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Bad Brood

Bad Brood Rulebook

Table of Contents

Table of Contents

  • Game Principle
  • Contents
  • Setup
  • Phases
    • Phase Preparation
    • Round Preparation
    • Last Round of a Phase
    • Turn
    • End of Phase
    • End of Game
  • Card Types
    • Action Cards
    • Education Cards
    • Defence Cards
  • Optional Drinking Rule
  • Glossary
  • FAQ

Game Principle

Education cards (blue) are placed on your own or other players' Arschlochkinder. Only the visible values count. The more negative, the better.

Example as printed: the pink 1 is overwritten by -3. The child's new value (Arschlochfaktor) is -6.

Contents

A game consists of:

  1. Cards for Phase I (toddler)
  2. Cards for Phase II (schoolchild)
  3. Cards for Phase III (teenager)
  4. 10 Arschlochkinder (child figures)
  5. The rulebook
  6. A pad for scoring

The game has 210 transparent playing cards, 10 Arschlochkinder and 1 block.

Setup

Arschlochkind start card: Each player receives a random start card and gives their child a catchy name, which they announce to all other players.

Phases

A game consists of 3 phases. Each phase consists of 4 rounds.

Phase Preparation

  1. Choose the start player. The start player of the first phase is the (democratically elected) biggest Arschloch of the group. In the following phases, the player whose child has the largest Arschlochfaktor begins.
  2. Shuffle the cards. The cards of the current phase are shuffled.
  3. Deal the cards. Each player receives 3 cards. Players may look at their own cards. The 3 different card types are explained on the back of this rulebook (see Card Types below).
  4. Form the draw pile. The remaining cards form the draw pile (Nachziehstapel).
  5. Discard pile. Played action and defence cards form the discard pile (Ablagestapel) during the course of the phase.

Round Preparation

Round card: Before his turn, the start player reveals a card from the draw pile and places it face up in the middle of the table. This card is called the round card (Rundenkarte). Before each further round, the start player places an additional card in this way.

Last Round of a Phase

In the fourth and thus last round of a phase, no education cards may be played on the player's own child.

Turn

Turns are taken clockwise. A turn consists of the following actions, in this order:

  1. Draw a card. Draw a card from the draw pile.
  2. Exchange a card (optional). You may exchange a card in your hand with any round card.
  3. Play an action card (optional). You may play an action card from your hand.
  4. Play an education card. You must play an education card on your own or another child, unless you have no education card in your hand.

End of Phase

After the fourth and last round of the phase, the phase ends. Add up all visible numerical values of your child and write down the value of your child for this phase.

The more negative the value, the greater the Arschlochfaktor.

Then all education cards are removed from the children and, together with all other cards of the phase, put back into the box. The game then continues with the cards of the next phase.

End of Game

After the third phase, the final Arschlochfaktor is determined by adding up the values of the three phases.

The player whose child has the largest Arschlochfaktor (the most negative total value) wins the game.

Card Types

The game uses three card types. The rules on the back of the printed sheet are reproduced below.

Action Cards

Action cards may be played during your own turn. The effect is explained on the card.

After the effect has been resolved, the card is discarded.

Additional information for experts: each phase contains 10 action cards.

Education Cards

Education cards may be played on your own child or on another player's child.

The child must be named explicitly (for example: "Kevin is fed a vegan diet."). Embellishing the story is encouraged.

In the last round of a phase, no education cards may be played on your own child.

Remember: negative values are played on your own child; positive values are played on other players' children.

Additional information for experts: the point fields carry the following meanings:

  • Green: health
  • Orange: freedom
  • Pink: love
  • Blue: power and success

Defence Cards

Defence cards may be played at any time, even if the player is not personally affected by the card being defended against.

The defence card must be played immediately after the card it defends against is played.

Action cards, education cards or defence cards can be defended against.

Defended cards are discarded onto the discard pile together with the defence card.

Additional information for experts: each phase contains 10 defence cards.

Chuck Norris (phase III) cannot be defended against.

Optional Drinking Rule

Whoever wants to play an action or education card against an Arschlochkind but forgets or confuses its name must take a shot (Schluck) of their drink.

The same applies to the start player who forgets to reveal a round card face up.

Glossary

Discard pile (Ablagestapel): The discard pile is formed during the course of the phase from the played defence and action cards and the defended education cards. So that the discard pile is not confused with the draw pile, it is kept face up.

Arschlochfaktor: The total value of a child after 3 phases. The more negative, the better.

Child / Arschlochkind: The Arschlochkind start card, which lies face up in front of each player.

Phase: There are 3 phases (toddler, schoolchild, teenager). Each phase lasts 4 rounds.

Round: A round lasts until every player has taken one turn.

Round card (Rundenkarte): The start player reveals a card from the draw pile before their turn and places it face up in the middle of the table.

Turn (Spielzug): A turn consists of all actions a player may or must perform (draw a card, exchange a card, play an action card, play an education card).

Start player (Startspieler): In the first phase, the biggest Arschloch of the group is the start player. In the following phases, the player whose child in the last phase ended up with the most negative value is the start player.

FAQ

  1. May I draw a card if, after playing an action or defence card, I have fewer than three cards in my hand? Nope. Even if you have no cards left in your hand, you may only draw again on your next turn.

  2. What does "round" mean for action cards? Until the next turn of the same player.

  3. What happens if I have no education card in my hand? Then you do not have to play a card.

  4. May I play an exchanged round card in the same turn? Yes, you may.

  5. Is there a hand-card limit? No.

  6. We cannot agree on how an action card should be laid down. What should we do? In case of dispute, the Arschloch who owns the game decides.

  7. What happens if the draw pile is empty? The discard pile is shuffled and forms the new draw pile.

  8. Why does everyone always play on me? Because you deserve it!

  9. Why is the game only for ages 16 and up? Because the third phase contains a few rough cards.

  10. Do you hate children? Of course not. With barbecue sauce they are extremely tasty.