Bastille
Bastille Rulebook
Table of Contents
Table of Contents
Components
Common materials:
- 1 Game board, depicting 7 locations in Paris: Banque de Paris, Notre Dame, Versailles, Catacombes, Place Louis, Bastille, Etats Généraux
- 20 Mission cards (12 Max cards, 8 Series cards)
- 2 Catacombs boards
- 8 Bonus tiles
- 2 End bonus tiles
- 8 Versailles tiles
- 24 Weapon tokens: 5 pitchforks, 5 rifles, 5 rapiers, 9 torches (wildcards)
- 35 Character cards: 10 peasants, 10 soldiers, 10 nobles, 5 monks (wildcard)
- 1 Start player marker
- 58 Coins: 22 of value 1, 20 of value 2, 16 of value 5
- 1 Bag
- 1 Mission board (only used for the variant "Secret Mission", see page 11)
- 1 Rules booklet + 1 Overview sheet
Player materials (in 4 player colors: blue, white, red and black):
- 12 Influence tiles: 3 of value 1, 4 of value 2, 3 of value 3, 2 of value 4
- 20 Henchmen cubes
- 1 Scoring marker & 1 Bastille marker
- 1 50/100 tile (front and back)
Set-up (example for 4 players)
Common material:
Place the game board in the center of the playing area.
Sort the coins by denomination and place them as a bank next to the game board.
Mix the Versailles tiles face down, stack them on the Versailles section, and reveal the top tile of the stack.
Place the catacombs boards as depicted on the game board. Place the bag next to the game board.
Sort the character cards by their letters A, B, and C, and mix them separately. Then, create a single deck by stacking the "B" cards on top of the "C" and the "A" cards on top. Place the deck next to the game board. Draw one character card for each display space at Place Louis and put it on the space, face up.
Keep the 9 torches next to the game board. Mix all remaining weapon tokens face down, and keep them next to the game board as well. Depending on the number of players, draw a number of weapon tokens and place them face up in the Bastille section.
| Number of players: | 3 | 4 |
|---|---|---|
| Number of weapon tokens: | 5 | 7 |
Shuffle the mission cards face down and place them as a face down stack at Etats Généraux.
Sort the bonus tiles by their backside and shuffle them separately (regular bonus tiles and end bonus tiles).
On each of the first 7 spaces of the round and scoring track place one randomly drawn bonus tile face down. On the last, 8th space place one of the two end bonus tiles face down. For the first round turn over the bonus tile on the top most space, it is now the current tile. Any leftover bonus tiles are placed back in the box without looking at them.
Note: By counting the face up bonus tiles on the round and scoring track players can keep track on which round they are currently playing.
Player material:
Randomly determine a first player, and give them the start player marker.
Each player chooses a color, and takes the influence tiles, 50/100 tile, henchmen cubes, bastille marker, and scoring marker of that color, as well as coins totaling 8.
The bastille markers are placed on the start space of the bastille track in player order, starting with the first player and then continuing clockwise.
The scoring marker is placed at the 0 space on the scoring track.
The 50/100 tile is kept next to the game board.
Depending on the number of players, each player takes a number of influence tiles.
| Number of players: | 3 | 4 |
|---|---|---|
| Influence tiles: | 1, 1, 1, 2 | 1, 1, 2 |
Each player's remaining Influence tiles form their personal supply and are placed next to the game board. They will be used later in the game only. Influence tiles are kept open throughout the game.
Finally, each player draws one mission card from the mission card pile and keeps it hidden from the other players.
Game Concept and Object of the Game
The Revolution is coming – it is just a matter of time! It is Paris, a few weeks before this monumental event, and the different revolutionary factions are preparing themselves for the inevitable. They will need to assert their influence all over the city: searching for followers and gathering weapons.
At seven places in Paris, the players may enforce their influence, by using their influence tiles.
Each place provides some bonuses like coins, weapons, allies, or mission cards, all of which are needed to be victorious at the end.
The influence tiles have values from 1 to 4. The higher the value, the earlier the player will perform their action, and the more bonuses are awaiting the player at the location.
