Bohnaparte
Bohnaparte Rulebook
Table of Contents
Table of Contents
Components
- 72 markers, 12 each in six different colors
- 6 encampments, 1 each in six different colors
- 6 munitions depots / traders
- 6 farms
- 6 villages
- 4 cities
- 4 cloisters
- 3 fortresses / forests
- 3 quarries / empty quarries
- 3 iron mines / horse paddocks
- 3 cannons / cavalry
- 3 rivers
- 3 morass
Some cards have different pictures on the two sides. The traders, forests, horse paddocks, and cavalries are used only in the Cavalry variant and are used with these sides down in this game. Only the quarry / empty quarry cards are used with both sides used in this game.
Preparation
Preparation is similar to the basic game. All the cards from the basic game are used except the seven 3rd bean field cards, the wax, coffee, and cocoa beans.
In this expansion, there are horizontal landscape cards (e.g. Farm and Iron mine) and vertical player cards (e.g. Munitions depot / Trader and Cannon / Cavalry). Depending on the number of players, the players place the landscape cards, with the exception of the Fortress, in the middle of the table in the manner shown in the figures, creating the game board. The players place the Fortress cards and the player cards (with the Munitions depot and Cannon sides face-up) near the game board in easy reach of all players.
Landscape layout
The figures show the landscape cards in rows, from the top row of the figure to the bottom row. Each row is listed left to right.
3 players
- Farm, Encampment, Village
- Iron mine, City, Quarry, Morass
- Village, Quarry, Iron mine, City, Farm
- Encampment, City, Quarry, Encampment
- Farm, Morass, Village
4 players
- Encampment, Morass, Encampment
- Quarry, Farm, Village, Farm
- Iron mine, City, Quarry, City, Iron mine
- Village, Farm, Village, Quarry
- Encampment, Morass, Encampment
5 players
- Encampment, Quarry, Encampment
- City, Farm, Village, City
- Iron mine, Morass, Encampment, Morass, Iron mine
- Quarry, Village, Farm, Quarry
- Encampment, City, Encampment
6 players
- Encampment, Farm, Morass, Encampment
- River, Quarry, Cloister, Iron mine, Village
- Village, City, Village, Farm, City, River
- Encampment, Iron mine, Farm, City, Village, Quarry, Encampment
- Morass, Cloister, Village, Farm, Cloister, Farm
- Farm, Quarry, City, Iron mine, Morass
- Encampment, River, Village, Encampment
The 6-player figure as printed shows three Cloisters, while the component list gives four. The figure is transcribed as printed.
Encampments
The encampments come in six different colors. The players choose which colors to use when creating the game board.
After the players create the game board, they select a player and then, in clockwise order, starting with that player, each selects an encampment and takes the 12 markers matching the encampment color. Each player places one of his markers on his encampment and the rest in his play area (the area before him on the table). The encampments are the starting spaces for the players. Place unused cards and markers back in the box.
Playing the Game
The last player to select an encampment becomes the starting player for the game. The other players follow in clockwise order. On a player's turn, he does the following in the order shown:
- Phase 1: Plant bean cards
- Phase 2: Draw, trade & donate beans
- Phase 3: Plant traded & donated beans
- Phase 4: Attack
- Phase 5: Draw new bean cards
The following describe the changes in the phases of the game. The known rules from the basic game are not reiterated here.
Phase 1: Plant bean cards
This phase is the same as in the basic game with the following exception: if the player owns a Munitions depot, he can plant one or two bean cards from his hand, as normal, on his fields, but may also place them on his Munitions depot.
Phase 2: Draw, trade & donate beans
This phase is identical to that in the basic game.
Phase 3: Plant traded & donated beans
This phase is the same as in the basic game with the following exception: if the player owns a Munitions depot, he can plant the bean cards drawn or received in trades or as donations in phase 2, as normal, on his fields, but may also place them on his Munitions depot.
Phase 4: Attack
This phase is new. A player may only execute an attack if he has at least one bean thaler. As players do not start the game with bean thalers, there will be no attacks in the early game rounds. Each attack costs one bean thaler. A player may execute an attack only on his turn.
The attacker attacks with a bean card and the defender tries to repel the attack with a bean card. The players have three possibilities for choosing the attack bean card and the defense bean card:
- Hand: the player can use a bean card from his hand for the attack or defense. The player can take a card from any position in his hand.
- Depot: if the player has a Munitions depot, he can use a card of his choice from his Munitions depot.
- Stack: the player can choose to use the top-most card from the draw stack. Of course, as it is a blind draw, the player will not know what card it is until he draws it.
