Rumini A Küldetés
Rumini A Küldetés Rulebook
Table of Contents
Table of Contents
The Goal
Be the first to complete the missions on your mission card. (For young players the game may end after two missions have been completed.)
Before the Game
Each player draws one mission card. It shows which harbours the player must reach during the game.
Each player chooses a mouse piece and places it on the start space in the centre of the board, representing Mouse Island.
Shuffle the Fortuna Beetle cards and the tool cards, and place the two decks face down on the table.
Each player receives the starting equipment needed to complete the mission:
- Starting equipment: 1 magnet, 1 treasure card, 2 different tool cards.
Players draw tool cards from the tool deck in turn. If a player draws, for the second time, a card of a kind they already have, they put it at the bottom of the deck and draw again until they hold two different cards.
Course of Play
Players may choose freely in which order they want to complete their missions. Of course, if the "winds" change, players may change the order during play. A mission is completed when a player has moved exactly onto a harbour space of the destination that is marked with an anchor. The player then receives a compass token, which they place on the matching space of their mission card to show that they have visited that harbour. Players also receive one treasure each time they complete a mission, in addition to the compass token.
Players roll all three dice at the same time. The compass die shows the direction of the move, which can be N, S, E or W. If the die shows the cross-shaped face, the player may choose freely which compass direction to move in. If it shows the star-shaped face, the player may move not only in the 4 compass directions but also diagonally.
The number dice show how far the player may move in the rolled direction. The player may freely choose which die's value to use. For example, if one die shows 2 and the other shows 5, the player may choose to move 2 or 5 spaces in the direction of the compass die. (If the direction suits them, it is worth choosing the larger number; if it does not, the smaller one.) This can also help if the player wants to avoid certain adventures, or on the contrary, wants to take them on.
Doubles: If the player rolls the same number on both number dice, they are rewarded. They may choose either to receive a magnet or to draw a tool card. In either case, they must still move according to the rules.
On the game board, the Rumini world map, islands, Fortuna Beetle spaces and various adventures (pirates, storm, whirlpool, current, shipwrecked sailors, octopus, black seagull, shark, butterfly) await the sailors. If during movement a player's path crosses an island where they must stop, they must stop there, even if, for example, they rolled a 6 and reached the island with the third step. On an island the player must always complete a task, usually with the help of tools. After completing the task, the player continues from the same space where they stopped. If with their next roll they still cannot leave the island, the tasks do not apply to them again.
Players passing through adventure spaces and Fortuna Beetle spaces on their way may continue without stopping. Adventures only apply to them if their last step lands exactly on that space.
Harbours: Harbour spaces are marked on the board by an anchor. Players must reach these anchors with an exact roll. When they arrive, they receive the compass token showing the letter of the matching compass direction. This completes one mission.
A mission may also be completed by asking for help on the spaces marked with the blue square, which lie in the immediate vicinity of the harbours on the board. By using two firecrackers, the player may call the coast guard, who tow the ship into the harbour. If a player chooses this solution, they may decide which anchor space they want to stand on.
Magnets: At the start of the game every player receives one magnet. (If during the game both number dice show the same number, the player may choose to receive a magnet or a tool card as a gift.) A magnet helps the player divert their ship from its direction of travel. If the compass die shows a direction that is unfavourable to the player, they may spend a magnet to choose the direction of movement themselves. This can be any of the four compass directions, and in that case they may also move diagonally. (One magnet changes the direction of one roll.)
Treasures: During the game the sailors may gain or find treasure in several places. With treasure they can buy tools on some islands, and if they fall into the hands of pirates, they can buy their freedom with treasure. When buying a tool with treasure, the player may name the tool they want. In that case they draw from the deck until they receive the chosen tool. The other cards go back to the bottom of the deck, in the same way as used tools.
Tools: During the voyage players often find themselves in situations where a magic tool could greatly ease their task. In such cases they may use a tool card they hold. The tool cards show four kinds of magic tool: Turning Water (fordító víz), Iron Drop (vascsöppentő), Mapmaker (térképrajzoló) and Firecracker (petárda). After use, a tool card must be returned to the bottom of the deck.