It is up to the players to use their influence wisely and keep a close eye on their opponents.
The player who best leverages their influence to make preparations at the Bastille, in the Catacombs, and who gathers and fulfils their mission cards will win this game based around the French Revolution.
Playing the Game
A game of Bastille is played in 8 game rounds. During each game round, the start player begins, and the other players follow in clockwise direction. After the 4th round, an interim scoring takes place, followed by a final scoring after the 8th round. The player with the most victory points at the end of the game is the winner. A round consists of 3 Phases:
- Placing influence tiles
- Evaluate locations
- Scoring flags and game round preparations
A game round in detail
1. Placing influence tiles
The active player choses one of his available influence tiles and places it on any of the 7 locations on the game board. The influence tile is always placed on the leftmost unoccupied influence space.
If all influence spaces at a location are occupied, no more influence tiles can be placed there. The player must choose a different location with unoccupied influence spaces.
A player may add an influence tile at a location where they had placed an influence tile before, provided there is at least one unoccupied influence space.
After the active player has placed one influence tile, it is the next player's turn in clockwise direction to place one of their influence tiles. Repeat this procedure until all players have placed all their influence tiles on the game board; a player may not pass their turn.
2. Evaluate locations
After all players have placed all of their influence tiles, evaluate each location in order from 1 to 7. At each location, the players will gain various bonuses for each of their influence tiles at that location.
At each location, first determine the order in which the players will gain the bonuses of this location. Player order is determined from most valuable to least valuable influence tile, with ties being broken by which tile was placed first (i.e. furthest left).
The active player gains that particular bonus and returns their influence tile back in front of him. At certain locations, the first player will gain an extra bonus.
Empty influence spaces at a location do not give bonuses to anybody.
Example: Ani (black) is the first to do her action since she placed the influence tile with the highest value. Jan (blue) and Alex (red) both placed an influence tile of value one. Since Jan placed his tile on the location before Alex did, he goes second and Alex goes third.
Locations
Banque de Paris
Earn coins you will need to recruit allies.
The player multiplies the value of their influence tile by 2, and takes coins of that total from the bank.
In addition the first player takes the start player marker and immediately becomes the new start player.
Example: Jan (blue) is in first place and gains coins with a total value of 8 as well as the start player marker. Ani (black) gains coins with a total value of 4 and Ulrich (white) of 2.
Notre Dame
Increase your influence for future rounds.
The player removes their influence tile and exchanges it for one influence tile from their personal supply the value of which is exactly 1 point higher. They take this new tile and place it in front of them, and return the other one to the game box.
The first player additionally scores one victory point, recording it on the scoring track.
Please note: If the player has no tile in their supply that is valued exactly 1 point more, they resume the played tile.
Example: Ulrich (white) is the first player and exchanges his played influence tile with a value of 2 with an influence tile of value 3 from his supply. Additionally he gains 1 VP. Alex (red) exchanges his tile for an influence tile of value 2.
Versailles
Gather torches (wild weapons) and other bonuses.
The first player chooses and takes one of the bonuses shown. The second player takes the leftover bonus.
Example: Jan (blue) choses first and takes the torch. Ani (black) has to take the coins.
The bonuses of the Versailles tiles:
- Take 1 or 2 torches from the general supply
- Move the Bastille marker up 2 or 3 spaces on the Bastille track
- Take coins of a value of 3 or 4 from the bank
- Take 1 or 2 of your henchmen cubes and put them in the bag
- Score 3 or 4 victory points, and record them on the victory point track
Catacombes
Deploy henchmen to the catacombs to gain powerful bonuses during interim and final scoring. However, you will need some good luck to get these bonuses.
The first player puts 2 of their henchman cubes into the bag, the second player only 1.
Example: Since Jan (blue) has placed two influence tiles on the catacombs he can put 3 henchmen cubes in the bag.
Place Louis
Gather allies to your cause in the Place Louis.
The player selects one character card from the display, paying to the bank the coin value showing on the card minus the value of influence tile placed. The player keeps the card open in front of them. Do not refill the display at this time.
A player may forfeit the action if they do not have enough money or do not want one of the available cards.
