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Burp

Burp Rulebook

Table of Contents

Table of Contents

  • Game Parts
  • Before the First Game
  • Game Preparation
    • 1. The Fruits Ripen
    • 2. Fishing Dock Construction
    • 3. The Wandering
    • 4. The Encounters
    • 5. Fishing
    • 6. A Flash of Genius
  • The End of the Game
  • Rules for 3 Players
  • Rules for 2 Players
  • The Inventions
  • Rules Clarifications

Game Parts

  • 1 round game board of 7 pieces, the wet cradle of humanity.
  • 4 villages, to place on the game board.
  • 12 colored wooden pawns, our stone age men.
  • 1 development chart, showing Homo dumbus to Homo sapiens.
  • 12 invention disks, what's humanity without Culture?
  • 45 wooden disks, concentrated brain food in the form of fruit.
  • 4 wood blocks, to build docks on.
  • 16 wood strips, to build the docks.
  • Stones, to anchor the dock.
  • 2 sheets of stickers, to stick on the disks and pawns.
  • Set of rules, to know how it plays.

Before the First Game

Carefully punch out all cardboard pieces. Place the club (fighter), hand (trader), and fishing rod (fisher) stickers on the bottoms of the colored pawns so that the three pawns of one color have three different stickers. Place the smaller colored stickers on the wooden disks. There are nine stickers of each color.

Game Preparation

Put the game board together and place it in the middle of the playing surface. Place the development chart to one side. Place the invention disks face up to one side. Place the stones and the strips of wood in separate piles to the side of the board. These piles are the "quarry" and the "woods." Place the "fruits" (the wooden disks) sticker side down next to the board or in the lid of the box. Each player receives three pawns in the color of his choice, one village to attach to the board, one wood block, two wood strips, and one stone of his choice. Each player receives two fruits, which he should keep face down in front of him.

Rules for 4 Players: The player with the longest hair goes first. Place the spinner arm on the red mark outside the starting player's village.

1. The Fruits Ripen

Place twelve fruits, without looking at them, face down on the red dots in the sea, one fruit to a dot.

2. Fishing Dock Construction

All players who have stones and/or wood strips have two minutes to build their docks. The dock must be constructed on top of the wood block. The dock has to support a fisher without collapsing, but it may not be tested at this time. After two minutes, anyone who has not finished building their dock must store their construction materials in their village until next round.

3. The Wandering

The starting player places one of his pawns face down in any one of the following places: a village (his own, or his opponent's), in the quarry, or in the woods. Then the person to the starting player's left places one of his pawns, and so on until all twelve pawns have been placed on the board.

4. The Encounters

Turn over all of the pawns at the same time. The following occurs, depending on what sort of pawns meet:

Home VillageOther VillageQuarry/Woods
Result if only one pawn of this type is found at this location:
Fighternothingsteal rockscollect rocks/wood
Tradernothingnothingcollect rocks/wood
Fisherfishingnothingcollect rocks/wood
Result if two or more pawns of this type are found at this location:
Fightersfight

* One of the fishermen must be a resident in the village.

Single pawn activities:

Wood and Stone Collecting. Each pawn in the woods collects one wood strip. Each pawn in the quarry collects one stone of the player's choice. These building materials are placed in the player's village. The materials can be used to build the fishing docks in the next round.

Stone swiping. The victim of stone swiping must give up a stone of his choice to the owner of the fighter. If he doesn't have a spare rock, he must give up one from his dock if he has any. For this reason, conservative stone-agers keep an extra rock around to protect their docks.

Fishing. Fishing occurs after the other activities are resolved. See details below.

General Rule. If two or three pawns are in the same place but have different symbols, they behave as though they are all single pawns. For example, if a red fighter, a blue trader and a yellow fisher are in the quarry, they all ignore each other and collect their stones.

When there are two or more of one kind of pawn in a place, certain things happen between them instead of their normal activities. Only pawns of the same type interact with each other.

Fighting. Two or more fighter pawns in the same place distract each other by getting into fights. They do not get anything else accomplished this round (i.e., wood or stone collecting, or stone swiping).

Trading. When 2 or more trader pieces are at the same location, these players participate in a trading. The first person clockwise from the starting player begins the trading. He asks for a fruit of a particular color from the other trader (or from a trader of his choice, if there are more than 2 traders at the same place). If the player has a fruit in this color, he must give it up.

If the first request was successful, the first trader can then ask for another color (or another fruit of the same color) from the same trader or to another participating trader. If the first request was not filled, then a second request can not be made.

Going clockwise, the other traders can make their requests for fruit in the same way. The fruit collected by the traders should be set aside. It is not traded any more in this round. In other words, if the first trader asks for and receives a blue fruit, the second trader may ask for a blue fruit, but he will only receive it if the first trader already had a blue fruit. The first trader does not give back the blue fruit he just requested.

Trading Example: Judy, Hank, and Fred are trading with each other. Judy begins and asks Fred, "Do you have a blue fruit?" Fred has one and hands it over. Judy then asks Hank for a red fruit, which he has and gives to her.

