Boogie Beasts
Boogie Beasts Rulebook
Table of Contents
Table of Contents
Game Overview
The game consists of 4 jumpruns (rounds). During each jumprun you do the following:
- Preparation phase - Receive cards.
- Airplane phase - Plan your jump and negotiate.
- Jump phase - Take your jump and play your cards.
- Jury phase - Reveal all cards and score your jumps.
Game Setup
Each player picks one character and receives all cards depicting that character. The remaining characters return to the box.
Set up the game similar to the example setup, but note that the number of formation cards depends on the number of players. You use all formation cards with a number on it lower than the number of players participating in the game. So with five players in the game, you will use all the 2, 3 and 4 formation cards similar as with the example game set up. While setting up the game decide someone to be the first jumpmaster.
Components
Character Cards
There are 8 different characters. Per character you have 3 different card types:
- Green check: You certainly participate in this jump or formation.
- Orange question mark: You only participate in this jump or formation when there are not enough character cards.
- Red no-symbol: You do not participate, this is a bluff card.
Watch out, you are only allowed to play one character card per formation card. If you do play more characters you will be disqualified and your character cards will be removed from this formation.
Formation Cards
There are five different formation cards. Formation cards allow players to jump together and score more points. The number on the formation card indicates how many players should jump together, a formation is only successful if it has that exact number of jumpers participating.
Figure Cards
Figure cards have a difficulty score indicated in their corners, this score ranges from 1 to 6.
Figure cards can be played in both a solo jump and in formation, except for 3 to 6 as they can ONLY be played in formation.
Effect Cards
There are three types of effect cards:
- Positive effect and negative effect cards influence the difficulty of that solo jump or formation of yourself or other players.
- Zero effect cards are purely for bluffing. The effect cards add to or deduct from the difficulty of a jump or formation, however they do not influence the potential score of that jump or formation.
The figure and effect cards together are named "jumpcards", they have an identical backside that makes them indistinguishable when played face down.
Jump Runs
The game consists of four jumpruns (=rounds), each jumprun consists of four phases. Jumpcards may be held in a player's hand for several jumpruns, you are not obliged to play these. However, in the first phase you will only receive new cards if you have less than eight cards in your hand.
Preparation Phase - No Time Limit
The jumpmaster deals each player new jumpcards up to the hand maximum of eight. Players are not yet allowed to look into these cards. The jumpmaster then takes both timers and checks if they are both ready to be activated.
Plane Phase - Three Minutes
The jumpmaster starts the three minutes timer.
- All players take the newly dealt cards to their hand. If players still had cards from previous rounds, the new cards are added to these cards in a player's hand.
- All players must take their character cards in their hand as well.
- All players now plan what they will do in the jump phase and may plan together with other players. They may for instance decide to work together and jump in a formation.
- Players are not bound by their word, bluffing/lying is expressly allowed.
- Players may not show their cards/hand to other players.
The jumpmaster yells JUMP at the end of the three minutes, thereby starting the jump phase. If all jumpers agree, you can jump early and start the jump phase before the three minutes is up.
Jump Phase - One Minute
The jumpmaster starts the blue one minute timer and immediately all players are allowed to play (facedown) their jumpcards and character cards simultaneously. Jumpcards are all your figure and effect cards combined.
A player may (but is not obliged to):
- Play one character card per formation, if you play more than one character card on a formation you are disqualified and all your character cards are removed from that formation.
- Play one character card in front of themselves to attempt a solo jump.
- Play as many jumpcards as desired on any character card(s) of themselves or other players.
- Once a card is played on the table, it cannot be taken back to the hand or moved.
At the end of the minute, the jumpmaster yells PULL to signal players to open their chutes. No player is allowed to play a card after the minute timer runs out. Any player that does play a card after the timer has run out, hits the ground and is disqualified for this jumprun and thereby does not score any points.
Jury Phase - No Time Limit
Every jump is scored using the system set out in the scoring paragraph, do the following steps:
- The jumpmaster turns all cards face-up.
- Discard any character cards that lay double on a formation.
- Discard all figure cards that are 3 or higher and are laying at solo jumps.
- Any earned points are noted per player per round, read the next part scoring below.
- All played jumpcards are put on a discard pile. Should all jumpcards have been used, the discard pile is shuffled and the cards used again.
- All played character cards are returned to the relevant player.
- The player to the left of the current jumpmaster becomes the new jumpmaster.
Scoring
During the jury phase, the jumpmaster is in charge of scoring each of the solo jumps and the formations. The scoring for solo jumps and formations works the same, however for formations you first need to check if the right number of jumpers is participating.
To score solo jumps or formations, you follow four simple steps, an example is shown on the next page:
- Determine the difficulty of the jump by adding the numbers on all figure and effect cards.
- Determine the number of dice you can use by counting the number of figure cards (not effect cards).
- Determine the potential score by adding the numbers on all figure cards (not effect cards).
- Throw the awarded number of dice. If the resulting number of eyes is higher or equal to the difficulty the jump is successful and all jumpers receive the full score.
A formation only qualifies for scoring if the correct number of jumpers participates, the correct number of jumpers is depicted by the number on the formation card. One by one the jumpmaster turns all cards on a jump face up, and checks the number of jumpers in three steps:
- All red no-symbol (bluff) character cards are ignored and handed back to their player, there is no situation where you receive points with a bluff card.
- Check for any green check character cards. a. If the total number of green check character cards is higher than the required number the jump fails completely. b. If the total number of green check character cards is equal to the required number, the jump is scored for the green check jumpers and all other character cards are ignored.
- If the total number of green check character cards is lower than the required number all orange question mark character cards are counted to the number of jumpers as well. a. If the total number of green check and orange question mark character cards is higher than the required number the jump fails completely. b. If the combined total of green check and orange question mark character cards is equal to the required number the jump is scored for the green check and orange question mark jumpers. c. If the combined total is still lower than the required number the jump is scored for the green check and orange question mark jumpers but the score is halved rounded down.
Example Formation Jump
Example formation jump (formation card 3; character cards: green check, orange question mark, orange question mark, orange question mark, red no-symbol). Figure cards 1, 2, 4 and 5 plus an effect card of +2 give a difficulty of 14. Four dice are thrown, totalling 15.
15 > 14, so Frog, Dog and Giraffe each score 12 points.
Example Solo Jump
Example solo jump (character, figure cards 1 and 2, effect cards +2 and -1). The difficulty is 4. Two dice are thrown, totalling 7.
7 > 4, so Frog receives 3 points.
Final Score
After 4 jumpruns the game is finished. Count up all the scored points on your scoring sheet. The person with the most points can call themselves the Boogie Master and wins the game.