Vegeterrors
Vegeterrors Rulebook
Table of Contents
Table of Contents
Overview
Vegeterrors is a 3 or 4 player must-not-follow trick taking game, where players are not predicting how many tricks they will win, but which of the four Vegeterrors will win the most tricks.
Contents
- 1 Start Player card
- 44 Vegeterror cards (including Magic cards)
- 4 Deck Makeup cards
- 5 Payout cards (including ranking reference)
- 4 Dice (for tracking wins)
- 8 Payout bonus chips (two-sided - 10/20)
You will need to provide a way to keep score.
How to Read Vegeterror Cards
- Color and pattern for each Vegeterror
- Vegeterror Name
- Strength of Vegeterror
- Illustration of Vegeterror
- Labels only exist when there is an ability to use. There are three types: Poison, Boss, and Magic.
How to Read Payout Cards
- Vegeterror type
- Bonus chip location
- Die location
- The amount of the prize money is as follows, from the top to the bottom:
- 50 gold if exactly one player guesses correctly
- 40 gold when exactly 2 players guess correctly
- 30 gold when 3 or 4 players guess correctly
Flow of the Game
Each hand is broken into the following phases:
- A. Preparation Phase: Deal the cards and reset the dice.
- B. Prediction Phase: Cards are played face down to guess which Vegeterror will win the most tricks.
- C. Trick Phase: Cards are played and the winner is determined.
- D. Payout Phase: Payout and Bonus Chip adjustment.
The game ends when one player has earned 220 gold or more.
The person with the most prize money won at the end of the game wins. If there is more than one person with the most prize money won, the victory is shared.
Special Cards
- Boss - The Boss (red 9) is the strongest card in the game, but it does not have any additional abilities.
- Poison - If there is a Boss in play, the strength of a Poison card is +100 when determining victory. There is no effect if there is no Boss on the field.
- Magic
- Choose a Vegeterror on the field and increase its strength by 3.
- If played when there is no Vegeterror yet in play (on the start player's turn or only Magic is on the table), it has no effect.
- You may play Magic at any time; it is never forced from your hand.
Setup
In 3-player games, remove all cards that have the icon showing 3P crossed out in the lower right corner and return them to the box.
In 4-player games, all cards are used.
Put the Payout cards in order, in a row where everyone can see them:
Blue → Green → Yellow → Red (there is no Green in a 3-player game)
Put the dice and chips together as a supply near the Payout cards.
Give a Deck Makeup card to each player, flipping to the correct side for the player count.
Determine a start player in an appropriate manner and give them the Start Player card.
Have your method of keeping score (pen and paper, poker chips, etc.) within reach.
A. Preparation Phase
- Return all dice to the supply.
- Shuffle the Vegeterror cards well and deal 11 cards to each player (all cards are dealt).
- Hold your cards in your hand so that you can see them but other players cannot.
B. Prediction Phase
Simultaneously, all players choose a Vegeterror card (not Magic) from their hand and place it face down in front of them. This card is the Vegeterror you are rooting for. You may check the card you played face down at any time during the game, but do not reveal it to the other players.
Additionally, if you predict correctly, you will receive a bonus based on the strength of your face down card.
Once per hand, you may change your prediction. Instead of playing a card from your hand into the trick, flip your face-down card and play it instead. Then select a Vegeterror card (other than Magic) from your hand and put it face down in front of you so that others cannot see it (you cannot choose the same Vegeterror as the one you just revealed).
If you choose to change your prediction mid-hand, reduce your winnings earned by 10 gold (you cannot go below 0 gold).
C. Trick Phase
- In clockwise order, beginning with the Start Player, players play one card in front of them face up.
- Once everyone has played a card, the winning Vegeterror is determined.
- Increase the value of the die on the winning Vegeterror's Payout card by 1. If there is no die on the Vegeterror's card, add a die with value 1 to the card.
- Place the played cards into a discard pile.
The player with the Start Player card only leads for the first trick. In subsequent tricks, the player who played the Vegeterror who won the previous trick leads.
If multiple Vegeterror cards of a color are played into a trick and that type wins, the last player to have played that Vegeterror type leads the next trick.
