from your cards with the victory-point symbols (1, 1, and 2). The Magpie with the most points wins.
If there is a tie, all tied Magpies share the victory.
Cards' Effects
- Whenever you gain a card with the bonus-card symbol, you must immediately draw the first card from the supply and add it to one of your collections. If the card that you draw also has a bonus-card symbol, then you draw another card from the supply, and so on.
- Whenever you add a third Alarm Icon in a collection, discard all cards of this collection.
- At the end of the game, the Magpie who has the most feather symbols scores extra victory points.
- At the end of the game, this card scores 1 or 2 extra victory points (as shown by the numbered victory-point symbol).
- At the end of the game, this card scores 1 point and breaks ties in your favor for this color (the laurel-wreath tiebreaker symbol).