Lodge (2025)
Lodge (2025) Rulebook
Table of Contents
Table of Contents
Components
- 40 Customer cards (32 hikers and 8 squirrels)
- 60 Snack cards (15 of each type: apple, sandwich, smoothie and energy bar)
- 36 Squirrel tokens (24 of value 1 and 12 of value 3)
Game Setup
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Shuffle the Customer cards and place them as a face-down deck in the center of the table. Leave enough space beside it for a discard pile and another space for the row of Customers.
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In games of 2 to 4 players, draw 3 Customer cards; in games with 5 or 6 players, draw 4. Place them side by side to form the initial row of Customers. If any of these cards is a Squirrel, draw a new card to replace it. Repeat this process until there are no Squirrel cards in the row, then shuffle the Squirrels back into the Customer deck. Remember that during this phase the abilities of Customers are not activated.
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Shuffle the Snack cards face down and deal 7 to each player. Players may look at their cards at any time. Leave the Snack deck face down on the table, with enough space beside it to form its discard pile.
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Place the Squirrel tokens as a supply within reach of all players.
Note: in games with 2 or 3 players, see the variant rules (Variant for 2 or 3 Players, below).
Game Flow
Lodge is played over 3 rounds (2 with 5 or 6 players), each consisting of a variable number of turns. The Customer cards placed in the center of the table show the type and amount of each Snack the customer wants. Each player has a hand of Snack cards, numbered 1 to 60, representing four different types of snack: apples, sandwiches, smoothies and energy bars.
At the start of each turn, all players secretly choose a Snack card from their hand and place it face down in front of them. When everyone has chosen, they reveal their cards simultaneously.
Then, in ascending order, players place their Snack cards in front of the customers, matching each one's order. If in doing so a player completes a customer's order, they take that Customer card and place it in front of them. That card will give them points at the end of the game. Then they discard the Snack cards associated with that customer and immediately draw a new Customer card to replace the one they won.
However, if on your turn you cannot assign the Snack card you played to any of the customers, the Squirrels will eat it and you will receive a negative point. But if you manage to get 10 Squirrel tokens, you will win the game!
Card Anatomy
- Point value of the customer at the end of the game.
- A Customer's special ability is activated immediately when you win its card (see Customer Abilities in Detail below for a complete list).
- The order area shows the type and quantity of Snack cards needed to complete the Customer's order and win the card. (When placing Snack cards on a Customer card, the order does not matter, but you can never place more cards than required or of a type the Customer card does not show.)
- Snack card number, used to determine turn order.
- Squirrel token of value 1.
- Squirrel token of value 3 (counts as three tokens of value 1).
Playing a Turn
Each turn follows these steps:
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Select a card: At the start of the turn, each player secretly chooses a Snack card from their hand and places it face down on the table in front of them. When all players have chosen, they reveal their cards simultaneously.
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Place cards: Players place their cards in ascending numerical order. The player who revealed the lowest number places their Snack card first in front of a customer; then the other players do the same in ascending order. Note the following:
- It is not mandatory to place cards following the order of the icons shown on the Customer card.
- The number on the Snack cards is only used to determine the order of placement.
- You may only place a Snack card on a customer who requires that specific type of snack.
- You cannot place more Snack cards of a given type than the number of icons shown on the Customer card.
- If there is a customer who can accept your Snack card, you must place it.
Example: Paula played the Apple card with number 18, which is the lowest of those revealed, so she plays first, placing her card on the customer on the right. Fernando is next, placing his Smoothie card with 22 on the customer in the center. Then Héctor, not paying much attention, places his card, the Smoothie with number 32, on the customer on the right, which Miguel is grateful for, as he places his card, the Apple with 34, also on the customer on the right, completing her order.
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Complete orders: If by placing your Snack card you complete a Customer's order, take their Customer card and place it in your play area. It will give you points at the end of the game. Immediately activate its special ability (see Customer Abilities in Detail for the complete list).
Discard all the Snack cards used to complete the order. Then reveal a new card from the Customer deck and place it in the row of customers, to fill the empty space.
Squirrel Cards in Detail
When a Squirrel appears in the row of Customers, follow these steps:
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Discard all Snack cards of the type shown in the upper left corner of the Squirrel card that are under the Customer cards in the row.
