Mees, kes teadis ussisõnu
Mees, kes teadis ussisõnu Rulebook
Table of Contents
Table of Contents
Play Set
- 80 cards with landscape, enemies, helpers and owl eggs
- 5 dice with secret markings
- 5 differently coloured wooden figures
- 1 set of rules
Cards
- Home (1) is the starting point and the most important place of the game. In this game all roads lead to home, not Rome.
- Landscapes (24) cards are set to create a playing field. In every game the field and adventure is different.
- Owl eggs (16) mark lives. Hold onto them like they are your own. If you lose the eggs, you lose the game.
- Enemies (24) The most evil cards are the one of enemies. Fight them if you have strength or run as fast as you can. No need to feel ashamed.
- Helpers (15) Useful cards, which help to fight enemies or fulfil assignments.
Signs on the Cards
- Good card: marked with a green hand sign.
- Evil card: marked with a claw sign.
- One to three points: marked with a sign showing one, two or three arrows on a green disc.
Dice
The dice are made of wood and have secret markings instead of dots. The faces show the following signs:
- Snake word (Ussisõna) is old Estonian wisdom. A good word, not to mention the evil, wins the battle.
- Bow (Vibu) is used to hit a flying or far away enemies.
- Club (Nui) is a club with sharp iron spikes that helps even with the thickest armor.
- Shield (Kilp) is a hassle to drag along, but oh so helpful.
- Crow foot (varesejalg) marks fast feet. Don't be shy to use them if needed.
- Muhu mänd - Two Muhu Mänd's replace whatever other marking of dice.
Playing Field Key
- Deck of used cards
- Deck of new cards (the printed key labels this item "deck of used cards" as well; corrected here to "deck of new cards", as the rules define it)
- Helpers
- Owl eggs
- Completed cards, for points
- Meeme
- Wasteland
- Home card
- Dice
- Cards of the player I / II / III
Rules
Preparation
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Find the necessary amount of owl eggs and divide between players:
- 2 players - 5 eggs each
- 3 players - 4 eggs
- 4 or 5 players - 3 eggs
Players put the owl egg cards face up on the table.
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Find the Home from the pack of cards. Place it in the centre of the table. This is the starting point of the game.
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Find four random landscape cards from the pack and place them around the Home. Cards must be placed in the way that the roads are connected.
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Shuffle all the other cards and put the deck on the table facing down. This is the deck of new cards. Leave place for the expanding landscape cards on the table.
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All players choose figures and place them on Home.
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Every player throws all the dice once. The one who gets the most Snake words (ussisõnad) starts the game. If the score is even between players, the dice are thrown again.
Course of Play
Every turn consists of two actions: 1) Travelling and 2) Grabbing. When these two things are done, the turn goes to the next player clockwise.
1) Travelling
You can travel with your figure in a direction you choose. Travelling is done only by connected roads. You can travel only by one landscape card at the time.
There can be several figures on one landscape card.
When stepping on a landscape card, you must complete the challenge immediately.
2) Grabbing
Take the top card from the deck of new cards and turn it face up. Do it even if you did not complete the challenge on the landscape card. Act accordingly:
- Owl egg (öökullimuna) - take it, keep it. This gives you an extra life.
- Helper (abiline) - take it, keep it. This helps you to complete the challenges and fight enemies.
- Enemy (vaenlasega) - you fight!
- Landscape - use the landscape card to expand the playing field. Make sure the roads are connected.
End of the Game and Winning
The game ends when the deck of new cards is finished.
Then you count all the points of all players. Even the players who lost their lives before the game ended.
The player with most points wins.
Completing Challenges and Fighting Enemies
To complete challenges and fight enemies you need to roll the dice. The needed score is shown on the landscape and enemies cards. At first you throw all five dice together. Then you can roll the unwanted dice up to two times more.
NB! Two Muhu Mänd's can replace whatever other sign on the dice.
Landscapes
When stepping on a landscape card you have to complete the challenge.