Note: If the value of an influence tile is equal or higher than the coin value of a character card the player takes that card without paying any coins.
Example: Alex (red) is the first player and choses the noble. He has to pay 6 coins since he placed an influence tile with a value of 4 (10-4 = 6). Next Jan (blue) and then Ani (black) each chose a character card. Finally, Alex (red) takes the last card that is left from the display.
The three types of characters:
- Peasants — weapon: pitchfork (already equipped)
- Soldiers — weapon: rifle (not equipped)
- Nobles — weapon: rapier (not equipped)
Each card shows its coin value, its value in victory points, and the weapon it must be equipped with. Some characters are bearing their weapon already; some must be equipped with a weapon token. Characters that must be equipped show a red background and the silhouette of the weapon they carry.
Additionally, characters may have further attributes: Crowns, gems, and flags. These yield various bonuses that are especially useful at the end of a round and during the interim and final scoring.
Furthermore, there is a wild character, the monk. The monk may join any group.
The player will decide which group the monk will join at the end of the game, before the final scoring takes place.
The weapon that a monk must be equipped with depends on the group he is sorted in.
Hint: For a better overview, players may want to arrange the cards of the same group slightly overlapping.
Bastille
Collect much needed weapons by infiltrating the Bastille. The further ahead a player's marker is on the Bastille track, the more victory points that player will gain during the interim and final scoring. Also, they will have priority when claiming weapons.
The first player advances their Bastille marker a number of spaces on the track equal to the value of their influence tile plus one.
The second player advances their marker exactly equal to the value of their influence tile.
If the marker lands on an occupied space, put it on the same space, but behind the player(s) who already occupied it. Order is determined from front to back on a space.
If a marker reaches the last space of the track it stays there. For the rest of the game, the player receives one coin for each step they cannot move forward.
Example: First, Ulrich (white) moves his bastille marker 4 spaces (3+1) on the bastille track. Next Jan (blue) moves only one space ending up on the same space as Ulrich. He has to place his marker behind Ulrich's marker.
Etats Généraux
Mission cards give objectives that will yield victory points at the end of the game, if accomplished.
The first player looks through the mission card deck and selects one mission of their choice, keeping it face down, and returning the deck to its place. They also receive 2 coins.
The second player then picks up the pile and choses a card.
Important: A player may never take two copies of the same mission.
The objectives of the mission cards are explained at the end of this booklet (see "The Mission Cards" below).
Example: Alex (red) is first, so he takes the coins and choses the max weapon card from the mission cards pile. Then Ani (black) choses the max gem card.
3. Scoring flags and game round preparations
Scoring flags
After the evaluation of all locations is completed, the bonuses on the active bonus tile are assigned.
All players add the flags on all their character cards. The player with the most flags gains the larger bonus (depicted on the left side), and the player with the second most flags gains the smaller bonus (depicted on the right side).
Tie-breaking order begins with the player holding the start player marker and continues clockwise.
Example: Alex (red) and Ani (black) both have the most flags among the players. In this case Alex (red) gets the larger bonus, since he is sitting closer to Ulrich (white) who has the start player marker. Alex (red) puts two henchmen cubes and Ani (black) only one cube in the bag.
Game round preparations
To prepare the next game round the next in line bonus tile is flipped up and is now the active bonus tile.
The top Versailles tile is returned to the game box, and the next tile is revealed.
Return any remaining character cards from Place Louis to the game box as well, then draw and place new cards from the pile.
Now the new game round starts.
Interim and Final Scoring
After the 4th round, an interim scoring takes place, and a final scoring after the 8th round.
Interim Scoring
Scoring is done in the following order:
Gems:
Each player advances their scoring marker one space for each gem on their character cards.
Example: The player has 4 gem icons in total on his character cards gaining him 4 VP.
MAX Crowns:
The player or players with the most crowns on their character cards advance(s) their scoring marker by 3 spaces.
Example: Two players are tied for most crowns, therefore both gain 3 VP.