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Give 1 Squirrel token to each player who already had at least one Squirrel token in their play area. Players receive the token even if they have no Snack cards in hand.
After applying these effects, place the Squirrel card in the discard pile.
Then draw a new Customer card. If it is also a Squirrel card, repeat the steps above, discarding that card too, until a hiker appears.
Example: if this Squirrel enters the row of customers, discard all Sandwich and Apple cards under the Customer cards in the row. Then discard the Squirrel card and draw a new Customer card to replace it. If that card were also a Squirrel, repeat this process until a hiker appears.
End of the Round and Preparing the Next
In rounds 1 and 2, the game continues until at least one player has only 2 Snack cards in hand. Due to the abilities of some Customers, some players may have more cards than others.
Note: having more Snack cards simply gives you more options, but does not allow you to play additional turns.
The Customer cards that remain in the row and the Snack cards already placed stay in play during the next round.
To start a new round, deal each player face down as many Snack cards as needed so they again have 7 cards in hand.
If the Snack deck runs out, shuffle the discard pile to form a new face-down deck and continue dealing cards from it.
The third round continues until at least one player runs out of cards in hand. Then proceed to the final scoring phase.
Important note: If, when playing the last card of a round or of the game, a player completes a Customer's order, you must first reveal a new Customer card and place it in the row. If the revealed card is a Squirrel, resolve its effect and draw another card following the usual procedure.
Game End and Final Scoring
After the last round (the third in games of 2 to 4 players, the second with 5 or 6 players), proceed with the final scoring following these steps:
Squirrel victory: if a player ends the game with exactly 10 Squirrel tokens in their play area, they win the game immediately.
In case of a tie, the player with the most points from their Customer cards wins. If the tie persists, the tied player with the most Customer cards wins.
Warning: If a player ends the game with more than 10 Squirrel tokens, they lose the game immediately!
Victory by points: if no player has exactly 10 Squirrel tokens, the winner is the player with the most total points. Your score is obtained by adding the points of your Customer cards and subtracting 1 point for each Squirrel token.
Note: If a player ends the game with exactly 5 Squirrel tokens, they receive a bonus of +5 points.
In case of a tie:
- The tied player with the fewest Squirrel tokens wins.
- If the tie persists, the tied player with the most Customer cards wins.
- If the tie still continues, the tied players share the victory.
Scoring of Squirrel tokens
- 1, 2, 3, 4 Squirrel tokens: -1, -2, -3, -4 points respectively.
- 5 Squirrel tokens: +5 points.
- 6, 7, 8, 9 Squirrel tokens: -6, -7, -8, -9 points respectively.
- 10 Squirrel tokens: automatic victory!
- 11 or more Squirrel tokens: automatic defeat.
Scoring example: At the end of the game, you have completed seven Customer orders and have obtained the following cards: four worth 2 points, two worth 1 point and one worth 3 points, for a total of 13 points. You have also gained four Squirrel tokens, which are worth -4 points. Therefore, your final score is 9 points (13 - 4 = 9).
Your opponent completed only two orders, totaling 4 points. But they have 10 Squirrel tokens (one of value 1 and three of value 3), and thanks to that, they win the game automatically.
Variant for 2 or 3 Players
In games of 2 or 3 players, in order to increase tension and have more Snacks on the table, an additional rule is introduced. Each turn, draw a Snack card from the deck and reveal it simultaneously with the players' cards. This card is called the automatic card and follows the same rules as the players' cards:
- It is placed in ascending order, like the other cards.
- It is assigned to Customers from left to right, following the order of the row.
- If a Customer can accept that type of Snack and has room, the automatic card occupies that space.
- If it completes a Customer's order, discard their card as if a player had claimed it and immediately draw a new Customer card to replace it, following the usual procedure.
Customer Abilities in Detail
(The ability icons are not reproduced in the text of the rulebook; the abilities are listed in the order printed.)
- Draw 1 Snack card.
- Draw 2 Snack cards. All other players draw 1 Snack card.
- Discard up to 2 Snack cards and draw the same number of cards. You may choose not to discard any cards.
- Choose 1 Snack card from your hand and exchange it for a randomly chosen card from another player's hand, without being able to see their cards.
- Take 1 Squirrel token and add it to your play area.
- Take 2 Squirrel tokens and add them to your play area.
- Discard all your Squirrel tokens.