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Bad Babiez

Bad Babiez Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Object of the Game
  • Setup
  • Turns
  • End of the Game
  • Cards
    • Baby Cards
    • Baby Power Cards
    • Object Cards
    • Action Cards
  • Game Options
  • Errata

Introduction

Bad Babiez is an easy game to learn and a quick game to play. The game is designed for 2-8 players.

Components

  • 8 Baby cards
  • 4 Room boards
  • 16 Furniture tokens
  • 8 fold-out miniature Baby cards
  • Kitchen deck (light green border): 15 cards
  • Living Room deck (orange border): 15 cards
  • Kids' Bedroom deck (light brown border): 15 cards
  • Bathroom deck (light blue border): 15 cards
  • Action deck (red border): 36 cards
  • Event deck (yellow border): 12 cards
  • Baby Power deck (purple border): 16 cards

To play Bad Babiez you will also need tokens to represent Boo-Boo Points and a 10-sided die to represent Naughtiness Points. As an alternative, paper and pencil may be used to record the values.

Object of the Game

The aim of the game is to be the Baby with the most Naughtiness Points when the game ends.

Setup

Place the room boards as shown in the figure (figure not reproduced).

Next to each room board, place the matching Object card deck, each shuffled separately, and place the Action, Event and Baby Power decks.

Next to each deck, leave space for the discard pile of that deck.

Place the furniture tokens inside their respective rooms.

At the start of the game the doors between the rooms are open, so do not place them on the board at this stage.

Shuffle the Baby cards and deal one to each player. Each player reveals their Baby and takes 4 Boo-Boo Point tokens. Place a die next to each Baby card to represent its Naughtiness Points.

Each Baby starts with zero Naughtiness Points.

Each player places their miniature in the starting room shown on their Baby card.

Each player draws their opening hand: 2 Object cards from the starting room and 2 cards from the Action deck.

Example: the player with the Stinker Baby places their miniature in the Bathroom, then draws 2 cards from the Bathroom deck and 2 cards from the Action deck.

Turns

Play proceeds clockwise, one player at a time.

The youngest player goes first.

When every player has taken a turn, the first round is over.

Before the start of every round after the first, the top card of the Event deck is turned over and its effects are applied.

ATTENTION: if the card "End of Games" is drawn BEFORE the fourth turn, it has no effect; a replacement card is drawn instead, and "End of Games" is shuffled back into the Event deck.

Each player's turn is divided into the following phases:

  1. Movement
  2. Drawing cards
  3. Playing cards
  4. Discarding cards

Movement

The player chooses either to stay in the room they are in or to move into an adjacent room (two rooms are adjacent if they touch on one of the four sides).

If there is a closed door between two rooms, it must be opened with the appropriate Action card before a Baby can enter the room from that side.

As soon as a Baby announces that it wants to enter a room, the movement can be prevented with a Door card (see the dedicated section).

Drawing cards

The player draws the top card of the Object deck of the room they are in, and the top card of the Action deck.

As soon as the last card of a deck is drawn, the corresponding discard pile is shuffled and put back in place.

NOTE: if the effect of a card allows a Baby to draw Object cards, these must be drawn from the room the Baby is in.

Playing cards

During this phase the player may play any number of cards. Playing cards is not mandatory, and the player may pass directly to the next phase.

Action cards are discarded at the moment they are played and must be placed on the Action discard pile.

Object cards are divided into two categories: Common Objects (teddy bear) and Special Objects (shiny teddy bear).

Common Objects, like Action cards, are discarded at the moment they are played.

Special Objects, by contrast, are placed beside the Baby card and remain in play until they are broken or used, depending on their effect.

Special Objects cannot be used in the same turn in which they are played, but only from the following turn. To remember which Special Objects can be used, place those just played horizontally and rotate them to vertical as soon as the turn passes.

When a Common Object or a Special Object is played, broken or discarded, put it on the discard pile of the room the Baby is currently in. When that pile is reshuffled, all objects in the discard pile stay in that deck.

