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Bastille-Game Rules en

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0% found this document useful (0 votes)
24 views

Bastille-Game Rules en

Uploaded by

Joaquin Polanco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A game by Christoph Behre for 3 - 4 players

aged 10 years and older

Components
COMMON MATERIALS:
• 1 Game board • 20 Mission cards
Depicting 7 locations in Paris:

Banque de Paris
Notre Dame
Versailles back
Catacombes 12 Max cards 8 Series cards
Place Louis • 35 Character cards
Bastille
Etats Généraux

• 2 Catacombs boards

10 peasants 10 soldiers 10 nobles 5 monks back


(wildcard)
• 8 Bonus tiles back: • 1 Start player marker

• 2 End bonus tiles back:

• 58 Coins

• 8 Versailles tiles
back:
22x 1 20x 2 16x 5
• 1 Bag

• 1 Mission board
• 24 Weapon tokens Only used for the variant
"Secret Mission"
(see page 11)
9 torches
5 pitchforks 5 rifles 5 rapiers back (wildcards)
front & back • 1 Rules booklet + 1 Overview sheet

PLAYER MATERIALS (in 4 player colors blue , white , red and black ):
• 12 Influence tiles • 20 Henchmen cubes
3x 1: 3x 3:

• 1 Scoring marker & 1 Bastille marker

4x 2: 2x 4:

• 1 50/100 tiles

front back

1
Set-up – Example for 4 Players
COMMON MATERIAL:
Place the game board in the center of the playing area.
Sort the coins by denomination and place them as
a bank next to the game board.

Mix the Versailles tiles face down, stack them on the


Versailles section, and reveal the top tile of the stack.

Place the catacombs boards as depicted on the


game board. Place the bag next to the game board.

Sort the character cards by their letters A, B, and C, and mix


them separately. Then, create a single deck by stacking the "B"
cards on top of the "C" and the "A" cards on top. Place the deck
next to the game board. Weapon
Draw one character tokens
card for each display
space at Place Louis
and put it on the space, A
Versailles tiles
Victory point track

B
face up.
C

Keep the 9 torches next to the game board. Mix all remaining
weapon tokens face down, and keep them next to the game board
as well. Depending on the number of players, draw a number
of weapon tokens and place them face up in the Bastille section.

Number of players: 3 4 Weapon


tokens Torches
Number of weapon 5 7
tokens:

Shuffle the mission cards face down and place them as a face
down stack at Etats Généraux.

Sort the bonus tiles by their backside and shuffle them On each of the first 7 spaces of the round and scoring track place
separately. one randomly drawn bonus tile face down. On the last, 8th space
bonus tiles: end bonus place one of the two end bonus tiles face down. For the first
tiles: round turn over the bonus tile on the top most space, it is now the
Note: By counting the face up bonus tiles on the round and scoring track current tile. Any leftover bonus tiles are placed back in the box
players can keep track on which round they are currently playing. without looking at them.

2
Round and PLAYER MATERIAL:
scoring track
Randomly determine a first
player, and give them the
start player marker.
First round
Card display bonus tile
Each player chooses a color, and takes the
influence tiles, 50/100 tile, henchmen cubes,
bastille marker, and scoring marker of that
Bonus tiles color, as well as coins totaling 8.
The bastille markers are placed on the
start space of the bastille track in player
Character cards
order, starting with the first player and then
continuing clockwise.
Interim Scoring
The scoring marker is placed at the 0 space
on the scoring track.
Bastille track
The 50/100 tile is kept next to the game
board.
Depending on the number of players, each player takes a
number of influence tiles.

Number of players: 3 4
End bonus tile Influence tiles: 1,1,1,2 1,1,2
Mission cards Each player's remaining Influence tiles form their personal
supply and are placed next to the game board.
They will be used later in the game only. Influence tiles are
kept open throughout the game.
Catacombs boards
Finally, each player draws one mission card from the mission
Final Scoring
card pile and keeps it hidden from the other players.

