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RUSE

RUSE Rulebook

Table of Contents

Table of Contents

  • In the Box
  • General Setup
  • Player Setup
  • Game Overview
    • Overview of a Round and Turn
    • Personal Boards
    • Den Board
    • Ruse Tiles
    • Instincts Board and Bonus Path Tiles
    • Private Objective Cards
    • Vital Territories Board
    • Territory Anatomy
    • Mountain Territory
    • Territory Tracks
    • Common Objectives
    • Destiny Zone
  • Gameplay
    • 1. Destiny Phase - Beginning of the Round
    • 2. Collection Phase - Every Turn
    • How to Earn Victory Points (VP)
    • 3. Actions Phase - Every Turn
    • Two-Player Game
  • Actions - Territory Exploration
    • Explore the Vital Territories
    • Moving your Fox
    • Advancing on a Territory Track
    • Increasing a Kit
    • Marking a Territory
    • Hunting
    • Hunter / Photographer
    • Cheese
    • Star
    • Winter Territories
  • Actions - Den Exploration
    • Explore Your Den
  • Kits' Growth
    • Private Objectives vs. Kits
  • Instincts
    • Develop Your Instincts
  • End of Round / End of Game
    • End of Round
    • End of Game
  • References
    • Destiny Tiles and Die
    • Territory Track Tiles
    • Territory Tiles (Bonuses)
    • Turn Order Tiles
    • Hunting Tiles
    • Den Path Tiles
    • Bonus Den Paths
    • Instinct Tiles
    • Ruse Tiles
    • Obstacles
    • Private Objectives
    • Common Objectives
  • Mini-Expansions
    • Firefox (Mini-Expansion)
    • Village (Mini-Expansion)
  • Additional Modes
    • 2 Players
    • Winter Variant
    • Premices - Basic Mode
  • Solo Mode - VIXEN
    • Setup
    • Gameplay

In the Box

4 personal boards, 4 den boards, 9 den tiles, 1 instincts board, 1 destiny board, 1 Vital Territories board (Summer/Winter), 88 den path tiles, 12 bonus den path tiles, 9 instinct tiles, 4 bags, 44 private objective cards, 4 standing foxes, 4 sitting foxes, 4 fox heads, 20 fox paws, 16 territory markers, 1 round marker, 16 action dice (16 mm), 20 kit dice (12 mm), 1 destiny die (16 mm), 7 destiny tiles, 6 Ruse tiles, 5 turn order tiles, 120 territory resources, 24 hunting tiles, 48 territory tiles, 13 territory track tiles, 48 cubes, 4 obstacle tokens, 16 exploration tiles, Victory points (VP) tile, 5 action dice placement tiles, 8 common objective tiles, 16 empty die tiles, Hunter, Photographer, Beaver, Star and Cheese tokens, 52 solo mode (VIXEN) cards, 1 solo mode (VIXEN) board, Mini-expansion Firefox, Mini-expansion Village, 2 collectible foxes.

General Setup

  1. Place the vital territories board (main board) in the center of the table.
  2. Sort the exploration tiles by color and randomly distribute them across the 4 territories.
  3. Place the hunting tiles on the designated spots of the exploration tiles and stack the remaining tiles on the collection values indicator.
  4. Randomly take and place 3 common objective tiles on the designated spots of the main board and return the remaining tiles to the box.
  5. Sort the territory tiles by color, shuffle each stack, and place them in their respective territories.
  6. Use the 4-5 player side of the destiny board.
  7. Place the destiny die on its space in the destiny area.
  8. Place the round marker on the first space of the round track.
  9. Shuffle the destiny tiles, place a stack of 4 face-down tiles on the destiny board, and return the remaining tiles to the box.
  10. Place the instincts board on one side of the vital territories board.
  11. Randomly place 3 bonus den path tiles face-up on the 3 left spaces, then create a face-down stack with the remaining tiles on the last space.
  12. Randomly place 3 instinct tiles on the 3 right spaces and return the others to the box.
  13. Randomly place the territory track tiles on the spaces of the 4 territory tracks.
  14. Place a fox paw for each player at the start of each territory track.
  15. Place the VP tile at the corner of the board between the 99 and 0 VP spaces.
  16. Position each fox head at the starting point (0) on the VP track.
  17. Place the obstacles, the photographer or hunter, the star, the cheese, and the beaver near the board.
  18. Set up the resource compartment near the board with the tokens: river, forest, field, farm, and the empty dice tiles.