Note: neutral landscape cards (those without markers) always defend with a draw from the draw stack. The attacker's left neighbor takes the role of the defender and draws the card from the draw stack to defend the attack.
The attack
- The attacker pays one bean thaler. He takes the thaler from his earnings stack and places it face-up (bean side up) on the discard stack.
- The attacker indicates which landscape card he is attacking. He must attack a landscape card that is adjacent to one of his landscape cards (one with one of his markers).
- The attacker takes a bean card from his hand, depot, or the stack and puts it face-down in his play area.
- The defender takes a bean card from his hand, depot, or the stack and puts it face-down in his play area.
- Both combatants turn over their bean cards. The numbers on the bean cards (not beanometers) are the battle values (e.g. green bean has a battle value of 14), that can be adjusted by specific landscape cards.
- After the attack, place both cards face-up on the discard stack.
Result
If the attacker's battle value is higher than the battle value of the defender, the attacker has won the battle. The attacker places one of his markers on the won landscape card. If there is already a marker there, the defender takes it back into his marker supply.
If the attacker's battle value is equal to or less than the battle value of the defender, the defender has won the battle and no markers are added or removed.
Regardless of the outcome, the attacker may pursue further attacks. The attacker may attack the same landscape card (if he lost the previous battle) or a different landscape card, as he chooses. When the player, whose turn it is, wants no more attacks, the phase ends.
Note: when a player loses his encampment to an opponent in a battle, he remains in the game as long as he has at least one of his markers on a landscape card on the game board (see also "Game end").
Example
From the Orange encampment, Al can attack the adjacent Morass, Farm, and Village.
Uwe wants to attack Hanno's Farm from his encampment. Uwe takes a bean thaler from his earnings stack and places it face-up on the discard stack to pay for the attack. Then, he takes a chili bean, battle value 18, from his hand and places it face down in his play area. Hanno owns a Munitions depot and takes a card from there, also a chili bean, placing it face down in his play area. Now the players simultaneously turn over their bean cards. As the battle values are equal, Uwe's attack fails. The players place the two beans cards face-up on the discard stack.
Uwe does not want to give up and chooses to attack Hanno's Farm a second time. He pays another bean thaler from his earnings stack, takes another chili bean from his hand, and places it face-down in his play area. Hanno has no more cards in his depot and no high cards in his hand. Therefore, he tries his luck at the draw stack, placing the top-most card face-down in his play area. Now the players simultaneously turn over their bean cards. Hanno's card is a green bean with battle value 14, so he loses the battle to Uwe's chili bean. The players place the two beans cards face-up on the discard stack. Uwe places one of his markers on the Farm and Hanno takes back his marker from the Farm to his supply.
Phase 5: Draw new bean cards
This phase is identical to that in the basic game.
Further Actions of the Players
Build a Fortress
At any time during his turn, a player who owns (occupies) a Quarry (not empty Quarry) may build a Fortress. He pays two bean thalers, turns the Quarry card over to the empty Quarry side and takes a Fortress card. He places the Fortress card under any landscape card where he has one of his markers. He places the Fortress so that the information lines of the chosen landscape card and the underlying Fortress can both be easily seen. A player can have only one Fortress card under each landscape card. A Fortress increases the defense value of the above landscape card by two points and adds to the normal attributes of the chosen landscape card. Once chosen, the Fortress location cannot be changed, even when the owner of the cards changes. The Fortress scores [the] owning player one additional victory point at game end.
Editor's note: the printed text reads "they owning player"; "[the]" is supplied here.
Buy a Munitions Depot
A player can buy a Munitions depot at any time in the game. He may even buy it during another player's turn. The depot costs three bean thalers. Each player may only own one Munitions depot.
The Munitions depot is a storage place, where a player may store as many bean cards as there are players in the game. With five players, each can store up to five bean cards on his Munitions depot, with three players, each can store up to three bean cards, and so on.
Bean cards, that according to the basic rules must be planted in phases 1 and 3, can be stored on the player's Munitions depot instead if the player wants (see also page 6). The player places them face-down on the depot. Beans stored on a depot may not be planted by the player, but only used for attacks. A player may choose to plant some beans and store others.
Landscape Cards
Quarry
Each Quarry contains just enough stones to build a Fortress. If a player owns a full (not empty) Quarry, he can build a Fortress any time during his turn. Afterwards, the player must turn the Quarry card over to the Quarry (empty) side. A Quarry is worth one victory point at game end, whether empty or full.
