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Mosquitozzz

Mosquitozzz Rulebook

Table of Contents

Table of Contents

  • Components
  • Before the First Game
  • Game Setup
  • General Rules on Blood
  • Object of the Game
  • Course of Play
    • Phase A: Swarm Growth
    • Phase B: Defence
    • Phase C: Stick Analysis
    • Phase D: Breather
  • End of the Game and Winner
  • Cooperative Variant
    • Changes to Setup
    • Changes to Course of Play
  • The Cards (Colours and Symbols)
    • Red Cards: Mosquito Cards
    • Orange Cards: Special Swarm Cards
    • Green Cards: Defence Cards
    • Blue Cards: Cards with a Special Effect
  • Example of a Turn
    • Phase A: Swarm Growth (Example)
    • Phase B: Defence (Example)
    • Phase C: Stick Analysis (Example)
    • Phase D: Breather (Example)

Components

The game contains:

  • 110 cards:
    • 4 starter sets of 10 cards each, consisting of 8 play cards, 1 character card and 1 overview card. Each set has one of four set symbols.
    • 1 set of Experience cards, consisting of 32 play cards and 1 explanation card. The cards of this set are recognizable by the symbol on the right.
    • 1 set of Swarm cards, consisting of 24 play cards and 1 explanation card. The cards of this set are recognizable by the symbol on the right.
    • 1 set of Swarm supplement cards, consisting of 10 play cards and 1 explanation card. These cards are needed only when playing the cooperative variant. They are recognizable by the symbol on the right.
    • 1 Lamp card.
  • 40 blood drops in the form of red wooden cubes.
  • 15 mosquitos in the form of red wooden discs, each covered on both sides with a sticker.

Before the First Game

Before play can begin, the mosquito markers must be prepared:

  • Stick a sticker showing a living mosquito onto each red wooden disc.
  • Then stick the picture of a slain mosquito onto the back of each wooden disc.

Game Setup

If the cards are not sorted, first sort them according to their set symbol (see Components).

The players must decide whether they play against each other (standard game) or together (cooperative variant). The standard game is described first. The rules for the cooperative variant follow after it.

  • Each player chooses a starter set. Place the character card in front of you, with either the female or the male side facing up. Place the overview card below the character card.
  • Each player searches his set for the Flat Hand card and sets it aside. The remaining cards of the set are shuffled and placed face down as a draw pile to the left of the character card.
  • Fill the blood bank of your character (above the head) with 10 blood drops. Excess blood drops are not needed in the game.
  • The explanation card of the Swarm card set is placed at the edge of the play area, reachable by all players. The remaining cards of this set are shuffled and placed face down next to the explanation card. The Swarm supplement cards are not needed for the standard game.
  • The explanation card of the Experience card set is placed at the opposite edge of the play area, reachable by all players. The remaining cards of this set are shuffled and placed face down next to the explanation card. Reveal the top 3 cards of the Experience draw pile and place them below the pile.
  • Each player draws 4 cards from his draw pile onto his hand, face down, and supplements his hand cards with the Flat Hand he set aside.

The starting player is determined as follows. In the first game, the player who was last stung by a mosquito is the starting player. In further games, the player who won the last game begins. The starting player receives the Lamp and places it in front of him.

General Rules on Blood

Blood that is drunk by the mosquitos is placed on a free space on the table that all players can reach easily. This is the blood bank. A player can have at most 10 blood drops. A player can also not receive any more blood through blue cards.

Object of the Game

Each player who holds the Lamp must defend against a swarm of mosquitos that wants to drink his blood. At the end of the game, the player who still has the most blood in his blood bank wins.

Course of Play

A turn consists of several phases (A to D), carried out one after another before the next active player takes his turn. The player holding the Lamp is the active player.

Phase A: Swarm Growth

  1. All players must play any card from their hand face down in front of them. Once every player has decided, the cards are revealed. Red cards showing mosquitos are immediately placed, as part of the attacking mosquito swarm, in the centre of the table. All other cards remain in front of the players for now and can be used by the active player in Phase B.
  2. Then the active player reveals the top card of the Swarm draw pile and places it additionally into the mosquito swarm.

The Swarm draw pile contains, besides the red mosquito cards, orange cards, which influence the effect of the attack. The effect is roughly described on the cards and detailed in the card descriptions at the end of the rules. Orange cards do not count as mosquitos themselves and can only work together with the red mosquito cards of a swarm.

In the unlikely case that after revealing the Swarm card there is no mosquito in the swarm, further cards are revealed from the Swarm draw pile until at least one mosquito is in the swarm.