Player Setup

  1. Place your personal board of your color in front of you.
  2. Place 2 cubes on the growth points tracks, one for units and the other for tens, each on the first space of its track (0 and 00).
  3. Place 2 action dice on the left on the first spaces of the board.
  4. Place 2 additional action dice on the extra dice spaces.
  5. Place 1 kit die on the first space of each growth track, with a value of 1.
  6. Place 2 additional kit dice (black) on the extra kit dice spaces.
  7. Place 4 territory markers in the designated spaces on the board.
  8. Draw a random Ruse tile and place it face-up at the top of your personal board.
  9. Shuffle your private objective cards, form a deck near your board, and draw 3 cards.
  10. Place the den board to the right of your personal board.
  11. Place 1 basic den tile in the bottom-right space.
  12. Place 5 cubes in the designated spaces at the top of the board.
  13. Place your 22 den path tiles of your color into the bag of your color.
  14. Keep the remaining 5 cubes near your boards.
  15. Players collect the bonuses shown on their Ruse tile: either 2 growth points or one resource of their choice.
  16. Place 4 empty dice tiles near your boards.

Firefox: Remove components with this symbol if you wish to play without the Firefox Mini-Expansion.

Village: Remove components with this symbol if you wish to play without the Village Mini-Expansion.

Return the remaining fox paw to the player's compartment if you are not using the Village Mini-Expansion.

Game Overview

Overview of a Round and Turn

A game is played over 4 rounds, each with 2 to 4 turns. During these turns, players must use their dice to perform actions. Each round consists of different phases, followed by an end-of-round scoring and the growth of the kits.

In your first game, use the private objective cards and common objective tiles with the starting icon.

  • Destiny Phase (at the start of each round): Roll the destiny die to decide whether the round will be played during the day or night, and reveal the destiny tile to determine the hunter's or photographer's starting territory.
  • Collection Phase (at the start of each turn): Roll an action die and collect the corresponding growth points (GP).
  • Actions Phase (at each turn): Choose your action by placing your action die in a territory, in your den, or on another available action.

When all players have used their available action dice, proceed to the end-of-round scoring.

Kits Growth and Instincts: Spend your growth points (GP) to grow your kits, increase their experience, and develop their instincts.

Reset: After each round, reset the game: Place the standing foxes back in the center of the territory board, remove obstacles, add new hunting tiles to empty spaces, and calculate the point gaps between players using the orange spaces on the score track.

End of Game: The game ends at the end of the fourth round. Perform scoring as you would at the end of other rounds, and perform the end-of-game scoring.

Score points based on:

  • Hunting tile collections
  • The value of kits dice outside your den
  • Completed common objectives
  • Deduct points for uncompleted private objectives

The player with the most victory points (VP) wins the game.

Personal Boards

Your personal board enables you to plan your actions, manage your resources, and monitor your kits' growth.

  • A. Your Ruse
  • B. Growth Point Reserve (GP)
  • C. Hunting Cache
  • D. Action Dice
  • E. Territory Markers
  • F. Kits Dice and Growth Tracks

Den Board

Your den board allows your kits to explore the den, make discoveries, and develop their instincts.

  • A. Den Path Tiles
  • B. Instincts (future locations of the kits dice)

Ruse Tiles

Tricks are asymmetric powers that grant you a unique ability, different from your opponents', which can be used throughout the game.

Instincts Board and Bonus Path Tiles

The board displays the available instincts and the bonus den path tiles.

  • A. Bonus den path tiles
  • B. Instincts and instinct tiles

Private Objective Cards

Your cards are personal objectives that only you can complete to earn victory points and bonuses. You may declare completed objectives during the end-of-round scoring. You can always draw a new objective card or exchange an objective card's value by placing your die on the designated action in the mountains territory.

  • A. Required to complete the objective
  • B. Instant bonus
  • C. Instant victory points (VP)
  • D. Exchange value in the mountains
  • E. Penalty for failing to complete the objective by the end of the game

Vital Territories Board

The Vital Territories board allows you to explore territories, gather resources, mark territories, and reveal bonuses.

  • A. Common Objectives
  • B. Vital Territories: River, Forest, Farm, Field, Mountains
  • C. Territory Tracks
  • D. Victory Point (VP) Track
  • E. Destiny Board (description below)

Destiny board: The destiny area determines whether the round takes place during the day or night. The die value influences players' destiny, the turn order of players, and in which territory the hunter or photographer begins the round.

Victory Point (VP) Tile: The VP tile allows you to mark when you cross into the hundreds. Place a cube on the tile to indicate this milestone.

Territory Anatomy

Territories all have the same basic structure. It is possible to modify this structure by randomly adding exploration tiles to spaces within the territories.

  • A. Exploration Tiles
  • B. Action Dice Placement Tiles
  • C. Foxes Starting Area
  • D. Territory Bonus
  • E. Territory Tile
  • F. Obstacle Zone
  • G. Hunter/Photographer Zone

Territory Bonuses: When placing an action die in a territory, the player collects bonuses according to the die's value.

  • A. If your die is empty when placed in the territory, collect 2 GP (growth points).
  • B. Collect 1 River resource and 1 River territory tile.
  • C. Increase the value of one of your kit dice.
  • D. Collect 1 River resource token.