If a player played a Magic card and the Vegeterror they targeted won, that player becomes the leader for the next trick. If multiple Magic cards are played, the player who played it later will lead the next trick.
If both Magic and multiple Vegeterrors of the same color are played, the player who played Magic last will lead the next trick.
Repeat steps 1 through 4 until all cards have been played.
Rules for Playing Cards
- The leader may play any card they wish.
- The following players must play a Vegeterror type that is not already in play (if possible).
- When all Vegeterror types in a player's hand are already in play, the player may play any card they wish.
- Magic can be played at any time, ignoring the above rules. You are never forced to play Magic unless it is the only card type left in your hand.
Determining the Winner of the Trick
- The Vegeterror with the highest strength (number) wins.
- When two or more Vegeterrors of the same type are in play, add their strength numbers together.
- If there is more than one Vegeterror with the highest strength, the Vegeterror that was played first wins.
Example 1: A trick in which various Vegeterrors fight. A red 7, a blue 3, and a yellow 4 are on the table. The next player has a green Vegeterror in their hand, so they must play it - green 7. Red and green are both the highest, but since the red Vegeterror was on the table first, red wins the trick.
Example 2: The same Vegeterrors join forces. A red 7, a blue 3, and a yellow 4 are on the table. As there is no green Vegeterror in the next player's hand, they choose a blue 6 and place it on the field. Since there are now 2 blue Vegeterrors in play, the blue Vegeterror is considered to have a value of 9 (6+3), and blue wins.
The player who played blue later starts the next trick.
Example 3: Let's use Magic. There is a red 5 and a blue 3 in play. The next player has a green Vegeterror in their hand, but they decide to play the Magic in their hand instead and add +3 to the blue Vegeterror in play. Therefore, the blue Vegeterror becomes 6.
After that, a yellow 4 is played, so blue (with the greatest strength) wins.
The player that played the Magic card starts the next trick.
When you play a Magic card, you must choose to add strength to one of the Vegeterrors already in play. In this case, the player played Magic, but you are never forced to even if the only Vegeterror cards in your hand are already in play.
Magic cards are not normal Vegeterrors, but special cards for interference or support. When you want to save other cards or when a card played by another player is the Vegeterror you planned to play, you can use it to take advantage of the situation.
Example 4: Poison should be handled with care. There is a red 9 (Boss), a blue 3 (Poison), and a yellow 4 (Poison) on the field. The next player has a green Vegeterror in their hand, playing a green 4. Since the Boss is in play, the Poison blue and Poison yellow get +100 added to their strength. Blue is 103 strength but yellow is 104 strength, so yellow wins.
D. Payout Phase
- All players reveal the cards they played face down.
- The Vegeterror with the highest die value will be the winner of this hand. The player(s) who guessed the winner correctly wins the following gold:
- A. The number of people who guessed the winner determines the payout per the Payout card.
- B. If there are one or more bonus chips on the card, the amount of gold indicated on the chip(s).
- C. 10x the value of the card played during the PREDICTION PHASE.
If there is more than one Vegeterror with the highest die value, blue is considered the strongest, then green, then yellow, and then red.
For example, if green and red tie for the most wins, green would be considered the victor as it is the stronger color.
Scoring Example. A blue Vegeterror won this hand, so anyone whose revealed card is a blue Vegeterror gets a prize!
- 2 people guessed blue - 40 gold
- 20 gold chip on the blue Payout card - 20 gold
- Both players used a blue 3 - 30 gold
Both players win a total of 90 gold.
(The source prints step numbers 1, 2, 4, 5, 6 in this phase; there is no step 3 in the printed rulebook. Numbering is kept as printed.)
- If there are bonus chips on the Payout card of the winning Vegeterror, return all chips to the supply.
- Use a bonus chip to add 10 gold to the Payout cards of the non-winning Vegeterrors.
- Pass the Start Player card to the next player in clockwise order.
End of Game
The game ends if anyone has 220 gold or more at the end of the PAYOUT PHASE. Otherwise, play another hand.
Whoever has the most gold at the end of the game wins! In case of a tie, the win is shared.