Fortuna Beetle cards: On spaces marked with a Fortuna Beetle the player must draw a Fortuna Beetle card. Beware! The Fortuna Beetle will certainly change the players' fate, but it cannot be known in advance whether it brings great luck or great misfortune. After the (un)lucky player has carried out the instruction on the Fortuna Beetle card, the card goes back to the bottom of the deck.
Components
Tartalom (Contents): 1 game board, 4 pieces, 2 ordinary dice, 1 compass die, 12 compass tokens, 4 mission cards, 22 tool cards, 20 Fortuna Beetle cards, 15 magnet cards.
The Meanings of the Spaces
Northern Islands
Zúzmaragyarmat: You may buy a magic tool for treasure at the market of Zúzmaragyarmat.
Ércsziget: For helping General Telér, the ore-goblins reward you with a chest of treasure.
Ferrit-sziget: If you step onto a space surrounding Ferrit Island, the pull of the magnet drags you onto the island, where Molyra, the island's evil queen of the butterflies, chains you up and locks you in her cave. If you have an Iron Drop, you break free and may move four spaces in any direction. If you do not, you remain a prisoner of the butterflies for 2 turns.
Batka-sziget: You get lost in the dense forest of Batka Island. If you have a Mapmaker, you easily find the lair of the Fabatkas, where you receive a treasure as a gift. If you have no Mapmaker, you miss one roll.
Eastern Islands
Nagy Pele-sziget: In the Pelevár bazaar you may buy a magic tool for treasure.
Orom-sziget: You outwit the pirates anchored nearby, and find a chest of treasure in the pirates' hideout, in the cave.
Ürgefoki-félsziget: In a tavern of the harbour you get involved in a poker game. Roll one of the number dice again! On a 4, 5 or 6 you win a treasure. On a 1, 2 or 3 you lose; you must hand over a treasure! If you have no treasure, you miss one roll.
Szubterra: You get lost in the winding streets of the underground city. If you have a Mapmaker, you find your way to the harbour and may continue in any direction. If you do not, you wander in the depths for two turns.
Pityókos-sziget: The lodging you receive on the island must be earned by work, so you miss one roll. As a reward for your good work, however, your next roll may be doubled, and you may continue in the direction you choose.
Marcipán-sziget: In an out-of-the-way shop of the harbour, you may buy a magic tool for a chest of treasure.
Southern Islands
Datolyapart: In the capital of Datolyapart, the towered city lying in Őseredő, you may buy a magic tool for treasure, on the occasion of the silk-monkey parade.
Csicsilicsi-sziget: Using the map of Galléros Fecó, you obtain the treasure hidden on the island. If on your next roll one of the dice shows an odd number, you go straight to Pityókos Island, into the house of Nagy Üsti. If both dice show even numbers, continue according to the rules.
Muránia: Clumsily, you broke a glass fence in Muránia, so the mayor has you thrown into prison. If you have an Iron Drop, you may escape and continue in the direction you choose. If you do not, you miss one roll.
Szóláti-sziget: In a tavern of the harbour you get involved in a poker game. Roll one of the number dice again! On a 4, 5 or 6 you win a treasure. On a 1, 2 or 3 you lose; you must hand over a treasure! If you have no treasure, you miss one roll.
Mokka-sziget: Father Makkiátó and his monks would like to host you. You must decide: if you stay on the island, you may only continue on a roll of 1 or 6, but then you may immediately move to the harbour of your choice on Datolyapart. If you decline the invitation, you may continue according to the rules.
Tüskedombi-félsziget: In a small shop of the Hedgehog Harbour you may buy a magic tool with your treasure.
Western Islands
Tükörtó-sziget: In the capital of Tükörtó Island, at the magicians' fair of the walled town, you may buy a magic tool for treasure.
Bíborkorall Tohonyapark: Dodi Diadém, lord of the island, does not let you sail on. If you have an Iron Drop, you may escape under cover of night. If you do not, you spend two turns sliding around the island.
Kopjásvég: Omnitudor gives you a magnet as a gift, because you answered his questions well.