(The example shown is the River territory.) Exploration tile actions:

  • A. Marking a Territory
  • B. Advancing on the Territory Track
  • C. Increasing a Kit Die
  • D. Hunting: Collect a hunting tile

The symbol with a minus sign indicates the value to be subtracted from an action die.

Mountain Territory

The mountain territory offers a choice of 3 action zones, distinct from those in other territories.

  • A. Exploration Zone
  • B. Objective Card Zone: Draw or discard objective cards
  • C. Territory Tile Zone: Activate certain territory tiles, collect bonuses, and review the effects of obstacle tiles

The mountain territory cannot be marked.

Exploration Zone / Actions

  1. Collect a resource of your choice.
  2. Advance on the territory track of your choice.
  3. Increase one of your kit dice.

Objective Card Zone

  1. The die used in this spot is automatically emptied and does not remain in the action space.
  2. Draw a new objective card randomly from the deck.
  3. Discard an incomplete objective card from your hand or activate the exchange effect of a completed card.

Territory Tiles Zone

  1. With an action die, activate one of the territory tile actions.
  2. The symbol for obstacle-type territory tiles.
  3. The symbol for territory tiles available to all.
  4. Area for territory tiles available to all, or active obstacle tiles.

Territory Tracks

Territory tracks allow players to collect various bonuses and complete certain private and common objectives.

  • A. Territory Track Tiles
  • B. Track Level Indicator (3)
  • C. Players' fox paw tokens
  • D. Starting Points of the Tracks
  • E. The territory track tiles allow players to collect various bonuses and are randomly placed in the designated location

Common Objectives

Common objectives are available to all players and can be completed during the game for bonus victory points (VP).

  1. Requirements to complete the objective
  2. Victory Points (End of Game)
  3. Player Markers (cubes) Spaces

Destiny Zone

The destiny zone plays a key role in determining the pace of the game.

  • A. Turn Order Track
  • B. Turn Order Bonus
  • C. Destiny Die and Day/Night Indicator
  • D. Round Marker and Track
  • E. Round Effects
  • F. Destiny Tiles
  • G. Destiny Tile and Hunter/Photographer Placement Indicator
  • H. Space for the 5th Player (requires expansion)

Gameplay

1. Destiny Phase - Beginning of the Round

The last player to see a fox places his sitting fox on the 1st turn order box, and the following players place their sitting fox after it in a clockwise direction.

For rounds 2 to 4, the players' turn order is determined by their position on the VP track. Ex: The player in the lead places his fox on the 1st turn order box.

Turn Order: Players take turns following the order indicated on the turn order track.

  • First Player: Reveals the destiny tile and places the hunter or photographer in the indicated territory.
  • Second Player: Rolls the destiny die and places it back in the destiny zone.
  • Third and Fourth Players (and 5th Player): Collect the bonuses indicated on the turn order tiles.

In case of a tie: the player with the highest total value on their kit dice will go first.

Round Marker: The current round's instant effect applies to all players.

  • A. 1st Round: Draw and place a Ruse tile on your personal board, then gain 2 growth points (GP) or 1 resource of your choice.
  • B. 2nd Round: Gain an additional action die.
  • C. 3rd Round: From this round onward, once you send 2 kits to develop their instincts in the lair, gain an additional action die (even during later rounds). *If you gain an extra die during the final scoring phase, you instead gain 2 victory points (VP).
  • D. 4th Round: Add the action dice placement tiles to the territories to limit available spaces.
  • E. End of Game: At the end of the 4th round, complete the end-of-round scoring and proceed with the end-of-game scoring.

2. Collection Phase - Every Turn

During the collection phase, players gather growth points (GP) which they can spend at the end of the round to make their kits grow. GP can also be used to compensate for missing values when performing actions with action dice.

On your turn: roll an action die and collect the corresponding growth points (GP).

How to Earn Victory Points (VP)

  • Complete private and common objectives.
  • Advance on the vital territories tracks.
  • Hunt and collect prey in your cache.
  • Mark territories.
  • Develop your kits' instincts.
  • Increase your kits' experience (dice).
  • Retain values on your action dice.

3. Actions Phase - Every Turn

During this phase, players choose one action to activate by placing an action die. Choose one of the following actions:

  • Explore the Vital Territories: Collect bonuses based on the value of your placed action die, then explore the territory by moving your fox.
  • Explore Your Den: Spend the value of your action die to draw den path tiles and create a path to explore the den and develop your kits' instincts.
  • Other Actions: Some territory tiles offer bonus actions that can be activated with an action die.

Two-Player Game

Use the back of the destiny board. The destiny tile is still revealed, and the destiny die is rolled. Add an empty die tile to the action dice placement spaces to restrict them. (See Additional Modes, 2 Players.)

Actions - Territory Exploration

Explore the Vital Territories

Choose one of the five territories.

  • Place your action die in the designated space.
  • Collect the bonuses according to the value of your action die when placed.
  • Pay the cost (if applicable).