Player material with 4 players:

Personal supply of Influence tiles

Game Concept and Object of the Game


The Revolution is coming – it is just a matter of At seven places in Paris, the players may The influence tiles have values from 1 to 4.
time! It is Paris, a few weeks before this monumen- enforce their influence, by using their influ- The higher the value, the earlier the player will
tal event, and the different revolutionary factions ence tiles. perform their action, and the more bonuses are
are preparing themselves for the inevitable. awaiting the player at the location.
They will need to assert their influence all over the
city: searching for followers and gathering weapons.
The player who best leverages their influence to
make preparations at the Bastille, in the Cata-
Each place provides some bonuses like coins, 2. 4. 3. 1.
combs, and who gathers and fulfils their mission
weapons, allies, or mission cards, all of which It is up to the players to use their influence wisely
cards will win this game based around the French
are needed to be victorious at the end. and keep a close eye on their opponents.
Revolution.

3
Playing the Game
A game of Bastille is played in 8 game rounds. During each game round, the start player begins, and the other players follow in
clockwise direction. After the 4th round, an interim scoring takes place, followed by a final scoring after the 8th round. The player
with the most victory points at the end of the game is the winner. A round consists of 3 Phases:

1. Placing influence tiles | 2. Evaluate locations | 3. Scoring flags and game round preparations
A game round in detail:

1. Placing influence tiles


The active player choses one of his available influence tiles
and places it on any of the 7 locations on the game board.
The influence tile is always placed on the leftmost unoccupied
influence space.

If all influence spaces at a location are occupied, no more


influence tiles can be placed there. The player must choose a
different location with unoccupied influence spaces.

A player may add an influence tile at a location where they had


placed an influence tile before, provided there is at least one
unoccupied influence space.

After the active player has placed one influence tile, it is the next player's turn in clockwise direction to place one of their influence
tiles. Repeat this procedure until all players have placed all their influence tiles on the game board; a player may not pass their turn.

2. Evaluate locations
After all players have placed all of their influence tiles, evaluate
each location in order from 1 to 7. At each location, the players
will gain various bonuses for each of their influence tiles at that
location.
At each location, first determine the order in which the players
will gain the bonuses of this location. Player order is determined
from most valuable to least valuable influence tile, with ties being
broken by which tile was placed first (i.e. furthest left).
The active player gains that particular bonus and returns their
influence tile back in front of him. At certain locations, the first Second First Third
player will gain an extra bonus.
Example: Ani (black) is the first to do her action since she placed the influence
Empty influence spaces at a location do not give bonuses to tile with the highest value. Jan (blue) and Alex (red) both placed an influence
anybody. tile of value one. Since Jan placed his tile on the location before Alex did, he
goes second and Alex goes third.

4
Locations:

Earn coins you will need to recruit allies.

The player multiplies the value of their influence tile by 2, and


takes coins of that total from the bank.

In addition the first player takes the start player marker and
immediately becomes the new start player.
Example: Jan (blue) is in first place and gains coins with a total value of 8 as
well as the start player marker. Ani (black) gains coins with a total value of 4
and Ulrich (white) of 2.

Increase your influence for future rounds.


The player removes their influence tile and exchanges it for one
influence tile from their personal supply the value of which is
exactly 1 point higher. They take this new tile and place it in
front of them, and return the other one to the game box.
The first player additionally scores one victory point, recording
it on the scoring track.
Example: Ulrich (white) is the first player and exchanges his played influence
Please note: If the player has no tile in their supply that is valued tile with a value of 2 with an influence tile of value 3 from his supply.
exactly 1 point more, they resume the played tile. Additionally he gains 1 VP. Alex (red) exchanges his tile for an influence tile
of value 2.

Gather torches (wild weapons) and other bonuses.


Example:
The first player chooses and takes one of the bonuses shown.
Jan (blue)
The second player takes the leftover bonus. choses first and
takes the torch.
Ani (black) has
to take the coins.

THE BONUSES OF THE VERSAILLES TILES:


Take 1 or 2 torches from the Move the Bastille marker up 2 or 3 spaces on the
general supply Bastille track

Take 1 or 2 of your Score 3 or 4 victory points,


Take coins of a value of and record them on the
henchmen cubes and put
3 or 4 from the bank victory point track
them in the bag

Deploy henchmen to the catacombs to gain powerful bonuses during


interim and final scoring. However, you will need some good luck to get
these bonuses.