Phase B: Defence

To defend against the mosquitos, the active player may use as many of the cards played in Phase A as he likes, and as many further cards from his hand as he likes.

  • Cards marked with an exclamation mark are removed from the game after use.
  • All other cards go onto the discard pile of the player who played them.

When using cards, the following order must generally be observed:

  1. First, only blue cards may be used. The active player may choose freely in which order he plays his blue cards.
  2. When the player has no more blue cards or does not want to use any more, he may use green cards. The defence symbol (crossed-out mosquito) shows how many mosquitos the player can defend against with the card. As soon as a green card has been used, no blue cards may be used any more. The active player may choose freely in which order he plays the green cards, with one exception:
    • As soon as a Flat Hand has been played, only further Flat Hand cards may be used afterwards.

Remember: the Flat Hand is always the last resort.

As soon as the active player has no Flat Hand left or does not want to play any more, the defence phase is over. All cards played in Phase A that have not yet been used now go to the discard piles of the players who played them.

Phase C: Stick Analysis

  1. For each mosquito that was not defended against, the active player must put one blood drop from his blood supply into the general blood bank.
  2. All defended mosquito cards go onto the discard pile of the active player. If the mosquitos of a card could only be partially defended, that card remains in the mosquito swarm.
  3. The active player puts all mosquito cards from his hand into the mosquito swarm.
  4. The active player now gathers experience from the attack by choosing 1 of the 3 openly displayed Experience cards and placing it on his discard pile. Afterwards, the row of Experience cards is topped up to 3 cards by drawing 1 new card from the Experience draw pile.

Phase D: Breather

  1. The active player takes the Lamp and gives it to another player of his choice. That player is the next active player.
    • Special rule for 2 players: after the Lamp has been passed on, players may place 1 hand card on their discard pile.
  2. All players draw cards from their draw pile until they again have 5 cards in hand. If there are not enough cards in a player's own draw pile, the player first takes the remaining cards of his draw pile into his hand, then shuffles his discard pile, places it as the new draw pile, and draws the missing cards into his hand.

End of the Game and Winner

The game ends immediately as soon as one of the following occurs:

  • In Phase A: the Swarm draw pile is empty when a card has to be drawn from it.
  • In Phase C: a player loses his last blood drop.

The player who has the most blood in his blood supply at the end of the game is the winner.

In case of a tie, the affected players play a tie-break (Stechen). Each of them takes 10 mosquito markers and carries out the action Flat Hand with them. The player who has now defended against the most mosquitos wins. If there is still a tie, the tie-break between the involved players is repeated.

Cooperative Variant

Mosquitozzz can also be played cooperatively. In this variant the players try to win the game together by playing through the entire Swarm draw pile. They lose the game as soon as one player has lost all his blood.

Changes to Setup

  • The Mosquito net (Mosquitonetz) must be sorted out of the Experience draw pile.
  • The cooperative variant also has 3 difficulty levels, which are set up by composing the Swarm draw pile. For this, 10 Swarm supplement cards are available, all marked with the symbol on the right. The following table shows which supplement cards are used:
LevelSupplement cards used
Ambush (Hinterhalt)none
Rebellion2 x Alarm, 1 x Invasion, 1 x Apocalypse, 1 x Resistant
Kamikaze4 x Alarm, 2 x Invasion, 2 x Apocalypse, 1 x Resistant, 1 x Infectious (Infektiös)

In the cooperative game, the number of hand cards depends on the number of players:

  • 2 / 3 / 4 players: 6 / 5 / 4 hand cards.

The players fill their hand with cards up to this number at the start of the game and at the end of Phase D.

Changes to Course of Play

  • Phase A (Swarm Growth): all players may agree with one another before they play a card face down in front of them. Note: agreements should stay general and must not contain precise hints about the hand cards of the other players.
  • Phase D (Breather): the players may agree who should receive the Lamp, and therefore who will be attacked next by the mosquito swarm.
  • The special rule for the 2-player game is not used in the cooperative variant.

The Cards (Colours and Symbols)

Red Cards: Mosquito Cards

The number of mosquito symbols in the corners states the number of mosquitos that this card brings into play (for example, Attack: 1 mosquito; Apocalypse: 5 mosquitos). As soon as a mosquito card is placed face up in the swarm in the table centre, count its mosquitos towards the number of mosquitos in the swarm. Mosquito cards in a player's hand have no function.

Orange Cards: Special Swarm Cards

These cards normally apply for only one turn. They are therefore marked with an exclamation mark. An exception applies if the swarm was diverted with a Mosquito net.