When your action die reaches zero, place an empty die tile on it and gain 2 growth points (GP).

Spend Your Action Die's Value: At different points during the game, you'll need to decide whether to keep the value of your action die to earn victory points (VP) at the end-of-round scoring, or spend the die's value to perform actions. You can perform as many actions as the value of your die allows. You may compensate for the remaining value with growth points (GP), but your die must first reach 0.

You can only perform each available action once during your turn.

If your die reaches 0, place an empty die tile on the die.

Spend the desired value on your die to activate the available actions in the territory where you end your movement:

  • -2 To progress on the territory track
  • -2 To increase the value of one of your kit dice
  • -2 To hunt
  • -1 To mark the territory

Moving your Fox

  • You may move up to 2 spaces during the day and up to 3 spaces at night.
  • Begin your movement from the base of the territory and toward the center.
  • You cannot move backward during your movement.
  • You can only perform actions on one tile per turn.
  • You may continue moving within the same territory on your next turn.

During movement: If you pass through a territory marked by an opponent, that player gains 1 GP and you lose 1 GP (growth point).

If you end your movement on a territory already marked by an opponent, you lose 2 GP, and the player who controls the territory gains 2 GP.

Marked territories are not blocked. You may reclaim a marked territory by paying the normal cost and perform this action.

If you encounter the beaver token and do not own its tile, lose 2 GP. The player who owns the beaver tile gains 2 GP. If another player draws a beaver territory tile, they take possession of the beaver token and place it in the territory where they drew their tile.

Obstacles in a territory activate specific restrictions or bonuses.

Advancing on a Territory Track

Move your paw token along the track and collect the indicated bonus. If you encounter the symbol for the hunter or photographer, move the hunter or photographer clockwise to the next territory on the designated spot.

Increasing a Kit

Physically increase the value of one of your kit dice on your personal board. For example, a value of 1 changes to a value of 2.

Marking a Territory

  • Spend the value on your die and place one of your markers on the exploration tile. Always use the leftmost marker from your personal board.
  • Check if you gain any VP by removing a territory marker from your player board.
  • You can mark a territory already claimed by another player by using the die value to pay the cost, returning the opponent's marker to their personal board.
  • You cannot mark a territory that you already own.

Hunting

  • Collect the hunting tile on the exploration tile, flip it, and place it in your cache on the next free space on your personal board.
  • Collect the bonus if hunting is successful.
  • Place the tile in the cache even if hunting fails.
  • If no tile is present, you cannot hunt.
  • Hunting is not possible in territories occupied by the hunter or photographer.
  • Replenish tiles during the end-of-round reset.
  • When all your hunting spaces are filled, collect the bonuses, then discard the tile.
  • You may exchange one or more tiles for 4 GP each during the kits' growth phase.

Hunter / Photographer

The hunter or photographer moves clockwise across the hunting areas. A move can be triggered by territory tiles, starting each round in the territory shown by the destiny tile drawn at the beginning of the round.

When the hunter or photographer is present in a territory:

  • Hunting is not allowed.
  • Territory marking is not allowed.

Cheese

  • The player with the cheese may exchange it for 4 GP during their turn or for 4 VP at the end of a round scoring.
  • The cheese can be stolen.
  • There is only one cheese.
  • If a player ends their turn or the end-of-round scoring on a cheese space of the victory point track, they collect the cheese.

Star

  • The player with the star can move +1 at any time within the territories.
  • The star is worth 4 VP at the end of the game.

Winter Territories

Winter territories are available on the reverse sides of the territory exploration tiles, offering a new level of difficulty with higher action costs.

Actions - Den Exploration

Explore Your Den

  • Place your die in any available action space and pay the cost if applicable.
  • If your die reaches a value of 0, place an empty die tile on it.
  • You may offset the value by spending GP.
  • Spend and reduce your die's value to draw den path tiles:
    • Pay 1: draw 1, place 1
    • Pay 3: draw 2, place 1
    • Pay 5: draw 2, place 2
    • Pay 6: draw 1 bonus, place or replace 1 (choose a tile from the instincts board - face-up or the top tile of the draw pile - and place it in your den, or replace a previously placed tile)
  • Place the drawn path tile(s) in your den. Form one or more continuous paths from the base. Collect bonuses if applicable.
  • If the drawn tiles are unsuitable, you may discard them into your bag, which will immediately end your turn.
  • Develop an instinct (see Instincts).

The action of drawing one or more den tiles can only be performed once per turn.

Kits' Growth

  • A. Pay the required GP from the growth track (plus one resource of your choice or 1 hunting tile when you reach the end of the track) to advance your kit die to the right. Pay for each progression along the track.
  • B. Collect victory points or upgrades as you pass the icons displayed above the tracks.
  • C. When you reach the end of either of the first two tracks, collect the associated VP, retrieve an additional kit die, and place it on the first space to the left of the corresponding growth track. If the starting space for the die is not free, wait until it is before adding the extra die.
  • D. Once a player has completed enough private objectives (one per kit, see below), they may move a kit die to the top of the den board, above a cube. If a path is already connected to that cube, it is immediately moved to the Instincts board to activate a new instinct (see Develop Your Instincts).

