Pikit
Pikit Rulebook
Table of Contents
Table of Contents
Contents
- 63 cards (53 Kaijū, 6 Mecha, 4 Player Aid)
- 2 dice
- 12 tokens (6 Pair, 6 Wound)
- 1 card holder
- This rulebook
Kaijū (怪獣) refers to giant monster, usually in strange creature form. There are 53 Kaijū cards: 6 copies each of values 1 through 7, 8 copies of value 8, and 1 copy each of values 9, 10, and 11.
Mecha (メカ) refers to robotic armor, usually in a humanoid form. There are 6 Mecha cards, 1 copy of each.
Overview and Goal
Roll dice to summon Kaijū or Mecha, and take the cards representing them.
Play these cards to use their effects or keep them in your hand until the end of the game to gain their points. Have the highest score to win the game.
Setup
Setup example for a 3-player game.
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Take the card holder from the box and place it on the table.
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Give a Player Aid card to each player.
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Place the 6 Mecha cards faceup, then place the corresponding Pair token on the bottom of each card.
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Set the Wound tokens within reach of everyone.
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Use the box as a dice tray.
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Shuffle the Kaijū cards and place the deck facedown on one side of the card holder. Use the other side as the discard during the game.
With 2 players: Remove 2 Kaijū cards of values 1 to 8 (16 total cards) from the deck. They will not be used during the game.
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Take the top 8 cards from the deck and place them faceup in the center of the table.
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Draw your starting hand: take the top card from the deck and put it faceup in front of you. If necessary, repeat this until you reach or exceed a total value of 10. Then take these cards into your hand and keep them hidden from the other players.
Example: You draw a 5 card, then a 2 card, then an 8 card, which makes you exceed 10. You start the game with 3 cards in hand: a 2, a 5, and an 8.
Once everyone has drawn their starting hand, begin playing.
Gameplay Overview
Starting with the youngest player, then continuing clockwise, take turns until the end of the game.
On your turn, take the following actions in order:
1. Roll Dice
2. Play Cards
You can play one or more cards from your hand to use their effect.
To play a card, discard it faceup, then apply its effect (see effects under Card Effects, below).
3. Add Cards to Your Hand
Depending on your dice roll, you can take, from the 8 cards in the center of the table, either:
- 1 card that matches the sum of both dice.
- 1 card that matches the difference of both dice.
- Either 1 or 2 cards that match the face of one or both dice, respectively.
- Nothing, if no card matches.
4. End of Turn
If necessary, reveal cards from the deck until there are once again 8 in the center of the table. Then the next player takes their turn.
Turn Example
- You roll the dice and get a 1 and a 3.
- Before taking a card from the center of the table, you discard a 2 card from your hand, which lets you reroll the dice. You get a 1 and a 6.
- With this new result, you can take either: the 7 card (6+1), the 5 card (6-1), a 1 card and the 6 card. You decide to take the 7 card.
- You reveal the top card of the deck so there are once again 8 cards in the center of the table, then end your turn.
Pair!
When you roll two matching numbers, you have two additional options:
- If the corresponding Mecha is available on the table, you can take it and add it to your hand.
- If the corresponding Mecha is in another player's hand, you can try to steal it from them by drawing a random card from their hand. Reveal the stolen card and add it to your hand (even if it's not the corresponding Mecha).
Pair Tokens
Pair tokens show which player has which Mecha. Each time a Mecha is taken or changes hands, place the corresponding Pair token in front of the owner, Pair side visible.
End of the Game
The end of the game is triggered as soon as the deck is empty. All players take one final turn. Then, determine your score by adding:
- Points from Kaijū in your hand.
- 15 points per Mecha in your hand (reminder on the back of Pair tokens).
- Points from bonuses and penalties (see Card Effects, below).
The player with the highest score wins the game.
In case of tie, the player with the fewest cards wins (Kaijū and Mecha). If there is still a tie, tied players share the victory.
Example: You gain 39 points with your Kaijū and 15 points with your Mecha. Since you also have a 15-point bonus and a 3-point penalty, your total score is 66 points (39+15+12).
Card Effects
There are two types of Kaijū: those with a discard effect (when you play the card) and those with a special effect.
Discard Effects
- Reroll 1 or 2 dice.
- Steal 1 random card from another player's hand. Reveal it, then add it to your hand.
- Take the top card of the deck and add it to your hand, without revealing it.
- At any time, cancel the effect of any card that another player just played.
- Turn 1 die over to the face of your choice.
- Choose one of the 5 other discard effects and apply its effect.
Special Effects
- At the end of the game, the player(s) with the most 1 cards gain 15 bonus points (they flip over their Player Aid card as a reminder).
- When you steal a 3 card from an opponent, immediately discard this card and place a Wound token in front of you. You will lose 3 points at the end of the game.
- When you take an 8 card from the center of the table, take all the other 8 cards in the center of the table.
Promo: The 13 Tile
This variant rule comes from a promotional goodie tile included with some editions of Pikit.
During setup, place the 13 tile on the table.
On your turn, if you roll a 1 and a 3, you have an additional option: you can choose to take the 13 tile, from wherever it is on the table, and place it in front of you.
At the end of the game, the player with the 13 tile in front of them gains 13 points (they flip over the tile as a reminder).
Credits
Designer: Corentin Brand Illustrator: Sylvain Repos
© Repos Production 2024. All rights reserved. Repos Production SA, Rue des Comédiens 22, 1000 Brussels, Belgium — www.rprod.com