  • Infectious (Infektiös): if this card lies in the swarm and the player cannot defend against all mosquitos, he must place this card in front of himself and, in each Phase C, give one additional blood drop. The card remains in front of the player until he can play a Medicine. If the swarm containing this card is completely defended, the card is removed from the game. Each player can have only one Infectious card in front of him. If a player would receive another Infectious card, that card is removed from the game instead.

  • Resistant: if this card lies in the swarm, the player may use only the Flat Hand to defend against the mosquitos. The card is removed from the game after Phase B has been resolved.

  • Alpha, Beta or Gamma Mosquito: if one of these cards lies in the swarm, the position of the Lamp changes. Depending on the card there are three possibilities:

    • Alpha Mosquito: the previous active player receives the Lamp back. He thus carries out one additional turn.
    • Beta Mosquito: the Lamp is passed to the next player clockwise.
    • Gamma Mosquito: the Lamp is passed to the next player counter-clockwise.

    After the Lamp has been passed on, the respective card is removed from the game.

  • Alarm: if this card lies in the swarm, the player must draw 2 further cards from the Swarm draw pile and reveal them. If another Alarm is revealed, that one is also carried out. The Alarm is then removed from the game.

Green Cards: Defence Cards

With every protection symbol shown in the corners, exactly one mosquito in the swarm can be defended against in Phase B. (Example card: Scented Candle, "Duftkerze".)

Flat Hand (Flache Hand): a special defence card. It causes the player to take into his hand as many mosquito markers as there are not-yet-defended mosquitos in the swarm. The player forms a hollow space with both hands, shakes the mosquito markers inside it and then slaps them onto the table in order to kill as many mosquitos as possible. The swarm is reduced by as many mosquitos as there are "slain mosquito" markers showing.

Note: if more mosquitos would have to be defended against with a Flat Hand than there are mosquito markers in the game, simply several slaps are carried out.

Blue Cards: Cards with a Special Effect

  • Blood Formation (Blutbildung): the player may move 1 blood drop from the blood bank into his supply.
  • Sting Salve (Stichsalbe): the player may move 3 blood drops from the blood bank into his own supply. It is also allowed to take only 2 or 1 blood drops.
  • Medicine (Medizin): the player may either remove the card Infectious, if it lies in front of him, from the game, or move 1 blood drop from the blood bank into his own supply.
  • Mosquito Net (Mosquitonetz): this card means the mosquito swarm does not need to be defended against. Other blue cards may still be used beforehand. With the Mosquito Net, the Lamp is immediately passed on to any other player of your choice. The new active player begins his turn with Phase B.

Example of a Turn

Caro, Stefan and Chris are playing a round of Mosquitozzz. Chris is the active player, because he has the Lamp in front of him. The mosquito swarm consists of 3 cards with a total strength of 4.

Phase A: Swarm Growth (Example)

Chris, Stefan and Caro each decide which card they want to play. Chris decides to play his Mosquitospray. Stefan decides on the Air Attack (Fliegerangriff), and Caro plays a Scented Candle (Duftkerze), since she has no mosquito cards in her hand.

All cards just played are revealed, and Stefan's Air Attack is placed into the swarm. Then the top card of the Swarm draw pile is revealed. It is the card Raid (Überfall). The swarm now has a strength of 9.

Phase B: Defence (Example)

First, Chris plays a Blood Formation (Blutbildung) and so increases his blood supply from 6 to 7 blood drops. Then he uses his Mosquitospray and Caro's Scented Candle, which already lie open on the table from Phase A. This reduces the attack from 9 to 6. Now he plays a Flat Hand. Chris takes 6 mosquito markers between his hands, shakes them and slaps them onto the table.

Chris has now defended against all but 2 mosquitos. He decides to keep the second Flat Hand card in his hand for his next turn.

Then Caro places her Scented Candle on her discard pile. Chris does the same with his Blood Formation, his Mosquitospray and the Flat Hand.

Phase C: Stick Analysis (Example)

  1. First, Chris places 2 of his blood drops into the general blood bank, because 2 mosquitos were not defended against.
  2. Then he places the 2 Air Attacks and the Raid on his discard pile. The 2 Attacks remain in the mosquito swarm.
  3. Chris must now place the Air Attack from his hand into the swarm.
  4. Finally, Chris chooses the Mosquito Net (Mosquitonetz) from the Experience display and places it on his discard pile.

Phase D: Breather (Example)

The mosquito swarm is to attack Stefan next. Therefore, Chris gives Stefan the Lamp.

Finally, all players draw up to 5 cards. Chris has only 2 cards left in his draw pile. He first draws these 2 cards, then shuffles his discard pile, places it as his new draw pile, and draws 2 more cards.

Stefan is now the new active player and carries out his turn.