Private Objectives vs. Kits

To send a kit to develop an instinct, you must complete a private objective for each kit you wish to send out of the den. Thus, to send out your 5th kit, you must have completed a 5th private objective card.

  • 1 objective: 1st kit
  • 2 objectives: 2nd kit
  • 3 objectives: 3rd kit
  • 4 objectives: 4th kit
  • 5 objectives: 5th kit

Instincts

Develop Your Instincts

To develop your kits' instincts:

  • A. Complete continuous paths in your den.
  • B. Complete objectives.
  • C. Transfer your kits out of the den by meeting private objective prerequisites.
  • D. Activate instincts on the instincts board.

Kit dice may leave the den only after completing the required number of private objectives. Retrieve the cube connected to a kit die and a continuous path in the den. Place the cube in the desired instinct area on the instincts board.

Kits transferred during the game will score victory points during the end-of-game scoring.

Kits ready to exit the den must wait if there isn't a complete path or the required number of objective cards completed.

End of Round / End of Game

End of Round

When the last player finishes their turn, proceed with end-of-round scoring.

  • Calculate Points: Calculate end-of-round victory points.
  • Kits' Growth: After end-of-round scoring, conduct the growth phase for your kits.
  • Reset: After the kits' growth, complete the reset and catch-up mechanism using the orange spaces on the victory points track. After resetting, place the player tokens on the turn order track.

End of Game

After scoring the 4th round, perform the end-of-game scoring.

  • Calculate Points: Calculate end-of-game victory points.

The player with the most victory points wins the game!

References

Destiny Tiles and Die

The destiny die indicates which value will activate bonuses on the destiny tiles. At the start of a turn, if a player rolls the same number as the destiny die with an action die, they gain the bonus shown on the revealed destiny tile for that round.

At the beginning of the round, the hunter or photographer moves to the territory indicated by the destiny tile.

Destiny tile bonuses:

  • Advance on any territory track of your choice
  • Collect 2 GP
  • Increase a kit die by +1
  • Draw a resource of your choice
  • Draw 1 hunting tile from the stack
  • Draw 1 den path and place it immediately in your den
  • Move a kit die forward 1 space on the growth track for free

Territory Track Tiles

The vital territory tracks allow you to collect bonuses. Each track is linked to a vital territory (River, Forest, Field, Farm). The mountain does not have a specific track.

Track tile bonuses:

  • Increase a kit die by +1
  • Draw a bonus den path tile
  • Draw 1 hunting tile from the deck
  • Claim the star
  • Collect a resource of your choice
  • Gain the cheese, regardless of its current location

When you encounter the hunter/photographer symbol on a track, the hunter or photographer moves clockwise to the following territory.

Territory Tiles (Bonuses)

Territory tiles allow you to gain instant bonuses, additional actions, and activate obstacles.

  • Instant Bonus.
  • Keep in hand; it can be activated with an action die.
  • Available to All: placed near the mountain territory.
  • Obstacle: affects the corresponding territory.

Rules:

  • Actions, bonuses, and powers can only be used once.
  • Once used, tiles are discarded.
  • If a draw pile in a territory is empty, shuffle and replace the discarded tiles to form a new pile.
  • Each tile stack is linked to one of the vital territories.
  • When a tile with the "available to all" icon is drawn, it is available to all players on the right side of the mountain territory.
  • When a tile has the obstacle icon, it must be placed in view of all players, to the right of the mountain territory.
  • Obstacles remain active until the end of the current round.
  • New obstacles replace those already in play.

Tile types:

  • Obstacle / The Camp: Place the camp token in a territory of your choice. At the end of the round, all players in this territory gain 2 GP.
  • Obstacle / The Bear: Place the bear token in a territory of your choice. All players ending the round in this territory gain 1 resource of their choice.
  • Obstacle / The Wolf: Place the wolf token in the territory where you drew this tile. Hunting and advancing on the territory track are now prohibited there.
  • Obstacle / The Storm: Place the storm token in the territory where you drew this tile. Daytime movement in this territory is reduced by 1 until the end of the round.
  • Available to all Bonus: Gain 3 growth points. (appears twice)
  • Available to all Bonus: Increase a kit die by +1.
  • Available to all Bonus: Draw a bonus den path tile and place it immediately in your den.
  • Power: Place the beaver token in the territory where you drew this tile. You now possess the beaver's power.
  • Action: On your turn, place an action die on the tile, pay 1 resource, and increase a kit die. Your die is now empty.
  • Instant Bonus: Gain the cheese; if another player has it, steal it.
  • Instant Bonus: Gain the star. If another player has it, steal it. You can move +1 on your turns as long as you possess it.