If you succeed in completing this challenge, then you keep this landscape card for yourself for points. Points are shown on the card, from one to three points.
On the empty place on the table, you put a card from the deck of new cards, face down, so the wasteland picture is facing upwards.
The figure of the player stays on the wasteland card. This card stays there till the end of game. You can always step on the wasteland card, there is no challenge on that card.
If you fail to complete the challenge, you must go back Home. If there is an evil sign on this landscape card, you also lose an owl egg. Put this owl egg card in the deck of used cards.
Meeme
Meeme is a special landscape card, it has no challenge. When you step on the Meeme card, you can put your figure wherever on the playing field. Meeme himself stays on the playing field till the end of game.
Enemies
When you have grabbed yourself an enemy card, you must fight!
If you win, you keep the enemy for points. Points are shown on the card, one up to three.
If it seems that you cannot win the fight with the enemy, then you can try to escape. For escaping you need to roll the dice to get the markings shown on the bottom of the enemy card. You can decide whether to fight or to escape any time during your turn. Dice must be re-rolled only up to two times either way.
If you lose the fight or cannot escape, you have to give away one of your owl eggs. Put both cards into the deck of used cards.
The figure stays on the same landscape card you were on, either way.
Helpers
When completing challenges or fighting enemies, you can use helper cards to replace the markings on the dice.
If you do not have the necessary helper card, you can ask for help from other players. This way you will not lose your owl egg, but the landscape or enemy card (as well as the points on it) will go to the person who gave you the helper card.
If you were helped by several players, the one closest to your figure will get the card. You can also deny the help.
Used helper card goes to the deck of used cards.
Owl Eggs
Owl eggs are your lives.
When you have lost your last owl egg, you drop out of the game.
This does not mean that you cannot win the game, because the points are counted at the end of the game.
Some landscape cards can be used as a replacement to owl eggs. For this you have to have the landscape card with owl egg marking amongst your points.
Owl eggs cannot be lent or gifted to other players.
Rehepapp Expansion
Rehepapp Overview
Playing set: 28 playing cards including 8 landscape cards, 6 owl egg cards, 9 enemies cards and 5 helper cards. And 2 Rehepapp's instruction cards.
Set up: Read through Rehepapp's instruction cards. Shuffle Rehepapp cards into the Snake words (ussisõnade) main deck of cards.
Course of play: Play like before. Use Rehepapp's instructions where needed.
The end of the game and winning: All goes like before. Game ends when the cards have run out of the deck of new cards. Wins the player with most points.
NB! Rehepapp is only an expansion to the game Mees, kes teadis ussisõnu.
Rehepapp's Instructions
Fast start rule: Every player gets a random helper card.
Big playing field rule: When setting up the game, place 8 landscape cards around Home, not four like without the expansion. (The printed example shows the four-card cross crossed out and a three-by-three block of nine cards with Home in the centre, as the 8-card layout around Home.)
Longer play rules: When you have completed the challenge on a landscape card, you keep this landscape card. Do not use a card from the deck of new cards, use a card from deck of used cards instead (in the case if there is cards in that deck). This way the play is longer and harsher. This rule is not mandatory.
Extra players: Rehepapp's expansion adds new landscape, owl egg, enemy and helper cards. Therefore more players can play the game. You can play with six or seven players. Figures can be random objects that are not too big.
New Cards with Special Powers
Kratt is a vicious card. If you have grabbed yourself Kratt's card, you must fight him like an enemy. You cannot escape from Kratt. If you lose, you need to give away one owl egg. But if you win, Kratt becomes your helper. Kratt replaces a bow or Crow foot, or both. Kratt is the best in the landscape card called mõis.
Snow man (lumemees) is a landscape card with special powers. It works almost like Meeme in the main game. But from Meeme card you can travel to all the landscape cards on the playing field. But Snow man (lumemees) helps you to travel only to snow and water cards: to all the Rehepapp's expansion landscape cards plus to cards called Allikas, Raudmeeste laev and Mädasoo.