Beutezug
Beutezug Rulebook
Table of Contents
Table of Contents
Contents
- 55 loot cards (19 cards valued 0, and 9 cards each of values 2, 3, 4 and 5)
- 5 character cards
- 16 chips:
- 5 character chips
- 5 loot chips
- 5 placement chips
- 1 re-roll chip
- 15 dice (3 each in blue, green, orange, pink and black)
Setup
Each player takes one character card and the matching character chip. Make a face-down stack of loot cards for each value 0, 2, 3, 4 and 5 and shuffle each stack. Lay out stacks 2 to 5 as shown in the setup illustration. Turn up the top three cards of the 2 stack and place them face up beside it. Keep the 0 stack, the dice and the loot chips ready next to the other stacks.
Take as many placement chips as there are players. Each player randomly receives one of them. They give your turn order, which will change during the game. The player who received the last place also takes the re-roll chip.
The setup illustration shows a three-player game (players Vincenzo, Kate and Johnny) with the 5, 4, 3 and 2 stacks, the 0 stack, the three face-up 2 cards, and each player's character card and chips.
Gameplay
You play seven rounds. In each round, every player receives one loot card. In each round, in the current turn order, each player chooses one face-up loot card from the display and places their character chip on it. You may also choose a card that already has another player's chip on it.
Then you roll the dice to attempt your chosen card. You roll one after another in reverse turn order. The player who chose last starts.
If your roll succeeds, you receive that card. If there were other character chips on the card, they are moved to another card.
Choosing a loot card
When it is your turn, choose one face-up loot card from the display and place your character chip on it. It makes no difference whether other chips are already on it.
In the lower area of the card you can see the minimum dice result you need to achieve in order to seize the card. Once you have seized the card, it gives you the loot shown in the upper area. In addition, you receive the bonus shown for the following rounds.
The labelled example card: Bonus (top left), Loot (top right, coin value), Required result (bottom left, dice).
Rolling
After everyone has chosen, you roll in reverse turn order. The player who chose a loot card last starts.
Take the dice shown in the lower area of your card and roll each of them once.
Now check whether all dice show at least the number shown in their colour.
Heist failed
If one or more of your dice show a lower number, you may use your bonuses:
Using bonuses
The placement chips 2, 3, 4 or 5, the re-roll chip, and many of the loot cards give you a bonus. You may use the bonus of each of your seized cards and of your chips once per round.
- +1 die bonus (symbol: a plus sign with a die of one colour): Increase the number on all dice of that colour by 1 per matching bonus.
- Re-roll all dice (symbol: several dice with a circular arrow): Roll all dice again.
- Re-roll one die (symbol: one die with a circular arrow): Roll one die again.
You decide whether to use your bonuses and in which order.
If after using your bonuses your dice still do not show the required numbers, your heist has failed. You take your character chip back. Draw two 0-valued loot cards and choose one of them. Return the other to the bottom of the stack. Place the chosen card face up next to your character card.
Example (Johnny): Johnny rolls 2, 4 and 3. The blue and green dice show a high enough result. The black die does not. He uses his placement chip and rolls all dice again: 5, 3 and 2. The black die is still too low. He uses his re-roll chip and re-rolls the black die: 3. Better, but not enough. His heist has failed.
Johnny takes his character chip back, draws two 0 cards, chooses one of them and returns the other to the bottom of the stack.
Heist successful
If all your dice show at least the required number, your heist has succeeded and you receive the card. It does not matter whether you needed to use your bonuses to achieve this. Take your character chip and the seized card, and place them next to your character card.
Example (Kate): Kate takes one blue and two pink dice. She rolls a 3 with all of them. Since she already has a loot card with a +1 pink die bonus, all her pink dice receive a +1 bonus. That is enough. She takes the card and her character chip.
Loot chips
These chips give you loot points. If, at the end of a heist, you have in total the bonuses +1 orange die, +1 green die, +1 black die and +1 pink die across four of your loot cards, you take the highest loot chip that has not yet been distributed. You may only have one loot chip.
Other character chips and refilling
If there are other character chips on your seized card, place them on the card directly below it in the next lower row. For example, move them from the second card of row 3 to the second card of row 2.
Refill the freed space with a loot card from the corresponding stack. If there are fewer than three loot cards in the next higher row, turn up a card there as well.
If you seized a 2 card, place other character chips on the newly turned-up 2 card.
If a stack is empty, refill from the next higher stack.
Example (Kate): After Kate seized the card, she takes Vincenzo's character chip and places it on the 2 card directly below. Finally, she turns up a new 3 card and also a 4 card, because there are not yet three cards in that row.
After your heist, the player with the next higher placement chip takes their turn, e.g. after chip 3, the player with chip 2, and so on.
End of a round
After everyone has rolled and received a loot card, adjust the turn order for the next round.
To do this, add up the points of your loot cards and loot chips. The player with the most points receives placement chip 1, the next placed player chip 2, and so on.
In case of a tie, distribute the corresponding placement chips randomly.
The player in last place also receives the re-roll chip.
The next round begins with the first-placed player placing their character chip on a loot card in the display, then the second-placed player, and so on.
End of the Game
The game ends after the 7th round. The player with the most loot points wins. A tie is won by the player who has the highest loot card among them. If there is still a tie, compare the second-highest loot card, and so on. In the very unlikely case that several players are still tied after comparing all cards, they flip a coin to decide who wins.
Example: After seven heists, Vincenzo has made a total of 3 + 5 + 5 + 6 + 1 + 13 + 5 = 38 loot points.