At the Wedding Table
At the Wedding Table Rulebook
Table of Contents
Table of Contents
Game Components
- 2 pawns (bride and groom)
- 20 two-sided guest cards
- 2-piece wedding table board
- 1 rulebook
Game Setup
- Make a single deck of all 20 guest cards. Shuffle it well and place it within reach of both players. It doesn't matter to which side the cards are flipped.
- Take the top 3 guest cards and place them next to the deck in a row.
- Place both parts of the wedding table board next to each other in one line, so that their shorter sides touch and the numbers form a sequence.
- One of you secretly hides the groom's pawn in one hand and the bride's pawn in the other. The other chooses which hand they want the pawn from – the color of that pawn indicates which side (color) of cards they will play. The player who hid the pawns plays the other suit.
- Place the groom and bride pawns on the cake on the wedding table board.
- The player who gets the bride pawn is the first player and starts the first round of play.
Playing The Game
The goal of the players is to score the most points, indicated on the cards by the number of points symbols. All points are counted at the end of the game.
Starting with the first player, players will take turns until the end of the game. Each turn consists of 3 mandatory steps:
Step 1: Draw a guest card
Take one of the three guest cards face up next to the deck (you can't take a card from the top of the deck). Then, if needed, flip the card over to your color.
Step 2: Seating a guest
Choose any empty seat at the wedding table board and place the guest card from your hand there, with the bottom of the card facing the board. The card should be placed with your color facing up.
The wedding table has 16 seats – 8 along each long edge. Each seat is marked with an empty plate. Ignore the numbers on the plates – they will be used to keep score at the end of the game.
Step 3: Reveal a new guest card
Place one guest card from the top of the deck to the space emptied in Step 1.
Guests
All cards in the game are double-sided. The two sides differ only in color and the pattern associated with it. The pattern is an additional marking that allows people with color blindness to distinguish the two sides of the card. For simplicity, in the rules, we always refer to the color, also meaning the corresponding pattern.
Card anatomy: symbol set, name, color and pattern that allow to distinguish the side, scoring rule, scoring range.
The guest scoring rule determines how many points a player will receive at the end of the game for meeting the given conditions. Guests have strict preferences as to whom they want to be neighbors at the table.
The neighbors to whom the scoring rule applies are indicated by arrows located at the bottom of the card – this is the so-called scoring range. The number inside the arrow indicates the maximum distance over which the scoring range extends. The absence of a number inside the arrow means a direct neighbor at distance 1. Neighboring can occur to the right, left, opposite or diagonally (depending on the arrow).
Each guest has 1-3 scoring symbols. If the guest gets points for the presence of specific symbols in range, the color of the card the symbol is on does not matter, we count both those on our cards and those on the opponent's cards.
Only the Sister scores points regardless of her neighbors or position at the table.
Examples
Auntie scores 1 point for each symbol within the spaces indicated by the arrows (up to 2 spaces to the left and up to 2 spaces to the right, as well as the space opposite).
The Animator awards points according to the number of symbols according to the table. 1 point for 1 symbol, 3 points for 2 symbols and 7 points for 3 or more symbols. The symbols of the guests sitting opposite, on both diagonals and to the left and right (at a distance of 1) must be taken into account. If there are no symbols within scoring range, the player does not receive any points.
Ending the game and scoring
The game ends immediately when all the guests have taken their seats at the table, i.e. on the 16th turn. Guests who remain in the deck have no influence on the scoring.
Players add up the points for each guest in their color. Players track the number of points they have by moving their pawns on the board track. The player playing blue cards moves the blue groom pawn, and the player playing pink cards moves the pink bride pawn.
The winner is the player who has scored the most points. In the event of a tie, the player who played the DJ wins. If there is a tie and no one has played the DJ, you have to practice your wedding preparations by playing again.
Icons explanation
- Scoring symbols
- Any pink card
- Any blue card
- The most of the same scoring symbols
- A pink card in any corner of the table (including the one played)
- Any scoring symbol
- A blue card in any corner of the table (including the one played)
- Point: X points for each listed symbol on the guest card or type of guest card within the scoring range