The first player puts 2 of their henchman cubes into the bag, the
second player only 1.
Example: Since Jan (blue) has placed two influence tiles on the catacombs he
can put 3 henchmen cubes in the bag.

5
Gather allies to your cause in the Place Louis.

The player selects one character card from the display, paying
to the bank the coin value showing on the card minus the value
of influence tile placed. The player keeps the card open in front
of them. Do not refill the display at this time.
A player may forfeit the action if they do not have enough
money or do not want one of the available cards.
4th 3rd 1st 2nd
Note: If the value of an influence tile is equal or higher than the
Example: Alex (red) is the first player and choses the noble. He has to pay 6
coin value of a character card the player takes that card without coins since he placed an influence tile with a value of 4 (10-4 = 6). Next Jan
paying any coins. (blue) and then Ani (black) each chose a character card. Finally, Alex (red)
takes the last card that is left from the display.

THE THREE TYPES OF CHARACTERS :


Peasants Soldiers Nobles

Coin value

Crown Flag

Gem

Victory points
Weapon
(pitchfork) Weapon (rifle) Weapon (rapier)
already equipped not equipped not equipped

Each card shows its coin value, its value in victory points, and the weapon it must be equipped with. Some characters are
bearing their weapon already; some must be equipped with a weapon token. Characters that must be equipped show a
red background and the silhouette of the weapon they carry.
Additionally, characters may have further attributes: Crowns, gems, and flags. These yield various bonuses that are
especially useful at the end of a round and during the interim and final scoring.

Furthermore, there is a wild character, the monk.


The monk may join any group.

The player will decide which group the monk will join at the
end of the game, before the final scoring takes place.

The weapon that a monk must be equipped with depends on


the group he is sorted in.

Hint: For a better overview, players may want to arrange the


cards of the same group slightly overlapping.

6
Collect much needed weapons by infiltrating the Bastille. The further
ahead a player's marker is on the Bastille track, the more victory points
that player will gain during the interim and final scoring. Also, they will
have priority when claiming weapons.

The first player advances their Bastille marker a number of


spaces on the track equal to the value of their influence tile plus
one.
The second player advances their marker exactly equal to the
value of their influence tile.
If the marker lands on an occupied space, put it on the same
space, but behind the player(s) who already occupied it. Order
is determined from front to back on a space.
If a marker reaches the last space of the track it stays there.
For the rest of the game, the player receives one coin for each
step they cannot move forward.
Point value

Example: First, Urlich (white) moves his bastille marker 4 spaces (3+1) on the
bastille track. Next Jan (blue) moves only one space ending up on the same
space as Ulrich. He has to place his marker behind Ulrich's marker.

Mission cards give objectives that will yield victory points at the end of the
game, if accomplished.

The first player looks through the mission card deck and selects
one mission of their choice, keeping it face down, and returning
the deck to its place. They also receive 2 coins.

The second player then picks up the pile and choses a card.

Important: A player may never take two copies of the same mission.

The objectives of the mission cards are explained at the end of


this booklet.

Example:
Alex (red) is first, so he takes
the coins and choses the max
weapon card from the mission
cards pile.
Then Ani (black) choses the
max gem card.

7
3. Scoring flags and game round preparations
Scoring flags
After the evaluation of all locations is completed, the bonuses
on the active bonus tile are assigned.
All players add the flags on all their character cards. The player Ulrich Alex
with the most flags gains the larger bonus (depicted on the left
side), and the player with the second most flags gains the smal-
ler bonus (depicted on the right side).
Tie-breaking order begins with the player holding the start
player marker and continues clockwise. Jan Ani

Game round preparations


Example: Alex (red) and Ani (black) both have the most flags among the pla-
To prepare the next game round the next in line bonus tile is yers. In this case Alex (red) gets the larger bonus, since he is sitting closer to
flipped up and is now the active bonus tile. Ulrich (white) who has the start player marker. Alex (red) puts two henchmen
cubes and Ani (black) only one cube in the bag.
The top Versailles tile is returned to the game box, and the next
tile is revealed.
Return any remaining character cards from Place Louis to the
game box as well, then draw and place new cards from the pile.

Now the new game round starts.

Interim and Final Scoring


After the 4th round, an interim scoring takes place, and a final scoring after the 8th round.