Turn Order Tiles

  • Gain the cheese. If another player has it, steal it.
  • Collect a resource of your choice.
  • Collect 2 GP.
  • Increase a kit die by +1.
  • Advance on any territory track of your choice.

Hunting Tiles

  • Failed hunting.
  • Gain 2 GP.
  • Gain 2 GP and 1 resource of your choice.

Den Path Tiles

Den paths allow you to collect bonuses while exploring the den and develop your kits' instincts to enhance your abilities. You can draw tiles from your bag when performing the den exploration action. There are 5 types of den paths.

Bonus Den Paths

Bonus den paths allow you to place a tile to extend a path or replace an existing path in your den.

  • When placing your path, collect its bonus.
  • As soon as you take a bonus path, replace it with a new one from the instincts and bonus den paths board.
  • If you replace a previously placed tile in your den, return the old tile to your bag (ignore any bonus beneath the old tile).

Instinct Tiles

Instincts are effective until the end of the game.

  • Hunting cost decreases by 1.
  • You may add a second level to your hunting collection.
  • Cost to advance on a territory track decreases by 1.
  • If you possess the beaver, it grants you +1 GP when activated by an opponent passing over the beaver tile.
  • Add 1 GP to all your next GP collections.
  • Choose your desired resource when collecting.
  • Gain 1 additional movement during your next turns.
  • Marked territories now yield 1 extra GP when opposing foxes pass through (totaling 2 GP).
  • Kits' growth cost decreases by 1 GP.

Ruse Tiles

Ruse tiles are asymmetric abilities drawn randomly at the start of the game. All players begin with 2 GP and 1 resource of their choice. For your first game, you may ignore the Ruse tiles.

  • When you gain an advancement on a territory track, move up the track of your choice.
  • Choose your resource when collecting.
  • Gain 2 GP each time you roll a 6 with an action die.
  • Earn 1 GP each time you cross an orange space on the VP (victory point) track.
  • With each hunting, automatically gain 2 extra GP, even if the hunting fails.
  • Day and night do not affect your movement.

Obstacles

Obstacles are triggered by drawing territory tiles. They appear in different territories, affecting only the players in the territory where they were activated. Obstacles are discarded at the end of a round.

  • The Wolf: It prevents hunting and advancing on the territory track.
  • The Bear: All players ending the round in this territory gain 1 resource of their choice.
  • The Storm: Daytime movement in this territory is reduced by 1 until the end of the round.
  • The Camp: At the end of the round, all players in this territory gain 2 GP.
  • The Cheese: The player with the cheese can exchange it for 4 GP during their turn or for 4 VP at the end-of-round scoring.
  • The Star: You can move +1 on your turns as long as you possess it. There is only 1 star. Another player can steal the star from you.
  • The Beaver:
    • The player who draws the beaver's territory tile places it in front of them and positions the beaver token in the corresponding territory on the beaver dam exploration tile.
    • If another player encounters the beaver, they lose 2 GP, while the player who owns the beaver gains 2 GP.
    • The beaver is discarded at the end of the round.
    • Ownership of the beaver can change during a round.

Private Objectives

Your cards are personal objectives that only you can complete to earn bonuses and extra VP.

  • You can always draw a new card, discard an incomplete card, or activate the exchange effect of a completed card by visiting the mountain territory on your turn.
  • You may declare your completed objectives during the end-of-round scoring in player turn order.
  • Only resources need to be spent to complete private objectives.
  • At the end of the game, points will be deducted for any uncompleted private objective cards still in hand.

Cards 001-003 are Starting Cards.

CardRequirementsExchangeBonusPenalty
001 (Starting)1 field, 1 farm, 1 completed private objective-3 VP for 3 GPStar and 5 VP-3 VP
002 (Starting)1 field, 1 river, level 2 on the farm track-2 VP for 3 GPCheese and 4 VP-2 VP
003 (Starting)2 fields, level 4 on the field track-2 VP for 1 fieldAdvance on a territory track and 5 VP-2 VP
0042 farms, 2 hunting tiles-3 VP for 1 farm1 bonus den path tile and 5 VP-3 VP
0052 rivers, level 2 on the river track

Common Objectives

Common objectives allow you to earn VP and bonuses. As soon as you complete a common objective during your turn, declare it and place one of your cubes on the leftmost available space to gain the maximum VP. The earlier you declare a common objective, the more VP you score. Victory points (VP) are added during end-of-game scoring. Each objective can only be completed once per game.

RequirementsVP (1st / 2nd / 3rd)
3 completed private objectives4 / 3 / 2
Completed a path of 3 tiles in your den4 / 3 / 2
Marked 4 territories4 / 3 / 2
Reach level 7 on any territory track4 / 3 / 2
4 completed private objectives6 / 4 / 3
Reach level 4 on any territory track3 / 2 / 1
3 kits outside the den6 / 4 / 3
3 hunting tiles in your cache (collection)4 / 3 / 2

(Transcriber note: the VP values and the pairing of values to objectives on this page are printed as icons/graphics; they were read from the page image.)