Village
A Village provides for better harvests. For each Village that a player owns, he draws one card more, adding it to his hand in phase 5. For example, if a player owns two Villages, he draws five cards in phase 5.
When a Village is attacked, its defensive battle value is automatically 16 if the battle value of the defensive bean card is lower (e.g. a green bean with value 14). When a Village with a Fortress is attacked, the Fortress adds 2 points to the battle value of the defensive bean card used. If the battle value, including the Fortress bonus of 2 points, is still under 16, the battle value for the Village is 16. At game end, a Village is worth one victory point.
City
When a City is attacked, its defensive battle value is automatically 18 if the battle value of the bean card is lower. When a City with a Fortress is attacked, the Fortress adds 2 points to the battle value of the bean card used. If the battle value with the bonus is less than 18, it becomes 18. At game end, a City is worth three victory points.
Farm
Farms provide for richer harvests. For each Farm that a player owns, he draws one card more from the draw stack in phase 2. For example, if a player owns two Farms, he must draw four cards in phase 2. At game end, a Farm is worth one victory point.
Morass
Fighting in a Morass is difficult. Therefore, neither the attacker nor the defender may use cards from their Munitions depots in the battle. At game end, a Morass is worth one victory point.
Iron mine
If a player owns at least one Iron mine, he takes one Cannon card. Cannons can be used by players attacking Cities, Villages, and other landscape cards that are protected by a Fortress. When attacking with a Cannon, the attacker wins if the battle values are equal. Exception: however, if the attacker and defender both have a battle value of 20, the defender wins. At game end, an Iron mine is worth one victory point.
River
A River card cannot be crossed nor conquered. Thus, at game end, a River is worth no victory points. The River is just a hindrance to attacks.
Cloister
For each Cloister that a player owns, at the beginning of his turn (before phase 1), the player draws the one card from the top of the draw stack. If he draws a card with a value of 6 (Garden bean) to 12 (Soy bean), he places the card directly on his earnings stack. If the value is from 14 to 20, he discards the card on the discard stack. At game end, a Cloister is worth one victory point.
Game End
As a difference from the basic game, the game ends when the draw stack is exhausted for the fourth time. The game also ends when a player owns twelve landscape cards or when a player owns no landscape cards. In all cases, the winner is the player with the most victory points. Victory points are shown as small flags along the bottom of the landscape cards.
Note: if the draw stack is exhausted for the fourth time during an attack and a player involved in the attack wants to draw a card, the discard stack is shuffled and placed as a new draw stack, so the player may draw a card from it. The game ends after the attack is resolved. The attacking player may not attempt a further attack. The game is now over!
The Cavalry Variant
For the Cavalry variant, players use the same rules as above, but with some different sides of some cards. Players use the Horse paddock and the Forest instead of the Iron mine and the Fortress. Depending on the number of players, the players place the landscape cards in the middle of the table in a specific manner (see the figures below), creating the game board. Turn the Munitions depot and Cannon player cards to the Trader and Cavalry sides and place them near the game board in easy reach of all players. Place unused markers and cards back in the box.
Cavalry landscape layout
The figures show the landscape cards in rows, from the top row of the figure to the bottom row. Each row is listed left to right.
3 players
- Horse paddock, Encampment, Cloister
- Forest, Farm, Village, Forest
- Encampment, Village, Forest, Farm, Encampment
- Horse paddock, Farm, Village, Horse paddock
- City, Cloister, City
4 players
- Horse paddock, City, Encampment
- Cloister, Forest, Village, River
- Encampment, Village, Horse paddock, Farm, Encampment
- River, Farm, Forest, Cloister
- Encampment, City, Horse paddock
5 players
- Encampment, City, Encampment
- Horse paddock, Village, Farm, Forest
- Cloister, Forest, Encampment, Horse paddock, Cloister
- Horse paddock, Farm, Village, Forest
- Encampment, City, Encampment
6 players
- Encampment, River, Farm, Encampment
- Village, Farm, Forest, Cloister, Morass
- Morass, City, Village, Horse paddock, City, Village
- Encampment, Cloister, Horse paddock, City, Forest, Farm, Encampment
- Farm, Village, Forest, Horse paddock, Village, River
- River, Farm, City, Cloister, Farm
- Encampment, Village, Morass, Encampment
Buy a Trader
When a player owns a Forest, he can, once in the game, at any time, buy one Trader for three thalers. If the player later loses the Forest, he keeps the Trader. Each player may only have one Trader.
The Trader provides for a somewhat regulated harvest. When a player buys a Trader, he immediately draws two cards from the draw stack and places them face-up on the Trader card.