Interim Scoring:
Scoring is done in the following order:

Gems:
Each player advances their scoring marker one space for each Example: The player has 4 gem
icons in total on his character
gem on their character cards. cards gaining him 4 VP.

MAX Crowns:
The player or players with the most crowns on their cha-
racter cards advance(s) their scoring marker by 3 spaces. Example: Two players are tied
for most crowns, therefore both
gain 3 VP.

Catacombs:
Example:
1: Any one of the players draws 5 henchmen cubes from the
First, Jan (blue) can
bag, one after the other. For each drawn henchman cube, its chose a bonus and
owner decides which bonus from the catacomb boards they places his marker on
want to take advantage of. They place their drawn hench- that bonus, blocking it
for other players.
man cube on that bonus, and gain its effects. Only then is a
Next, Alex (red) can
new cube drawn from the bag. A bonus with a henchman chose a bonus and takes
cube on it cannot be chosen by another player. the torch.

8
2: After 5 bonuses have been taken, following happens to
the henchmen cubes on the boards:

The henchmen cubes are returned to the


players supply.
Example: The three henchmen cubes
on the left board are put back in the
The henchmen cubes are put back into the bag. supply, while the two on the right board
are placed in the bag.
Subsequently, remove the two catacomb boards and place
them back into the box.
For final scoring players can chose the bonuses depicted on
the game board itself.

THE BONUSES OF THE CATACOMBS:


Score 2, 3 or 4 victory points, and record them on
Take coins of a value of 3 or 6 from the bank
the victory point track

Move the Bastille marker Take a torch from the Upgrade one of your influence
up 1, 2, or 3 spaces on the general supply tiles by one
Bastille track

Take the topmost card from the character pile, and Choose one mission card from the deck
add it to your character cards

Bastille:
Each player gains point value shown on the last line passed
by their Bastille marker. Example:
Ulrich (white) and Jan
Next, the players claim weapon tokens. (blue) each get 5 VP, Alex
(red) and Ani (black) only
The player in first position on the Bastille track starts, 2 VP each.
followed by the player in second position etc.

All players except the last one take two available weapon
tokens of their choice, the last player must take the remai-
ning one.

The characters have to be equipped with weapons only at


Point value
the end of the game.
Finally, draw new weapon tokens, and place them in the
Bastille, face up. 1. Example:
Ulrich (white) is furthest ahead
Number of players: 3 4 on the Bastille track and gets to
chose two weapon tokens first.
Number of weapon 2. 4.
5 7 Ani (black) is farthest back on
tokens: the track and has to take the
weapon token that is left over at
3. the end.

9
Final Scoring:
First, the players have to assign
each of their wild characters to one
character group, in reverse player
order (the player to the right of the start player begins going counter
clockwise). A wild character can also be assigned to a character
group of which the player has no cards.
Now the final scoring takes place:
The final scoring starts with the same 4 categories as in the
interim scoring, with following changes: Example: The player decides to place one of his monks with the nobles
and the other one with the soldiers.
Gems: No changes
MAX Crowns: The player or players with the most
crowns on their character cards advance(s) their Note: If a player passes over the "50" space of
scoring marker by 5 spaces (instead of 3). the victory points track, they take a 50 marker
Catacombs: The players return all their henchmen and start again on space "1" of the track.
cubes from the catacombs board to their personal If they pass the “50” space once again they flip
supply. their marker to the 100 side. At the end of the
game they add the points from their marker to
Bastille: No new weapon tokens are drawn for the the current result.
Bastille.

Then, the players score victory points for the following:

Character cards:
Each player totals the victory points provided by their
character cards, and advances their scoring marker
accordingly.

Mission cards:
Each player reveals their mission cards and gains the points
as shown on each mission card they have fulfilled.
(See mission cards on the last page of this booklet)

Henchmen:
Each henchman cube remaining in the bag at the end of the
game is worth one victory point for the owner.

Coins:
Players gain one victory point for every 3 coins.

10
Weapons:
Finally, the players must equip their characters with their
weapon tokens.
The corresponding weapon tokens must be assigned to the
specific characters.
A wild character can only be equipped with the weapon
type of their assigned group.
A torch serves as a wild and can be assigned to any cha-
racter.

