Beach Bandits
Beach Bandits Rulebook
Table of Contents
Table of Contents
Contents
- 72 cards in total
- 54 Loot cards
- 18 End Gull cards
Setup
- Separate the cards into two separate decks, according to card backs.
- If this is your first time playing, take a moment to look through the Loot deck and review the various actions and scoring conditions. (See Card Guide on back for more details.)
- Shuffle the Loot deck and deal five cards to each player. (Look at your cards but keep them secret from opponents.)
- Shuffle the End Gull cards and deal two face down to each player. All players choose one and discard the other to the bottom of the End Gull deck. (Keep your card secret from opponents.)
- Stack the remaining cards to form separate draw piles in the middle of the playing area.
Three-player set up: the setup illustration shows the three-player layout.
How to Play
The player who most recently ate french fries goes first and play continues to the left. On your turn, play one card from your hand face-up either in front of you to form your stash (KEEP) or in front of another player (GIVE) as part of their stash. (Played cards should be visible to all players at all times.)
Then, depending on where you placed the card, you must carry out the related Keep/Give action. (If the action cannot be carried out, ignore the effect.)
Note: A played card cannot affect itself. (For example, if you play a Slice card, you must swap a different card, not the Slice card just played.)
Loot Cards
Each Loot card is labelled as follows:
- Action if you give card to an opponent (GIVE)
- Action if you keep card (KEEP)
- Number of cards in deck
- Point value per card
Drawing Cards
There are two ways to draw more cards:
- If a played card action allows you to draw.
- If you have one or zero cards left in your hand, you may draw the top card of the draw pile.
However, you MUST immediately play the drawn card on a stash of choice, carrying out the related action.
Notes:
- There is no hand limit.
- In the rare case that the draw pile runs out, ignore draw actions and simply play remaining cards in hand.
Game End
Take turns adding cards to stashes until any one stash reaches nine cards. This triggers the end of the game. Finish the round so all players have equal turns. (You may still add to or take from stashes with nine cards.)
Scoring
First, reveal End Gulls and resolve any with actions in turn order. (End Gulls with actions are optional.) Each player then counts up the value of their stash, including End Gull bonuses. Whoever has the most points wins. If there is a tie, the player with the fewest cards left in hand wins. If there is still a tie, all tied players share the victory.
Note: When resolving Sandwiches and/or End Gulls with "most/fewest" objectives, a tie counts as meeting that objective. Also "fewest" can mean zero.
Scoring Example
This player's End Gulls scores 3 points for each Pretzel (6) plus 1 point for each different Loot type (a total of 7). They also score 12 points for their Greasy Goodies set, 4 points for their Grapes, 1 point for their Slice and -3 for the Flip-Flop for a total of 27 points.
Card Guide
Loot Cards
(card quantity in parentheses)
Each Loot card has an action when played, as listed in the middle of the card. The "KEEP" action takes effect if you play the card to your own stash. "GIVE" takes effect if you play the card to another player's stash.
Important:
- Point values are per card.
- Actions only take effect when you play a card from your hand (or from the draw pile).
PRETZEL (7): KEEP - All players draw one card. GIVE - Draw one card. SCORING: Each Pretzel card scores 1 point.
SANDWICH (7): KEEP - All other players draw one card. GIVE - Draw one card and take another turn. SCORING: Each Sandwich card scores 1 point. However, if you have the most Sandwiches, each card scores 3 points.
GRAPES (7): KEEP - Choose an opponent to draw one card. GIVE - Take one random card from the target's hand into your hand. SCORING: One Grape card scores 1 point, two score 4 points, three score 9, and four score 16. Note: If you collect more than four, start a new set.
ICE CREAM (7): KEEP - No effect. GIVE - Draw two cards. SCORING: Scores 6 points, but 1 point per card if you have more than one Ice Cream in your stash.
SLICE (7): KEEP/GIVE - Swap another card from this stash with one card in another stash. SCORING: Even numbers of Slice cards score 2 points each, odd numbers score 1 point each.
FLIP-FLOP (6): KEEP - Draw two End Gull cards, keep one. GIVE - Target player draws the top End Gull card. Note: Unless otherwise noted, you may have a maximum of two End Gull cards at any time. If you have more than two, choose which two to keep and discard extras to the bottom of the End Gull deck. SCORING: Instead of giving points, Flip-Flops subtract 3 points per card from your score.
GREASY GOODIES (4 each): There are three different types of Greasy Goodies: Fries, Rings, and Nuggs. No matter where they are played (KEEP/GIVE), they have the same effect:
- FRIES - Shuffle one card in this stash into the draw pile.
- RINGS - Move one card in this stash to another stash.
- NUGGS - Take one card in this stash into your hand.
SCORING: Each Fries, Rings, and Nuggs scores 1 point. However, if you manage to get a complete set of Greasy Goodies, each card scores 4 points. Note: It's possible to stash multiple complete sets.
KETCHUP (1): Counts as any Greasy Goody. Has no action and scores 0 on its own but 4 points as part of a complete Greasy Goodies set.
End Gulls
At the end of the game, End Gull cards may trigger an effect and/or award bonus points if a specific objective is met.
Note: If you play new Loot cards as a result of an End Gull card, ignore the KEEP/GIVE effect.
ACE - Add 1 card from your hand to your stash (ignore card action).
ANNIE - Score 6 points if you have the most Pretzels.
BUFFY - Score 1 point per different type of Loot card in your stash. Notes: Flip-Flops count as Loot. Fries, Rings, Nuggs, and Ketchup each count as a different type of Loot.
CHIP - Either worth 3 points or copy the ability of another player's revealed End Gull card.
CHUCK - Discard one card from your stash.
CONEY - Score 6 points if you have the most Ice Cream cards.
FLO - Score 3 points AND draw another End Gull card. (You are allowed to have up to 3 End Gulls at the end of the game.)
FRENCHIE - Fries, Rings, Nuggs each scores 3 points (instead of 1) if not part of a set.
GILBERT - Score 6 points if you have the fewest Grapes cards (includes 0).
IRIS - Choose a card from another player's remaining hand. Add that card to either your or their stash (Ignore card action).
PINKY - Flip-Flops score +2 points instead of -3.
RAY - Score 6 points if you have no Flip-Flops in both your stash and hand combined.
RIZZO - Score 5 points if you have the most Slice cards.
SAL - Each Pretzel scores 3 points instead of 1.
SAMMY - Score 6 points if you have the fewest Sandwich cards (includes 0).
SANDY - Score 5 points if you have the fewest remaining cards in your hand.
SHIRLEY - Draw three cards and add one to your stash (discard the others, ignore card action).
TINY - Score 8 points if you have fewer than 8 cards stashed.