In phase 5 of his turn the owner of a Trader first places cards drawn on the Trader card, not in his hand. Then, he looks at all the cards on the Trader card and chooses as many cards to add to his hand from the Trader as he drew in phase 5. He places them at the back of his hand in the order he wants. Afterwards, there will remain always two cards on the Trader. Thus, the player has some control of the cards he adds to his hand.
Horse paddock
When a player owns a Horse paddock, he immediately takes the corresponding Cavalry card. To make clear which Cavalry card goes with which Horse paddock, the horses' colors match on the corresponding cards. When a player loses a Horse paddock, he loses the Cavalry. At game end a Horse paddock is worth one victory point.
Forest
Only when a player owns a Forest, can he buy a Trader. When a Forest is attacked, its defensive battle value is automatically 17 if the battle value of the bean card is lower. If a player owns a Forest, he can cross an adjacent River to attack a landscape card adjacent to the River. At game end, a Forest is worth one victory point.
Example: from the Black encampment, Kevin can attack the Farm or the Orange encampment when he owns a Forest. Similarly, Orange can attack Black if it has a Forest.
Phase 4 (attack with Cavalry)
If a player owns a Horse paddock and the corresponding Cavalry, he may choose to send his Cavalry in an attack. In this case, the attack may run up to two battle rounds.
In the first battle round, the attacker uses his Cavalry as his battle card. The Cavalry has a battle value of 17. The defender chooses his battle card as normal.
If the attacker wins the battle with his Cavalry, he leaves the Cavalry card in his play area as normal. There will be no second battle round. If the Cavalry is defeated, the player turns the Cavalry card "on its head" in his play area and the battle goes to a second battle round.
The second battle round is run as normal as described on pages 7–10.
Defeated Cavalry remain "on their heads" until just before phase 1 of the next game round when players turn them back "on their feet". They can then be used for attacks in the new game round.
If a player has more than one Cavalry unit, he must indicate which Cavalry unit he sends into battle. He may only use one Cavalry unit per attack. If a Cavalry unit is defeated, he can use a different Cavalry unit in a subsequent attack. An undefeated Cavalry unit can be used in several attacks during a player's turn, as long as they remain victorious. Each attack costs always one thaler, whether it is conducted with or without Cavalry, and independent of the number of battle rounds.
Note: a player need not use his Cavalry in an attack. When a player attacks a City or a Forest, for example, using Cavalry makes no sense, as the City has a battle value of 18 and the Forest has a battle value of 17. However, a player may choose to send his Cavalry to certain defeat if he believes an opponent will conquer the corresponding Horse paddock. Thus, he "robs" his opponent of the immediate use of the conquered Cavalry.
When a player conquers a Horse paddock from an opponent, he takes the corresponding Cavalry in the same orientation as they are: either "on their head" or "on their feet". Depending on this orientation, the player may use his new Cavalry immediately or not until his next turn.
Variants
- For a shorter game, end the game when the draw stack is exhausted for the third time. If players want a longer game with more attacks, they should play until the draw stack is exhausted for the fifth time. This is especially good with six players.
- Players may choose to use different game board setups as long as players use the board shapes shown in the examples. With three players, the players could create a pyramid-shaped game board with 5 or 6 steps and the encampments in the corners of the pyramids.
- The players can also place the cards unstaggered as a chess board. In this case, players may not attack diagonal landscapes.
- The players may also use landscapes from Bohnaparte when playing the Cavalry variant. With these, the Beanland can be larger and players will have greater opportunities for play.
Meaning of the Symbols on the Cards
Icons are given in words, in the order the printed legend lists them.
- Victory point flag: victory points
- Shield with 16: minimum defense value of 16
- Shield with 17: minimum defense value of 17
- Shield with 18: minimum defense value of 18
- Shield with "+2": defense value increased by 2
- Village and City with shield: attacker wins ties against Villages, Cities, and landscapes protected by Fortresses
- Two thalers and Fortress: two thalers to buy a Fortress
- Crossed-out Munitions depot: use of Munitions depot is not allowed
- Two landscape cards with plus sign: draw one extra card in phase 5
- Card with "+1": draw one more card in phase 2
- Crossed swords with 17: battle value of 17
- Cavalry figure: player takes the corresponding Cavalry
- River with crossed-out symbol: River cannot be crossed or conquered
- Tree: River can be crossed
- Thalers and Trader: pay three thalers for a Trader
- Card and thaler: draw a card, if it has value of 6–12, take it as a thaler