All players with unarmed characters lose victory points,


according to the following chart:
Number of unarmed Example:
characters: After sorting all weapon tokens onto the respective character cards, one
soldier remains without a weapon.
Negative points:
The left over weapon token (pitchfork) cannot be used, since soldiers only use
rifles. Therefore the player loses 2 VP.
As usual, mark these points on the victory point track.

End of the game


The player with the most victory points after the final scoring prepared his faction the best for the upcoming revolution and is the
winner of the game! In case of a tie for the most victory points, the tied player owning the highest value of coins is the winner. If
the tie persists, the tied players share the victory.

Variant: Secret Mission


Changes during set-up:
The mission board is placed on the game board as depicted.
The mission cards are shuffled face down and are split into two
same sized piles. Those are placed face down on the mission
board.
The players do not get a mission card at the beginning of the
game.

Changes during game play:


The evaluation of the Etats Généraux changes:
The first player takes 2 coins, and one of the mission card
piles. Then, they examine that pile, and take one mission card
of their choice from it, keeping it face down in front of them.
Finally, the player returns the pile to its place.
The second player has to take the other pile and chose a
mission card, and then returns the pile to the mission board. Example:
2.
Ani (black) choses the pile at the bottom,
If a player choses the mission card bonus while scoring in therefore Jan (blue) has to take the pile at
the interim or final scoring he can chose one pile and take a the top.
mission card from it. After both have chosen a card, they place the
1. piles back from where they were taken.

11
The Mission Cards
Each mission card sets an objective that the player must have accomplished at the end of a game in order to gain the number
of shown victory points. A player is not allowed to have two copies of the same card. The mission cards are divided into two
categories: Max-cards and series-cards. Note: A character does not have to have a weapon in order to be used to fulfill an objective.
Furthermore a card can be used to fulfill an objective on multiple cards. Important: An objective must be accomplished at the end of the game only.

MAX cards: For all max-cards, all players compare their results. If the owner of the card has the most or second most of the depicted
object, they gain that number of victory points. A player not owning such a card can never get any points by it. As there are two copies of
each max-card, up to two players may gain points for the same objective. If two players are tied for one or the other, both of them will gain
the full amount of respective points. The following cards yield victory points for the player, if they have the most or second most of…

Character groups: Weapons:


…cards of the corresponding character group; wildcard characters …weapons; weapon tokens, torches, and imprinted weapons are
assigned to that group count as characters of that group. taken into account.

Ulrich = 6 Alex = 7
Ulrich = 2 Alex = 1

Jan = 2 Ani = 1 Jan = 6 Ani = 4

Example: Alex (red) has 4 weapon tokens, 2 torches as well as one peasant
Example: Ulrich (white) and Jan (blue) both have the most of the nobles. card that already had a weapon. Since he has the most weapons among the
Jan (blue) sorted both monks into the character group nobles to achieve this. players he gains 7 VP.
Since both have the max nobles card the each gain 6 VP.

Crowns: Gems:
…crowns on all their character cards. …gems on all their character cards.

Ulrich = 1 Alex = 2 Alex = 5


Ulrich = 5

Jan = 5 Ani = 2 Ani = 4

Jan = 3
Example: Jan (blue) has the most crown and gains 6 VP. Alex (red) and Ani Example: Ulrich (white) and Alex (red) both have most gems. Since Ulrich
(black) both have 2 crowns in second place. But only Ani has the max crown has the max gem card he gains 6 VP. Ani (black) is in second place and also
card, therefore only she gains the 2 VP for second place. has the max gem card. She gains 2 VP.

Series cards: In order to accomplish the objective of a series-card, a player must own the character cards of the required character
group(s) of the matching monetary value. Wildcard characters assigned to a group count as characters of that group.

One Charakter group: 2 of each character group:


The player must own all three required character cards of the The player must own at least two character cards of
matching monetary value. each character group. In this case, the monetary value
does not matter.