Further Islands and Borders
The source prints no heading for the entries in this group; the heading is the transcriber's.
Zsúr-szigetek: The famous poker master, the great Rojál Flöss, takes you on as his apprentice. Roll one of the number dice again! On a 4, 5 or 6 you win a treasure. On a 1, 2 or 3 you lose; you must hand over a treasure! If you have no treasure, you miss one roll.
Tiltott-sziget: If you have an Iron Drop, you may free King Tükörfarkú Kasztor from prison. As a reward he gives you a bottle of Turning Water, and you immediately sail to the harbour of Tükörtó Island. Without an Iron Drop, you miss two turns, because you are imprisoned on the island together with the king.
Déli-határ: Your ship was damaged in the storm raging over the Golden Sea. If you have a Mapmaker, you easily find the shipwrights, and may continue in the direction you choose. If you do not, you miss one turn.
Északi-határ: At the small market of the Shining Creatures you may buy a magic tool for a chest of treasure. Because General Ragyogó's soldiers turn your ship in the direction you request, on your next roll you roll only the number dice, and you may continue in any direction.
Szilex-Pagurusz: You take part in the great battle of the Beaver Alliance. Roll one of the number dice again! If you rolled an odd number, you are wounded, and spend two turns being treated in the island's hospital. If you rolled an even number, you may continue unharmed, moving twice your roll in the direction you choose.
Other Spaces (EGYÉB MEZŐK)
Horgony (Anchor): If you have reached any anchor space, you have completed the mission. You receive a compass token and a treasure.
Ragacs-tenger (Sticky Sea): You lose control of your ship. While you sail the Sticky Sea, you roll only the compass die, and you always move 2.
Kalóz (Pirate): You fall into the hands of pirates. If you have treasure, one is taken from you as ransom. If you have none, you miss one roll.
Hajótörött (Shipwrecked): You rescue the crew of a sinking ship from the water. The shipwrecked sailors reward you with a chest of treasure as thanks.
Vihar (Storm): You are caught in a violent storm. The rushing wind carries you in the rolled direction by twice your roll.
Pillangó (Butterfly): Molyra's butterflies swoop down on you, and carry you to Ferrit Island.
Sirály (Seagull): Black seagulls attack you. If you have Turning Water, you may tame them, and they immediately fly you to the harbour of Zúzmaragyarmat of your choice. If you have no water, the seagulls damage your ship. For the next two turns you move more slowly: if you rolled 1 or 2, you stay in place. With a higher roll, you move two fewer spaces than your roll.
Sárkány-szoros (Dragon Strait): If you have a Firecracker, you may cross the strait. If you do not, you must go around the reefs to continue.
Zátony (Reef): You cannot sail through reefs, so you must go around them to the north or south. If you have a Firecracker, you may also pass through the Dragon Strait.
Örvény (Whirlpool): The whirlpool spins you. Roll the compass die three times in a row! If two of your rolls were the same, take seven steps in that direction! If all your rolls were different, you may stay where you are.
Bogár (Beetle): Draw a Fortuna Beetle card! Either great luck or great misfortune will befall you.
Jégmező (Ice Field): Your ship is frozen into the ice field. You may continue only if the compass die shows S (south, D in the Hungarian) or the star face.
Őserdő (Primeval Forest): You get lost in the primeval forest. If you have a Mapmaker, you may choose the direction yourself, but on your next roll you roll only the number dice. If you have no Mapmaker, you move in the direction opposite to your roll.
Áramlat (Current): Roll only the number dice! The current carries you along by twice your roll.
Cápa (Shark): Sharks attack you. If you have Turning Water, you are taken to Mokka Island. If you do not, you must fight the wild beasts, and therefore miss two rolls.
Polip (Octopus): If you have Turning Water, you tame the octopus and may continue in whichever direction you wish. If you have no water, the octopus damages your ship, so you miss two rolls.
Kikötőhelyek körüli terület (Area around the harbours, blue square): If you have two Firecrackers, you may call the coast guard. They tow you by ship straight to the harbour space of your choice, so you do not need an exact roll to reach your goal.