EXCEPTION: if an Object is thrown into another room, put it on the discard pile of the room into which it was thrown.

When playing a card that has an effect on a Baby (or on one of its Objects), a target must be chosen. Unless otherwise specified, the target of each card must be chosen inside the room in which the Baby playing it is located.

Rummaging around

If, in the Playing Cards phase, a Baby chooses not to play any cards and not to use any ability (its own or that of a Baby Power), it may draw one additional Object card.

Discarding cards

At the end of their turn, each Baby may not hold more than five cards in hand. Excess cards are discarded and play passes to the next player.

End of the Game

The game ends as soon as the Event card "End of Games" is revealed.

The Baby with the most Naughtiness Points is the winner.

In case of a tie, play one final round; at the end of that round, compare Naughtiness Points again.

If there is still a tie, the Babies with the most Naughtiness Points share the victory.

Cards

Baby Cards

Boo-Boo Points

Boo-Boo Points represent how much a child can take before bursting into tears and returning to their starting room.

When the last Boo-Boo Point is inflicted, the Baby bursts into tears: the player immediately discards all cards in hand, loses 2 Naughtiness Points, and the miniature representing them is placed in the starting room, with the maximum number of Boo-Boo Points.

Naughtiness Points

If, by playing a card, Boo-Boo Points are inflicted on another Baby, the Baby that played it gains as many Naughtiness Points as the Boo-Boo Points inflicted.

Making a Baby cry earns one additional Naughtiness Point.

If a card breaks a Special Object, the Baby that played it gains one Naughtiness Point.

If a card inflicts the last Breakage Point on a piece of furniture, the Baby that played it gains one Naughtiness Point for each Breakage Point of the piece of furniture, regardless of who inflicted the other points.

A broken piece of furniture is turned over to its reverse side and can no longer be the target of throws.

The maximum number of Naughtiness Points is 10.

Baby Power Cards

Through their Naughtiness Points, Babies can develop additional abilities.

The first time a Baby reaches 5 Naughtiness Points, it receives a Baby Power card: draw a card at random from the Baby Power deck and place it face up beside the Baby card.

If the Baby's Naughtiness Points fall below 5, it loses the use of its Baby Power card, but the card remains dormant: turn the Baby Power card over to its reverse side until the Naughtiness Points are back to 5 or more.

Repeat the same procedure when the Baby reaches 10 Naughtiness Points.

Object Cards

Common Object

Common Object cards show 3 values:

  • Red: the Throw value
  • Blue: the Defence value
  • Green: the Fight value

Each Common Object may be used as a throw, as a defence, or in a fight, but only if the corresponding value is greater than zero.

If the effect of another card changes a value of a Common Object to zero, the use of that Object Card is cancelled and the card is discarded.

Throwing and Defence

A Common Object may be thrown at another Baby or at a piece of furniture in the house.

If the target is another Baby, it must be in the same room or in an adjacent room; if the target is a piece of furniture, it must be in the same room.

A Baby chosen as the target of a thrown Object may use one of its own Common Object cards to block; in this case the Defence value of the Object used to block must be EQUAL TO or HIGHER than the Throw value of the Object thrown.

If the Object is not blocked, the Baby hit loses one Boo-Boo Point.

A piece of furniture that is hit takes one Breakage Point.

Blocking for others

It is possible to block a throw aimed at another Baby or at a piece of furniture. To do this, the Baby that wants to Block for Others must be in the room of the Baby throwing the Object or in the room of the target (Baby or furniture).

When Blocking for Others, the Defence value of the Object used is reduced by 1.

It is also possible to stop a throw with a Door card (see below).

Action Cards

Door Card

Door cards allow the player to open or close one of the Doors that connect the rooms.

A Door card may be played during the player's own turn, or when another Baby declares a movement or a throw.

If a Baby declares that it wants to enter a room, another Baby in the room it is in, or in the room it is about to enter, may play a Door card, preventing the movement.

