AntaYagí
AntaYagí Rulebook
Table of Contents
Table of Contents
Components
AntaYagí has 65 cards.
Objective of the Game
When playing with 3-4 players, the player who gets 5 goods cards in his saddlebags wins.
When playing with 5-7 players, the player who gets 4 goods cards in his saddlebags wins.
If two players get at the same time the number of goods needed to win, only the player whose turn is not in progress is declared the winner.
Cards that reach a player's saddlebag are placed in front of him and in full view of everyone. The area of the table in front of each player represents his saddlebags.
Preparation
Shuffle all the cards into a single pile, and then deal 3 to each player. The remaining cards form the drawing deck.
IMPORTANT: Players cannot look at the cards they receive. Whenever they add cards to their hand, they can only see the back of these cards. All players can see their opponent's hand, but not their own.
Beginning of the Game
The player with the most pockets begins the game. In case of a tie, the youngest starts.
Note: the printed text says "pockets" here; this is the source's wording, transcribed as printed (the rest of the rulebook refers to saddlebags).
Turn
- Choose a player with whom to make the exchange.
- You both choose a card from your hand. Quickly and at the same time, both cards are drawn and revealed on the table, between the two players.
- Each player adds the other's card to their saddlebags. It stays there if it is a good; if not, the card is discarded and its power is applied (if it has one). If both cards are the same, the exchange is cancelled. If a trade is cancelled for any reason, discard all the cards involved in the discard pile.
- After an exchange, verify if one of the players participating in the trade won the game. If not, the designated player for the trade draws only one card, even if the exchange was cancelled.
- The active player now draws until he has 3 cards and passes the turn to the player on his left. His turn will follow the same process.
- If there are no cards left to draw, shuffle the discard pile to create a new deck.
- Players are free to talk to each other and convince other merchants to trade.
- Players who played or lost a card outside of their turn may not complete their hand until the end of their own turn.
Types of Cards
The merchants from the City of a Thousand Hats are not content to trade in gold and spices. Instead, AntaYagí has a large assortment of peculiar goods.
Goods: Cards with the goods icon are considered as goods. After an exchange, these cards become part of your saddlebags (the player places it in front of him). If the card does not contain this icon, it is directly discarded.
Power of the Cards
Some cards have a power that is activated after a successful exchange.
A musical lollipop: Who would miss such a marvel? The player who adds a lollipop to his saddlebags also draws a card of his choice from his opponent's hand. He then adds the card to his saddlebags and applies its effects, if any.
Hat: Flip over all the cards you have in your hand, but all newly acquired cards will be placed as usual (their back towards the owner).
Omniscient Muffin: Discard all cards in your hand.
Wandering wizard: The player who revealed a wizard discards it immediately before finalizing the exchange. His opponent adds the card he reveal to his own saddlebags, applying the effects if any.
Toxic waste: You need an additional good in your saddlebags in order to win the game.
Fish: The fish does not go into the saddlebags, unless you have the 'toxic waste' card in it. In this case, the fish is worth two goods.
T-Rex: The appetite of the T-Rex is voracious. If a T-Rex shares a player's saddlebags with one of these cards: Fish, Muffin with eyes, Musical Lollipop or Bone, the T-Rex eats one and both are discarded. If there are several choices, follow the order on the card (from fish to the bone). The T-Rex's power is applied last and remains active as long as it is in the saddlebags.
Symbols on the Back of Cards
Hat: This card is drawn and placed so that the other players can see its back.
T-Rex: Indicates that the card may be a treasure or a T-Rex.
Sabotage: Any player can use a sabotage at the time of an exchange (even out of turn) to cancel it immediately. It can be played as an exchange card. A sabotage can cancel another sabotage, forcing the turn to continue normally unless more sabotages are played. Players who play a sabotage will not replenish their hand until the end of their own turn.
An exchange that has been fully resolved cannot be cancelled.