Now it's Hank's turn. Hank may not take the blue and the red fruit that were just given to Judy. But maybe Judy has a red fruit herself. With this in mind, Hank asks Judy, "Do you have a red fruit?" Judy doesn't have one, so Hank's turn is over.

Now it's Fred's turn. Fred has the same idea and asks Judy, "Do you have a blue fruit?" She does, so she gives it to Fred. Then Fred asks Hank for a green fruit, which he does not have.

5. Fishing

All of the fisher pawns which are in their own villages are now placed on their docks. If the dock collapses, place the fisher pawn and the building materials back in the village. This player may not fish this round. Move the spinner slowly in a clockwise direction 1 1/4 times around the board. As this is done, the fruit slides along the spinner towards the middle. (Warning: if the spinner is turned too quickly, the fruit won't slide into the middle, instead it will fly off the board. If this happens, try moving the spinner more slowly.) The spinner now indicates who's next, and this person is now the new starting player.

Each fisher collects the fruit that drift between the bank and the first, second, or third circle, depending on the length of his dock. Look at the end of the dock from above. If the end of the dock does not reach the first circle, the fisher may only collect fruits that are between the bank and the first circle (first zone). If the dock reaches beyond the first circle, the fisher may reach everything out to the second circle (second zone), and likewise for the third zone. If a fruit is on the line between two zones, it is considered in the zone further out.

Guest-fishing. The guest fisher always gets the first fruit caught. The guest fisher is not allowed to fish for himself. The guest fisher is not allowed to be on the dock at all. In villages where no fishing takes place, because the resident fisher is not home, this means the guest fisher has no chance to get fruit. When there is more than one guest fisher in a village, then the guest fishers get fruit in clockwise order starting with the starting player.

For example, if all four players put their fishers in the village one to the left of the starting player, when the fishing starts, the starting player gets the first fruit, the third player gets the second fruit, the fourth player gets the third fruit, and the second player (the fisher) gets any fruits that are left. If there aren't enough fruits to go around, then some guest fishers and the resident fisher may not get any.

Any fruit that slid to the center of the board is redistributed on the red dots, and additional fruits are taken from the reserve pile to cover all of the red dots.

6. A Flash of Genius

A flash of genius comes from consuming the right fruit "cocktail." Other players with color combinations found in the new invention (i.e. fruit "cocktail") can use the idea, but must also give up the fruit. The starting player trades fruits for inventions by collecting combinations of fruits that match the colored dots on the invention disks. The fruits are placed back with the reserve fruits. The player moves his marker on the development chart one space for each piece of fruit he just turned in. Going clockwise, each of the other players may trade fruits for inventions.

Most inventions are discovered once. The only exception is the wheel. It can be discovered twice, just not by the same player.

If an invention has a special privilege, the privilege goes into effect at the beginning of the next round.

After all of the players have discovered the inventions they can, the next round begins with The Fruits Ripen.

The End of the Game

The game ends when all of the inventions have been discovered, or when a player reaches the top space of the development chart. The winner is the player who has worked his way further up the development chart than anyone else.

Rules for 3 Players

On the row of red dots just before the unused village, only place a fruit on the middle dot. Leave the other two dots uncovered. The spinner is turned a full circle and then stops by the next occupied village. In other words, sometimes the spinner is rotated 1 1/4 times, and sometimes 1 1/2 times.

Rules for 2 Players

Place the two villages directly across the board from each other. No fruit is placed on the dots just before the two unused villages. The spinner is always rotated 1 1/2 times.

The Inventions

The Wheel, the beginning of modern transportation. Special privileges: When collecting wood, stones, or stealing stone, the inventor of the wheel may take two wood strips or two stones instead of one.

The Fishing Pole, using tools leads to more success. Special privileges: The player who has made this discovery can take 2 extra fruits from the next fishing zone, beyond what he can normally reach from his dock.

Language, the art of persuasion. Special privileges: When trading, the player who has mastered a language may always make a second request, even when the first one was not successful.

The Fence, protection from unwanted visitors. Special privileges: Anyone who has made this discovery needs not to worry about rocks being stolen from his/her village anymore.

Fire, that was at the beginning. Special privileges: None.

The Passport, first official proof that there is a difference between humankind and apes. Special privileges: None.

The Garden Gnome, the root of all classic art. Special privileges: None.

The Toothpick, the first clue that humankind is concerned with cleanliness. Special privileges: None.

The Club, useless invention. Used by those who wanted to make a strong impression. Special privileges: None.

The Tie, contrary to popular belief that it makes men more refined, it was invented as men acquired a sense of fashion. Special privileges: None.

Pets, the first partnership with the "lower creatures." Special privileges: None.

Rules Clarifications

Docks must be within the village area. If the spinner hits the dock so that it moves, the dock is considered unusable. The test to see which zone the fruit is in comes when the spinner is directly under the fisherman. No matter how long the dock is, the position of the fisher determines the zone in which the fruit is gathered.

fight
fight
Traderstradetradetrade
Fishersfishing*fishing*collect rocks/wood