In this case the Baby whose turn it is loses the chance to move and must remain in the room it is in.

If a Baby declares that it wants to throw an Object into another room, another Baby in the room it is in, or in the room from which it is throwing, may play a Door card, blocking the throw.

When this happens, place a Door token between the two rooms and proceed as if the Door were the target of the throw.

A Door card cannot cancel the effects of another Door card used in either of these ways.

A Door that has suffered a Breakage Point can no longer be opened normally with a Door card.

NOTE: if a Door card is used to block the throw of the "Firecracker", the firecracker explodes in the room it was thrown from.

Fight: Brawl and Quarrel

Some Action cards allow the player to start a hand-to-hand fight with another Baby.

When two Babies are engaged in a hand-to-hand fight, both may play cards and use Objects and abilities that have a Fight value, adding it to their own total.

When both decide that they have no more cards to play, the fight is over, and the player with the highest total Fight value is the winner.

If both have the same total, there is no winner.

The effect of winning a fight is decided by the card that started it; cards played afterwards contribute only their Fight value.

Disasters

Disaster cards are special Action cards that may only be played in a specific room.

When a Disaster card is played, the Baby that played it gains 2 Naughtiness Points, and the card is placed on the board of the corresponding room.

Each Disaster card has specific effects:

Flooded Bathroom

  • The "Firecracker" does not work.
  • "Roller Skates" and "Skateboard" do not work.

Burnt Dinner

  • The "Pizza Snack" card does not work.
  • "Dog" and "Cat" are discarded when the Disaster card is played or as soon as a Baby enters the room.
  • The maximum number of cards in hand is reduced to 4 (Stinker Baby, or a Baby with "Clothes Peg and Nappy", is immune to this effect).

Volume at Full Blast

  • The "Help!!" card does not work.
  • Each Baby in the room discards one card at random when the Disaster card is played (a Baby with "Earplugs" or "Headphones" is immune to this effect).

Furniture Barricades

  • Objects cannot be thrown at Babies in this room from other rooms.
  • Each Action card may be played as if it were a dodge of value 2 (0-2-0).

Game Options

Length of the Game

Normally the game is played with the whole Event deck, and the card "End of Games" is shuffled back in if it comes up in the first 3 turns. Both of these rules may be changed to vary the length of the game.

To play shorter games, remove some Event cards at random before the start of the game (take care not to remove the "End of Games" card!).

To lengthen the game instead, increase the number of turns during which the "End of Games" card is shuffled back in, or place it automatically as the last card.

Layout of the House

It is possible to vary the arrangement of the four rooms to create different play areas.

It is also possible to combine two copies of the game to create a larger house with more rooms. In this case, the Object card decks of rooms of the same type are shuffled together to form a single deck. In both rooms of the same type, cards are drawn and discarded from this shared deck.

For the rest of the cards (Baby, Baby Power, Action and Event), use only one copy of each.

Team Play

If there are at least four players, the game may be played in team mode.

Draw lots or choose the composition of the teams, and seat the players so that the turns of the Babies of the different teams alternate during the round (do not seat Babies of the same team next to each other).

The game otherwise proceeds normally, but at the end of the game the team with the highest sum of Naughtiness Points wins.

This mode is recommended with a high number of players, since it makes the game more interactive even outside the turn of the individual player.

Controlling Territory

This option is only possible when playing team mode.

If a room contains at least two Babies and both belong to the same team, that room is "controlled" by their team.

When a Baby enters a "controlled" room, all the Babies inside the room may throw an Object at the Baby that is entering. The entering Baby is still considered to be in its room of departure, so other Babies in that room may Block for Others.

Errata

The following corrections come from a 2007 Italian-language errata page on the publisher's site (Raven Distribution), not from the 2006 rulebook text. They are reproduced as printed errata and translated into English.

  1. The Fast Baby and the Annoying Baby start from the Kids' Bedroom.
  2. "Bedwetting" is not played with 2 players.
  3. The Iron is discarded when it is used.