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Back to the Jungle

Back to the Jungle Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Aim of the Game
  • How to Play
    • 0. Introducing Your Chameleon
    • 1a. Moving Chips
    • 1b. Seeing Chips
    • 2. Eating a Chip
    • 3. Introducing a New Chip to the Board
  • Final Round
  • Scoring
  • Jungle Chips
  • Solo Mode
    • Solo Preparation
    • Aim of the Solo Mode
    • How to Play Solo
    • Ranking
    • Advanced Mode (Solo)

Preparation

  1. Prepare the initial setup as shown in the picture below. Place seven random Jungle chips [J] plus a Snake Jungle chip on the board.
  2. Introduce the other Snake Jungle chip in the bag and hand out a Chameleon chip, a turn structure card and two hidden Goal chips [G] to each player.
  3. Return the remaining Chameleon and hidden Goal chips to the game box.
  4. Put the rest of the chips in the bag, including the Special Chips. [S]

The player who is most camouflaged within the environment starts the game.

Game Mode: Make sure no one sees the chips before you start!

Aim of the Game

The aim of the game is to be the player with the most points at the end of the game. The game ends after a final round that starts when a player gets their fourth unique insect species or when there are no more chips left in the bag.

How to Play

Players will play in turns, each turn consisting of up to 4 phases:

  1. Introducing your chameleon - if it's not on the board already.
  2. Choosing between: 1a. Moving chips up to three times or 1b. Seeing up to three chips
  3. Eating a chip
  4. Introducing a new chip to the board

0. Introducing Your Chameleon

It must be placed face down in an open space at the edge of the board.

In the unlikely event that there is not a space at the edge, it will be placed in the closest open space to the edge.

1a. Moving Chips

Move one or more chips to an adjacent cell up to three times in total. Swapping two adjacent chips counts as a single move.

Moving the chip from D5 to E4 counts as two moves. It cannot be moved diagonally. Swapping chips C2 and D2 counts as a single move. Swapping the A3 chip for the B4 one, as a single move, is not possible as they are not adjacent.

1b. Seeing Chips

Secretly peek at any three chips on the board.

If you have chosen SEEING in phase 1, introduce an extra chip to the board!

2. Eating a Chip

This phase is NOT mandatory, consists of up to 5 actions:

  1. Reveal your Chameleon's chip. If it is not your chameleon, proceed directly to phase 3. Introducing chip.
  2. Reveal the chip you want to eat, your Chameleon needs to be adjacent to that chip [A].
  3. If the revealed chip has a star a special event will happen now. - see Jungle Chips
  4. The movement of your chameleon has frightened the insects nearby! Move the chips adjacent to the two chips revealed in 1. and 2. as shown in the image below. If any chip moves off the board, remove them from the game. In the case that the chip that has left the board is a Chameleon, the player of that color will introduce it in phase 0 of his next turn.

Tip: If you prefer, the Frighten action can be applied only to move the chips around your chameleon, in order to familiarize easily with the game mechanics without forget this step.

  1. If the chips revealed in 2. and/or 3. are edible - see Jungle Chips - place it facing up in front of you; if they are not, hide them again. Hide your chameleon.

Frightening example:

The green chameleon has decided to eat a spider, and thanks to the spider's event, it will also eat the firefly next to it.

The chip in E5 is frightened to F5, one cell away from the revealed chips. The chip on C6 is frightened off the board. The chip on C4 is frightened off the board because there is a hole on C3. The chip on D3 is not frightened because the firefly on D4 has been revealed as a special event. The chip on B5 is not frightened because it is blocked by the A5 chip. The chip on E6 is not frightened as it is not adjacent to the revealed chips.

3. Introducing a New Chip to the Board

Take a chip out of the bag, look at it discreetly and place it upside down on the board. If there is no space on the board for the chip, discard it. If you have chosen SEEING in phase 1, introduce an extra chip to the board!

Special Chips:

If it is a Special Wind chip [S.w]: Show it and swap the positions of up to 3 pairs of chips. If it is a Special Snake chip [S.s]: Show it and rotate two boards of your choice 90 degrees.

Final Round

The final round begins when a player gets their fourth unique insect species or when there are not enough chips left in the bag to end a turn. The rest of the players will have a final turn to try to improve their score. In this final round, no new chips will be placed on the board. The player, who gets the four unique insect species in the first place, gets a 2 point bonus [B].

Scoring

Once the game is over, add up the points of your Jungle chips, the bonus - in case you got it - and the hidden goals achieved:

  1. 2 points for each swallowed Fly.
  2. 2 points for each swallowed Caterpillar.
  3. 3 points for each pair of Fireflies swallowed.
  4. 2 points for each swallowed Berry or Branch.
  5. 2 points for each swallowed pair of Bee and Spider.
  6. 3 points for each swallowed trio of Bee, Fly and Firefly.
  7. 2 points for each pair of identical SCORING chips swallowed.
  8. 5 points if there are no Snakes on the board at the end of the game.
  9. 5 points if you do not swallow any Stone or Branch during the game.
  10. 5 points if you are the player who has swallowed the most SCORING chips.