Scoring

End-of-round scoring, in order:

  1. VP for completed private objectives.
  2. 4 VP if you still possess the cheese.
  3. VP for the sum of remaining values on action dice.
  4. Kits' growth phase.
  5. Reset: return all foxes to the center of the vital territories board; remove obstacles from the territories (Wolf, Storm, Bear, Camp, and Beaver); add hunting tiles to empty spaces in the territories; players trailing behind gain two GP for each orange space they are behind the leader.
  6. Next round's turn order is determined by positions on the VP track.

End-of-game scoring, in order:

  1. Gain 4 VP if you possess the star at the end of the game.
  2. Collect VP for hunting collections.
  3. Collect VP for the sum of values of your kit dice outside the den.
  4. Collect VP for completed common objectives.
  5. Subtract VP for uncompleted private objectives.

The player with the most victory points wins the game!

Mini-Expansions

Firefox (Mini-Expansion)

Setup

  1. Place the Firefox board near the main board.
  2. Place the Firefox die on the Firefox board.
  3. Place and reveal Firefox tiles on the 6 spaces of the board.
  4. Create a draw pile with the remaining Firefox tiles.
  5. Place the Firefox token on the top space of the board.
  6. Add all other tiles to the base game components.

Firefox Action: On your turn, place your action die on the board. Move the Firefox pawn clockwise by the number of spaces matching your action die's value. Collect the bonus on the destination Firefox tile and replace it with a new tile from the draw pile. Then place a blank die tile on your die. If there are no more tiles when you move, collect the bonus of 4 GP shown on the Firefox board.

Firefox Bonus: Some additional tiles offer Firefox bonuses: move the Firefox token and collect the bonus; or roll the Firefox die, move the Firefox pawn by the corresponding number of spaces, and collect the bonus.

Village (Mini-Expansion)

Setup

  1. Place the Village board near the main board.
  2. Place 3 random Village track tiles on the 3 green spaces.
  3. Place Village hunting tiles randomly, face-down on their spaces on either side of the board, and form a draw pile nearby with the remaining tiles.
  4. Place the fox paw tokens at the start of the track.
  5. Add all other tiles to the base game components.

Village Action: On your turn, place your action die in a die space on the board and pay any cost if applicable. Advance one space on the Village track and collect the bonus. Then, you may spend the value of your die to perform actions on the left or right of the track.

Available actions:

  • Collect a hunting tile
  • Increase a kit die
  • Mark a territory

Hunting tiles are added to your cache. New hunting tiles are added to empty spaces at the end of the round. A marked territory on the Village track counts toward the common objective for territories.

Additional Modes

2 Players

Setup

  1. Use the reverse side of the destiny board for 2 players.
  2. Place 1 turn order tile on each of the 2 designated spaces.
  3. Add an empty die tile on the rightmost space of each of the 4 action die placement areas on the territories board (field, farm, river, and forest) to restrict spaces.
  4. In the 4th round, use extra tiles to further restrict action die placement spaces.

The destiny tile is still revealed, and the destiny die is rolled.

Winter Variant

The winter variant introduces a more challenging game mode. During winter, exploring the territories and gaining action becomes more demanding. You'll need to manage your resources and make strategic choices carefully!

  1. Simply flip the main board to its reverse side.
  2. To make the territories less linear, randomly place the exploration tiles on the territory spaces, ensuring they show the snowflake icon side.

The setup and gameplay remain the same as the standard version.

Premices - Basic Mode

Premices is a basic mode designed to introduce Ruse to less experienced players. Consult the setup and rules by scanning the QR code in the printed rulebook (not included in this transcription).

Solo Mode - VIXEN

For a few days, you've sensed something unusual, and your instincts are never wrong. The scents have changed, and the usual prey is sparse. One pitch-dark evening, you leave the den and catch a threatening scent! Following the trail, you suddenly find yourself in a clearing lit by starlight. You stop abruptly - two eyes shine in the darkness ahead. VIXEN, the fox, stands directly in front of you, determined to claim your territory... Who will emerge victorious in this clash between you and VIXEN?

Setup

Set up for a "2-player" game. Complete the setup for one player's components.

  • A. VIXEN receives the solo board, solo cards, and player components in a different color.
  • B. Choose one of the 4 VIXEN levels, shuffle the cards for each round, and form a face-down deck on the left side of the solo board, ordered sequentially from round 1 to 4 for gradual reveal.
  • VIXEN does not use objective cards, paw tokens, Ruse tiles, player board, or den board - VIXEN only uses 5 cubes.
  • C. Place 2 action dice and 2 black kit dice in reserve, and the 4 territory markers on the solo board.
  • D. Place the remaining 3 kit dice with a value of 1 on the first 3 spaces of the growth track on the solo board, and keep the other 2 action dice, 5 cubes, and VIXEN's den path tile bag nearby, outside the solo board.