Catacombs:
1: Any one of the players draws 5 henchmen cubes from the bag, one after the other. For each drawn henchman cube, its owner decides which bonus from the catacomb boards they want to take advantage of. They place their drawn henchman cube on that bonus, and gain its effects. Only then is a new cube drawn from the bag. A bonus with a henchman cube on it cannot be chosen by another player.
Example: First, Jan (blue) can chose a bonus and places his marker on that bonus, blocking it for other players. Next, Alex (red) can chose a bonus and takes the torch.
2: After 5 bonuses have been taken, following happens to the henchmen cubes on the boards:
- The henchmen cubes are returned to the players supply.
- The henchmen cubes are put back into the bag.
Example: The three henchmen cubes on the left board are put back in the supply, while the two on the right board are placed in the bag.
Subsequently, remove the two catacomb boards and place them back into the box.
For final scoring players can chose the bonuses depicted on the game board itself.
The bonuses of the Catacombs:
- Take coins of a value of 3 or 6 from the bank
- Score 2, 3 or 4 victory points, and record them on the victory point track
- Move the Bastille marker up 1, 2, or 3 spaces on the Bastille track
- Take a torch from the general supply
- Upgrade one of your influence tiles by one
- Take the topmost card from the character pile, and add it to your character cards
- Choose one mission card from the deck
Bastille:
Each player gains point value shown on the last line passed by their Bastille marker.
Example: Ulrich (white) and Jan (blue) each get 5 VP, Alex (red) and Ani (black) only 2 VP each.
Next, the players claim weapon tokens.
The player in first position on the Bastille track starts, followed by the player in second position etc.
All players except the last one take two available weapon tokens of their choice, the last player must take the remaining one.
The characters have to be equipped with weapons only at the end of the game.
Finally, draw new weapon tokens, and place them in the Bastille, face up.
| Number of players: | 3 | 4 |
|---|---|---|
| Number of weapon tokens: | 5 | 7 |
Example: Ulrich (white) is furthest ahead on the Bastille track and gets to chose two weapon tokens first. Ani (black) is farthest back on the track and has to take the weapon token that is left over at the end.
Final Scoring
First, the players have to assign each of their wild characters to one character group, in reverse player order (the player to the right of the start player begins going counter clockwise). A wild character can also be assigned to a character group of which the player has no cards.
Example: The player decides to place one of his monks with the nobles and the other one with the soldiers.
Now the final scoring takes place:
The final scoring starts with the same 4 categories as in the interim scoring, with following changes:
- Gems: No changes
- MAX Crowns: The player or players with the most crowns on their character cards advance(s) their scoring marker by 5 spaces (instead of 3).
- Catacombs: The players return all their henchmen cubes from the catacombs board to their personal supply.
- Bastille: No new weapon tokens are drawn for the Bastille.
Note: If a player passes over the "50" space of the victory points track, they take a 50 marker and start again on space "1" of the track. If they pass the "50" space once again they flip their marker to the 100 side. At the end of the game they add the points from their marker to the current result.
Then, the players score victory points for the following:
Character cards:
Each player totals the victory points provided by their character cards, and advances their scoring marker accordingly.
Mission cards:
Each player reveals their mission cards and gains the points as shown on each mission card they have fulfilled. (See "The Mission Cards" below.)
Henchmen:
Each henchman cube remaining in the bag at the end of the game is worth one victory point for the owner.
Coins:
Players gain one victory point for every 3 coins.
Weapons:
Finally, the players must equip their characters with their weapon tokens.
The corresponding weapon tokens must be assigned to the specific characters.
A wild character can only be equipped with the weapon type of their assigned group.
A torch serves as a wild and can be assigned to any character.
All players with unarmed characters lose victory points, according to the following chart:
| Number of unarmed characters: | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Negative points: | -2 | -5 | -9 | -14 | -20 |
Example: After sorting all weapon tokens onto the respective character cards, one soldier remains without a weapon. The left over weapon token (pitchfork) cannot be used, since soldiers only use rifles. Therefore the player loses 2 VP.
As usual, mark these points on the victory point track.
End of the game
The player with the most victory points after the final scoring prepared his faction the best for the upcoming revolution and is the winner of the game! In case of a tie for the most victory points, the tied player owning the highest value of coins is the winner. If the tie persists, the tied players share the victory.