© Copyright 2018 Queen Games, 53842 Troisdorf,


Germany. All rights reserved. 12
Zwischen- und Endwertung Übersicht Interim and final scoring overview Récapitulatif des décomptes intermédiaire et final

Jeder Edelstein ist einen Punkt wert Each gem is worth 1 VP Chaque pierre précieuse rapporte 1 PV

Der oder die Spieler mit den meisten Kronen erhalten Le (ou les) joueur(s) qui possède(nt) le plus de
3 Punkte The player(s) with the most crowns get(s) 3 VP couronnes gagne 3 PVs

5 Gefolgsleute erhalten Boni von den Katakomben- 5 cubes Hommes de main sont piochés et leurs propriétaires
Tableaus 5 henchmen cubes get bonuses from the catacomb boards obtiennent des bonus parmi ceux des plateaux Catacombes

Die Spieler erhalten Punkte von der Bastille-Leiste sowie Players get VP from the Bastille track as well as weapon Les joueurs gagnent des points de victoire en fonction de leur
Waffenplättchen tiles avancée sur la piste de la Bastille ainsi que des tuiles Arme

Nach der Zwischenwertung werden die Katakomben-Tableaus zurück After interim scoring, remove the two catacomb boards back to the Une fois le décompte intermédiaire terminé, remettez les deux
plateaux Catacombes dans la boite de jeu et placez de nouvelles
in die Box gelegt und neue Waffenplättchen in der Bastille ausgelegt box and replenish the weapon tiles in the Bastille tuiles Arme sur la Bastille

Mönche müssen den Charaktergruppen zugeordnet Sort monks into one character group Les moines doivent être assignés à un groupe de
werden personnages

Jeder Edelstein ist einen Punkt wert Each gem is worth 1 VP Chaque pierre précieuse rapporte 1 PV

Der oder die Spieler mit den meisten Kronen erhalten 5 The player(s) with the most crowns get(s) 5 VP Le (ou les) joueur(s) qui possède(nt) le plus de
Punkte couronnes gagne 5 PVs

5 Gefolgsleute erhalten Boni aus den Katakomben auf 5 henchmen cubes get bonuses from the catacombs on 5 cubes Hommes de main sont piochés et leurs propriétaire
dem Spielplan the game board obtiennent des bonus parmi ceux du plateau Catacombes
Die Spieler erhalten Punkte von der Bastille-Leiste sowie Players get VP from the Bastille track as well as weapon Les joueurs gagnent des points de victoire en fonction de leur
Waffenplättchen tiles avancée sur la piste de la Bastille ainsi que des tuiles Arme

Chaque carte Personnage rapporte le nombre de points


Jede Charakterkarte gibt die aufgedruckten Punkte Each character card awards the depicted VPs de victoire indiqué sur la carte

Die Spieler erhalten die Punkte von ihren Auftragskarten. Bei Gleich- Players get VPs based on their fulfilled mission cards. If there is a Les joueurs obtiennent les points de victoire indiqués sur les cartes
Mission qu’ils ont remplies. En cas d’égalité, tous les joueurs à égalité
stand gibt es die vollen Punkte für Spieler mit der entsprechenden Karte tie, all tied players with the corresponding card get the full VPs
qui possèdent la carte concernée gagnent les points de victoire.

Chaque cube Homme de main toujours présent dans le


Jeder Gefolgsmann im Beutel ist einen Punkt wert Each henchmen cube still in the bag is worth 1 VP sac rapporte 1 PV à son propriétaire

Les joueurs gagnent 1 PV pour chaque tranche de


Je einen Punkt für Münzen im Wert von 3 1 VP for coins of total value of 3 3 pièces qu’ils possèdent

Negative VPs for each character card that has no Les joueurs perdent des points de victoire pour tous leurs
Minuspunkte für jede unbewaffnete Charakterkarte corresponding weapon tile on it personnages qui ne sont pas armés

© Copyright 2018 Queen Games, 53842 Troisdorf, Germany. All rights reserved.
Charakterkarten | Character Cards | Cartes Personnage Auftragskarten | Mission Cards | Cartes Mission

MAX-Karten | MAX-cards | Cartes majorité


Bauern | Peasants | Paysans

2x 2x

2x 2x
Soldaten | Soldiers | Soldats

2x 2x
Adlige | Noblemen | Nobles

Reihen-Karten | Series-cards
Cartes séries

2x
Mönch (Joker) | Monk (wildcard)
Moine (Joker)

© Copyright 2018 Queen Games, 53842 Troisdorf, Germany. All rights reserved.

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