VIXEN always starts in the last position on the turn order track, with VIXEN's sitting fox on the last free space. Place VIXEN's fox head token at 0 on the victory points track. Position VIXEN's standing fox in the center of the territories on the main board.

Card layout:

  • A. Current round indicator (4)
  • B. Card level indicator
  • C. Number of action dice for the round (x4)
  • D. Instant bonus, collected when the card is revealed

Gameplay

Beginning of Round Steps

  1. Determine turn order and collect bonuses.
  2. VIXEN does not collect turn order bonuses.
  3. Reveal a destiny tile.
  4. Place the hunter or photographer in the territory indicated by the destiny tile.
  5. Roll the destiny die.
  6. The first player rolls their action die.

VIXEN's Turn: VIXEN's turn functions similarly to a player's, where each turn VIXEN reveals a card and rolls an action die to take actions in the territories or the den. The die results on the cards determine the action location.

VIXEN always starts in the last position on the turn order track. In the first round, VIXEN has 2 action dice (as shown on the first-round cards). VIXEN can declare completed common objectives (as indicated on the cards at the start of each round).

VIXEN's Actions - In the Territories

  • A. VIXEN places an action die in the territory shown on the card row.
  • B. VIXEN moves within the territory to a spot where hunting and/or territory marking can occur. If applicable, VIXEN takes the hunting tile and/or marks the territory. VIXEN can move up to 4 spaces to reach an ideal spot.
  • C. VIXEN collects, gathers, and activates various elements indicated on the cards.
  • D. VIXEN gains victory points at the end of the row.

In the Den

  • A. VIXEN places an action die in an open space above the solo board.
  • B. VIXEN collects the indicated number of den tiles from the card row (standard or bonus tile).
  • C. VIXEN gathers, collects, and activates elements as needed.
  • D. VIXEN gains victory points at the end of the row.

Available Actions (icons on cards): Hunting; Territory Tile; Territory Marking; Kit Value Increase; Kit Growth; Den Tiles and Bonus Den Tiles; The Cheese; The Star; Hunter or Photographer; Obstacles; The Beaver; Common Objectives; Retrieve Action Dice.

End-of-Round Scoring: Follow the usual end-of-round scoring steps for the player.

  • VIXEN gains 4 VP if it possesses the cheese at the end of the round.
  • Then, VIXEN retrieves all its action dice and places them near its board.
  • Unlike players, VIXEN does not gain points for remaining dice values at the end of the round.
  • VIXEN moves all its kit dice 1 space to the right, which may result in a kit leaving the den.
  • The catch-up mechanism applies to VIXEN, but instead of gaining 2 growth points per orange space between the leader and the follower, VIXEN gains 1 VP per orange space.
  • Player positions on the turn order track are based on their position on the victory points track, as in a standard game.

End-of-Game Scoring: Follow the usual end-of-game scoring steps for the player. VIXEN gains the following victory points:

  • 4 VP if VIXEN has the star at the end of the game.
  • Collection points for rummaging (hunting) tiles, per the main board chart.
  • 1 VP per group of 3 den path tiles.
  • 1 VP per bonus den path tile.
  • 1 VP per group of 2 territory tiles.
  • Points equal to the value of the kit dice outside the den.
  • VIXEN does not gain points for common objectives.

WARNINGS! The VIXEN mode cannot be used with the Firefox expansion, the Village expansion, or the Premices mode. Remove any components marked with the small flame or house icon.

VIXEN mode can be played with 2 or 3 players, and with 4 players if you add the 5th-player expansion.

  • Scoring
  • Randomly place 2 turn order tiles in positions 3 and 4 of the turn order track and return the others to the box.
  • Place the standing foxes in the center of the board.
  • The last player to have seen a fox places their sitting fox on the first space of the turn order track, and the remaining players place their sitting foxes in clockwise order.
  • Place the action dice placement tiles near the board.
  • -3 VP for 1 river
    Advance a kit die on the growth track once and 4 VP
    -3 VP
    0062 forests, 1 kit die with a value of 5-3 VP for 1 resource of choiceAdvance a kit die on the growth track once and 5 VP-3 VP
    007Level 2 on the farm, field, and river tracks-3 VP to advance on a territory track1 bonus den path tile and 5 VP-3 VP
    0081 kit outside the den, level 2 on the field track, 1 kit die with a value of 3-4 VP for 4 GPIncrease a kit die by +1 and 6 VP-4 VP
    0091 field, 1 farm, 1 forest, 1 river-4 VP for 4 GP4 GP and 6 VP-4 VP
    0101 river, level 4 on the field track, 1 kit die with a value of 5-3 VP for 3 GP1 hunting tile from the stack and 5 VP-3 VP
    0113 kits outside the den-4 VP for 4 GPIncrease a kit die by +1 and 6 VP-4 VP