Variant: Secret Mission
Changes during set-up:
The mission board is placed on the game board as depicted.
The mission cards are shuffled face down and are split into two same sized piles. Those are placed face down on the mission board.
The players do not get a mission card at the beginning of the game.
Changes during game play:
The evaluation of the Etats Généraux changes:
The first player takes 2 coins, and one of the mission card piles. Then, they examine that pile, and take one mission card of their choice from it, keeping it face down in front of them. Finally, the player returns the pile to its place.
The second player has to take the other pile and chose a mission card, and then returns the pile to the mission board.
If a player choses the mission card bonus while scoring in the interim or final scoring he can chose one pile and take a mission card from it.
Example: Ani (black) choses the pile at the bottom, therefore Jan (blue) has to take the pile at the top. After both have chosen a card, they place the piles back from where they were taken.
The Mission Cards
Each mission card sets an objective that the player must have accomplished at the end of a game in order to gain the number of shown victory points. A player is not allowed to have two copies of the same card. The mission cards are divided into two categories: Max-cards and series-cards.
Note: A character does not have to have a weapon in order to be used to fulfill an objective. Furthermore a card can be used to fulfill an objective on multiple cards. Important: An objective must be accomplished at the end of the game only.
MAX cards
For all max-cards, all players compare their results. If the owner of the card has the most or second most of the depicted object, they gain that number of victory points. A player not owning such a card can never get any points by it. As there are two copies of each max-card, up to two players may gain points for the same objective. If two players are tied for one or the other, both of them will gain the full amount of respective points. The following cards yield victory points for the player, if they have the most or second most of…
Character groups: …cards of the corresponding character group; wildcard characters assigned to that group count as characters of that group.
Example: Ulrich (white) and Jan (blue) both have the most of the nobles. Jan (blue) sorted both monks into the character group nobles to achieve this. Since both have the max nobles card the each gain 6 VP.
Weapons: …weapons; weapon tokens, torches, and imprinted weapons are taken into account.
Example: Alex (red) has 4 weapon tokens, 2 torches as well as one peasant card that already had a weapon. Since he has the most weapons among the players he gains 7 VP.
Crowns: …crowns on all their character cards.
Example: Jan (blue) has the most crown and gains 6 VP. Alex (red) and Ani (black) both have 2 crowns in second place. But only Ani has the max crown card, therefore only she gains the 2 VP for second place.
Gems: …gems on all their character cards.
Example: Ulrich (white) and Alex (red) both have most gems. Since Ulrich has the max gem card he gains 6 VP. Ani (black) is in second place and also has the max gem card. She gains 2 VP.
Series cards
In order to accomplish the objective of a series-card, a player must own the character cards of the required character group(s) of the matching monetary value. Wildcard characters assigned to a group count as characters of that group.
One character group: The player must own all three required character cards of the matching monetary value.
2 of each character group: The player must own at least two character cards of each character group. In this case, the monetary value does not matter.
Quick Reference: Interim & Final Scoring
This overview table is printed on the last page of the rules booklet, alongside German and French translations; only the English text is reproduced here.
Interim Scoring
- Each gem is worth 1 VP.
- The player(s) with the most crowns get(s) 3 VP.
- 5 henchmen cubes are drawn and their owners obtain bonuses from among those of the Catacomb boards.
- Players get VP from the Bastille track as well as weapon tiles.
- After interim scoring, remove the two catacomb boards back to the box and replenish the weapon tiles in the Bastille.
Final Scoring
- Sort monks into one character group.
- Each gem is worth 1 VP.
- The player(s) with the most crowns get(s) 5 VP.
- 5 henchmen cubes get bonuses from the catacombs on the game board.
- Players get VP from the Bastille track as well as weapon tiles.
- Each character card awards the depicted VPs.
- Players get VPs based on their fulfilled mission cards. If there is a tie, all tied players with the corresponding card get the full VPs.
- Each henchmen cube still in the bag is worth 1 VP to its owner.
- 1 VP for coins of total value of 3.
- Negative VPs for each character card that has no corresponding weapon tile on it.