Bobbidi Boom
Bobbidi Boom Rulebook
Table of Contents
Table of Contents
Contents
61 cards:
- 20 simple ingredients (4 per ingredient)
- 5 double ingredients (1 per ingredient)
- 30 ingredients with special effect (6 per ingredient)
- 6 potions
14 markers:
- 5 double-sided markers (side "Witch", side "BOOM")
- 9 victory point markers (hereafter "VP markers")
Setup
- If you play with three, you must first prepare the card deck: remove all cards that have "4+" in their lower right corner.
- First find the 5 double ingredients and shuffle them. Then deal 1 card face down to each player. If cards are left over, put them back in the box.
- Then shuffle the simple ingredients and distribute them evenly among all players.
We recommend that you look at your cards now and only now. Over the course of the game, remember which ingredients you have!
Required material by number of players:
| 3 players | 4 players | 5 players | |
|---|---|---|---|
| Cards each | 1+5 | 1+5 | 1+4 |
| VP markers in the middle of the table | 9 | 8 | 7 |
| Double-sided markers | Markers 3, 4 and without number | Markers 3, 4, 5 and without number | All markers |
- Finally, shuffle the ingredients with special effect and the potions together into one deck. Place it in the middle of the table and reveal 1 more card from it than there are players. This display is called the "ingredient shelf" (Zutatenregal).
- Stack all participating double-sided markers on top of each other. At the very bottom lies the marker without a number, and on it go the numbers from largest to smallest. The 3 should be on top.
- Place the VP markers as a supply near the ingredient shelf. The number of VP markers equals the number of rounds you will play.
Now the brewing can begin!
The player who most recently prepared a magic potion starts. From an impressive cocktail with a little umbrella to a simple tea, anything counts here.
Game Overview
Bobbidi Boom is divided into rounds. Each round in turn runs in 2 phases: the brewing phase and the ingredient phase.
In each brewing phase you take turns revealing 1 card each from your deck. Little by little, players drop out or pass and take a double-sided marker. This phase ends as soon as all markers have been taken.
In each ingredient phase, 1 new card from the ingredient shelf comes into your deck.
The longer you stay in a round, the better the cards you receive. If you drop out because the cauldron explodes, you must take a bad card from the shelf in the ingredient phase.
At the end of the game you add up your points on your VP markers and on the cards with special effect. Whoever has the most points wins.
Round Sequence
Brewing Phase
Each of you shuffles your own cards and places them as a face-down deck in front of you.
When it is your turn, you have 2 options, of which you must choose 1:
A. You reveal exactly 1 card from your deck and place it face up in front of you. Now check how many ingredients of each kind lie in front of all players. Do not count the ingredients in the ingredient shelf! If now as many or more identical ingredients lie out - in front of all players, not only in front of yourself - as the number on the marker shows, the cauldron goes "BOOM!" and you drop out for the round. Take the marker and place it in front of you with the "BOOM" side up.
If no explosion occurs, carry out the special effect if applicable. An overview of the effects can be found on p. 11 (see Special Effects below).
Example: The marker shows a 3. You reveal the 3rd ingredient of one kind (the fly agaric). Now you unfortunately drop out for the round and take the marker.
B. You pass and thereby voluntarily drop out for this round. Take the marker and place it in front of you with the Witch side up.
In every case, after you drop out, leave your cards lying there, because your played ingredients still count for the others.
You do this in turn until all but 1 player have dropped out. The last player takes the last marker and additionally 1 VP marker.
Should it happen that all players have already revealed all their cards but more than 1 player remains, the player who began the round or sits closer to the starting player receives the last marker and the VP marker, since they were in the game longer.
Ingredient Phase
Now new cards come into your deck!
The player who did not drop out in this round may choose first 1 of the cards lying in the shelf. After that, the other players each take a card in reverse order of their dropping out (that is, from largest to smallest marker), as follows:
- If the "BOOM" side lies in front of you, you must take the card with the smallest number in the upper left. If several cards qualify, you choose one of those.
- If the Witch side lies in front of you, you may choose any card.
Remember, you may not look at your cards now anymore! Feel free to leave this rule out when playing with younger people.
Example: Cadabra has won the round. She may choose 1 card first and takes the best one: the bone on the far left (6 points). Then Belladonna, because her cauldron exploded, must take the worst card: the feather (1 point). Abra may choose again. She takes the potion (5 points). You must take the worst remaining card. Luckily the feather is already gone, but the eye is not much better (2 points). The mandrake stays in the shelf for the next round.
Preparation for the Next Round
Shuffle the new card, the face-up cards and, if applicable, the remaining deck in front of you thoroughly and place all cards for the next round as a face-down deck in front of you.
Also put your double-sided markers back in the middle of the table and stack them again in order.
Refill the ingredient shelf to the original number by revealing cards. The card not taken in the last round stays lying there.
The next round is started by the player to the left of the one who won the last round.
End of the Game
When all VP markers are used up, you add up your points.
The ingredients with special effect give as many points as the value in the upper left indicates. The potions give 5 points for the first potion and 3 for each further one. In addition you receive 1 point for each VP marker.
The player with the most points has of course won. Should there be a tie, the player who was able to collect more VP markers wins.
Example: At the end of the game you were able to claim 3 VP markers for yourself and took these cards into your deck. You have 39 points: 3 from the VP markers, 28 from the ingredients and 8 from the potions.
Special Effects
The special effects are, as a rule, carried out immediately after turning over the card, if the cauldron did NOT explode.
- Delayed Reaction (Verzögerte Reaktion): If nobody has dropped out (through explosion of the cauldron or passing) by the time it is your turn again, you drop out immediately (before you reveal the next card).
- Boiling Over (Überkochen): You drop out if you already have the ingredient this card depicts lying in your display.
- More Is More (Mehr ist mehr): If you reveal this card, you must immediately reveal 1 more card. Passing is not allowed now!
- Stir Vigorously (Kräftig umrühren): You may immediately swap this card with any card from the display of another player.
- Clairvoyance (Hellsicht): You may look at the top card of your deck.
- Playing with Fire (Spiel mit dem Feuer): The next player may pass or must reveal 2 cards. If 2 ingredients with special effect are revealed this way, only the effect of the 2nd card applies.
- Antidote (Antidot): You do not drop out if the depicted ingredient (here mandrake) makes the cauldron explode. This does not apply to special effects!
- Spoon of the High Witch (Löffel der Oberhexe): You are not affected by special effects that you play yourself.