Bastille-Game Rules en
Bastille-Game Rules en
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
• 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:
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.
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.
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.
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:
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:
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.
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.
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.
The player will decide which group the monk will join at the
end of the game, before the final scoring takes place.
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.
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.
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
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:
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.
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.
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.
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…
Ulrich = 6 Alex = 7
Ulrich = 2 Alex = 1
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.
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.
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
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.
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
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.