Papillons
Papillons Rulebook
Table of Contents
Table of Contents
Components
- 32 butterfly cards in four types and colours
- 4 secret goal cards "Colour"
- 4 secret goal cards "Type"
- 4 net tokens
- 4 web tokens
Goal
Be the first to build a horizontal, vertical or diagonal row of 4 butterflies that matches one of your two secret goals.
Setup
Take the 4 "Net" stickers and the 4 "Web" stickers. Stick them onto the 8 plastic tokens. Separate the secret goal cards from the butterfly cards and shuffle both decks.
Dealing to Players
Each player receives:
- 2 secret goal cards (1 Type card and 1 Colour card).
- 2 tokens (1 Net and 1 Web).
- 2 butterfly cards.
Each player must look at their goal cards, memorise them, and place them face down in front of themselves. Butterfly cards go into the player's hand.
Note: If only 3 people are playing, remove 2 extra secret goal cards (1 Colour card and 1 Type card) from the game, so that the players cannot see them. If only 2 people are playing, remove 4 secret goal cards (2 Colour cards and 2 Type cards).
Turn Order
The player wearing the most colourful clothing begins. Play then passes clockwise.
On a turn, there are two options:
- Choose one of the cards in your hand and lay it on the table. Then draw another card from the deck.
- Take the top card of the deck, turn it face up, and bring it into play by laying it on the table.
In both cases, at the end of the turn the player must have 2 cards left in hand. The first butterfly card may be placed anywhere. Each subsequent butterfly card must be placed next to an already-placed butterfly card, so that the butterflies touch along at least one side.
Additional Options
Once each participant has played at least 3 cards, players gain additional options:
1. Moving a butterfly card already on the table.
The card must be placed next to another butterfly card, so that the butterflies touch along at least one side.
Caution:
- A card placed by the previous player may not be moved.
- All butterflies must remain connected to one another, bordering at least one side of another butterfly.
2. Placing a token on a card.
Net token: The net restricts the movement of a butterfly. A card with this token may not be moved. The butterfly still counts as part of a row.
Web token: The web kills the butterfly. The butterfly card stays where it is and may not be moved. In addition, it cannot count as part of a row.
Caution: each token may be used only once. It stays on the card for the rest of the game. A token may only be placed on the last card played or moved by the previous player. A token may not be placed on a card that already has another token on it.
End of the Game
The game ends when one of the participants manages to build a row of four butterflies that matches one of their own secret goals. If a participant believes they have achieved their goal, they must reveal their secret goal card. If the goal has indeed been achieved, that player is declared the winner.
Team Game for 4 Players
Players divide into 2 pairs and sit at the table crosswise (first a player from team A, then a player from team B, then the second player from team A, then the second player from team B). As usual, each player receives 2 secret goal cards (1 Colour card and 1 Type card), but members of the same team show these cards to each other secretly.
The game continues under the normal rules.
As soon as one of the players achieves a secret goal (their own or a teammate's), they announce it. The team shows the goal card, and the other team checks that the goal has been achieved. If there is no mistake, the team that achieved the goal is declared the winner.