Example: 0 + 2 + 2 + 3 + 2 + 4 + 0 = 13 POINTS

Jungle Chips

Each Jungle chip has some points and some special characteristics. Below are all the species and elements you can find during the game:

  • Spider - Special Event: You can also eat an extra chip of your choice adjacent to it. If this second chip also has a special event, ignore it.
  • Butterfly - Scoring Event: It can replace any insect (spider includes) when it comes to meeting goals.
  • Caterpillar - Special Event: You can choose to eat the caterpillar or eat a hidden chip that is adjacent to it. If this second chip also has a special event, ignore it.
  • Fly - Special Event: You can't see any chip during your next turn.
  • Firefly - Special Event: You can see all the chips adjacent to it.
  • Bee - Special Event: The poison from its stinger means you can't eat during your next turn.
  • Branch - Special Event: The Chameleon swings on the branch and falls to the other side in the first free gap.
  • Berry (no special event printed)
  • Stone (no special event printed)
  • Chameleon - Not edible. Special Event: Your tongue hits him directly in the eye, which means that player can't see any other chips next turn.
  • Snake - Not edible. Special Event: If a Chameleon tries to eat the Snake, it exits the board. You can go back on your next turn.

If the yellow Chameleon eats the Spider at C2, it can choose between eating the chip at C1, or at D2, or not eating extra. If the blue eats the Branch in E4, his chip would end in C4. If it eats the Branch in F5 it would exit the board. If the green player eats the Firefly at D5, he can see the chips at D4 and E5.

+info & videos at www.tembogames.com


Solo Mode

Eat as much as you can!

Welcome back to the jungle brave explorer! Return your chameleon to its habitat by getting it to swallow as much food as possible. This time you must work alone. You have the entire board at your disposal, filled with delicious chips. But be careful... Other chips are not so enjoyable to eat.

Eat as much as you can and meet the challenge!

Solo Preparation

  1. Separate the Jungle Chips (green ones), except Berry and Chameleon chips, and place them facing down on the board in random order.
  2. Place the Berry chips facing up next to the board.
  3. Separate the Hidden Goals Chips (Black ones) containing insects (See Fig. 1). Place them face down in a pile in front of you.
  4. Choose the chameleon you want to face the challenge and place it facing up on top of one Jungle Chip located at the edge of the board.

Fig. 1: HIDDEN GOAL CHIPS NEEDED.

Fig. 2: STARTING TURN.

Aim of the Solo Mode

The aim of the solo mode is to eat all the edible chips on the board before you run out of energy points, indicated by the Berry chips.

How to Play Solo

Each turn consists of 3 phases:

  1. Reveal Two Hidden Goals Chips. Take the first two chips from the Hidden Goals Chips pile and place them facing up in front of you. The insects they show will be your turn target (See Fig. 2). Butterfly can replace any insect (spider includes).

  2. Actions (See Turn Examples):

On your first turn you will have 4 energy points, indicated by each Berry chip you have facing up next to the board. Each energy point can be used for one of the following actions:

  • 2a. Make 2 Movements: The chameleon can move horizontally or vertically. If the board squares are occupied, the chameleon moves over the other chips.
  • 2b. Seeing up to 3 chips.

Example: If you have 4 Berries, you can make 8 moves. Or you can see 6 chips and make 4 moves, among other options.

  1. Eating a Chip (See Turn Examples):

The aim of each turn is to make your chameleon end up on top of one of the insects indicated by the Hidden Goals Chips you reveal in phase 1, before you expend all your energy points (Berries). Once you are on top of the desired chip, you reveal it:

  • If it is the right chip, you eat it and you leave it outside the board; this chip will not come back to the game. Next, you take away the hidden goal chip in which the insect swallowed appears and you place it back under the pile of Hidden Goals Chips. If the insect swallowed appears in the two hidden goals chips revealed, you can choose which one you take away. Now, you have to reveal another Hidden Goals Chip, in order to have 2 at the beginning of the next turn.
  • If the chip you are on top of is not one of the insects you have in your hidden goal chips revealed this turn, you lose one energy point (Berry) for the next turns.

The turns go on until you run out of Berries or until you think there are only snake, stone and branch chips left on the board. At this point, you reveal all the chips remaining on the board and check if you've met the challenge!

Turn examples (1st turn): Fig. 3: First Berry (Seeing). Fig. 4: Second Berry (Moving). Fig. 5: Third Berry (Moving). Fig. 6: Eating. *It is not mandatory to use the four berries in each turn.

Turn examples (2nd turn): Fig. 7: Change the hidden goal chip. Fig. 8: First Berry (Moving). Fig. 9: Second Berry (Seeing). Fig. 10: Third Berry (Moving). Fig. 11: Eating.

Turn examples (next turns): Fig. 12: Change the hidden goal chip. Fig. 13: Next turns. Fig. 14: Last turns.

Ranking

  • You've swallowed 22 insect chips - AWESOME, CHALLENGE ACHIEVED!
  • You've swallowed 18-21 insect chips - YOU ARE A MASTER, LITTLE REMAINS!
  • You've swallowed 13-17 insect chips - NOT BAD, KEEP IT UP!
  • You've swallowed 6-12 insect chips - LITTLE BY LITTLE, COME ON!
  • You've swallowed <6 insect chips - OK, THIS WAS A PLAYTEST!

Advanced Mode (Solo)

After eating the first chip, your chameleon takes its place. From now on, your chameleon will move by swapping chips. The eating phase will be like the competitive mode, i.e. your chameleon needs to be adjacent to the chip you want to eat.