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Call of Yeti

Call of Yeti Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • Game Flow
    • 1. Round Preparation
    • 2. Play Cards
  • Determining the Winner
  • Usage and Determination of Special Cards (Coffee Spill!)
    • ③ Score Calculation and Preparing for the next round
  • Score Calculation
  • Preparing for the Next Round
  • End of the Game

Contents

  • UMA Cards: 48 cards (12 each of Yeti, Chupacabra, Mothman, Tsuchinoko, numbered A to 12)
  • Special Cards: 2 cards (Coffee Spill!)
  • Plaster Cards: 5 cards (1 Yeti footprint plaster, 4 broken plasters)
  • Score Tokens: 35 tokens (3 points x15, 1 point x20)

Game Setup

To determine the starting player, take out the same number of plaster cards as the number of players, including the Yeti footprint, shuffle them, and deal one face down to each player. The player who receives the Yeti footprint plaster card will be the start player at the start of the game and the first lead player.

The broken plaster cards will no longer be used, so they should be placed back in the box, and keep the Yeti footprint plaster card in front of the lead player.

Depending on the number of players, some UMA cards will not be used.

  • 5 Players: Use all cards.
  • 4 Players: Do not use the Yeti 5 and Chupacabra 5 cards; put them back in the box. (2 cards not used, for a total of 48 cards in play)
  • 3 Players: Do not use the 2, 3, and 4 cards of all four types of UMA, as well as the Yeti 5 card. One of the two special cards will also not be used. Put these back in the box. (14 cards not used, for a total of 36 cards in play)

Game Flow

  1. Round Preparation (Deal hands, Predict UMA Proof)
  2. Play Cards (Reveal one card from hand, Determine winner)
  3. Score Calculation and Preparing for the next round

Steps 1 to 3 are collectively called a "round". Once the number of rounds equal to the number of players has been completed, the game ends and the final scores are calculated.

The special card has coffee spilled on it. (Caption to the example image showing the special card's coffee-spill back.)

1. Round Preparation

All cards are dealt evenly among players. The number of cards dealt is 10 for 5 players, and 12 for both 4 and 3 players.

Be mindful that there are special cards that closely resemble the back of the regular cards, so check carefully to see if any coffee has been spilled.

Review your hand carefully and make your UMA proof prediction. Predict the number of times you are likely to be able to prove (win) this time. Secretly place that many cards face down from your hand. It is acceptable to predict a winning count of 0.

Once everyone has placed their cards face down, reveal the number of cards you placed down simultaneously. The face-down cards are arranged in front of you to form your projected winning count. Note that players may start with different numbers of cards. You may check the cards you placed down at any time.

Example from the "Game state (4 players)" diagram:

  • 9 hands, 3 victory prediction
  • 11 hands, 1 victory prediction
  • 10 hands, 2 victory prediction
  • 12 hands, 0 victory prediction

2. Play Cards

The lead player reveals one card from their hand.

"Yeti, you exist!" (This is the call when playing the Yeti card.)

In clockwise order, each player also reveals one card from their hand, selecting it according to the following rules:

  • A. If you have a card of the same UMA as the lead player, you choose and reveal one of those cards.
  • B. If you do not have any cards of that UMA, you may choose any card from your hand to reveal.

Once everyone has revealed one card, the winner is determined.

Determining the Winner

Review all cards played and check their strength in the following order.

① Did anyone play a Yeti? If not, is it the same UMA as the lead player?

  • If Yeti is played: The Yeti is a very strong UMA, so any player who played a card other than a Yeti is eliminated, regardless of the card's value.
  • If Yeti is not played: Check the UMA played by the lead player. Players who did not play a card of the same UMA as the lead player are eliminated.

② Value Determination

Among the remaining players from step 1, the player with the highest value card wins. Note that an Ace (A) is normally treated as 1, but if both an A and a 12 of the same UMA are judged simultaneously, the Ace is treated as 13, resulting in a win for the Ace.

The winning player places the card they played next to their projected winning count. All other cards revealed this round (excluding special cards) are placed face down in the discard pile.

The winning player becomes the next lead player and reveals the next card from their hand.

This process continues.

Usage and Determination of Special Cards (Coffee Spill!)

The special card features artwork on both the front and back that resembles a coffee spill.

This card is the weakest card, and if you play it, you will definitely lose.

This card cannot be revealed by the lead player first unless you only have special cards in your hand.

The winner of the turn in which this card was played will add this card to their own planned win column after laying out their winning cards. (The number of planned wins will increase by one.)

If you are the lead player and you only have special cards in your hand, you can reveal a special card, but in this case, subsequent players should play the same UMA as the card revealed by the next player.

If two special cards are played at the same time, neither will be added to the winning player's projected count; both will be placed in the discard pile instead.

(Caption to the diagram: "When a special card is played, add it to the winner's projected winning count.")

③ Score Calculation and Preparing for the next round

Players continue to play cards, and players who run out of cards will not reveal any more cards in this round and will not participate in the game.

If the winning player runs out of cards, the next player in clockwise order becomes the lead player, and the game continues.

The round will end when there is one or no players left with cards in hand. (A situation where only one player reveals cards will not occur.)

Score Calculation

All players reveal the face-down cards in their projected winning count.

Correct UMA Prediction

If there are any matching UMAs between the face-down cards and the cards that won this round, they will be paired, and you will receive 1 point chip for each pair.

If there are no matching UMAs among the face-down cards despite winning, no points are awarded. (For example, if you had three Chupacabra cards face down and won with a Yeti and Tsuchinoko, you would have 0 pairs.)

Correct Winning Count Prediction

If the number of face-down cards in your projected winning count matches the number of cards you won, you will receive 3 point chip.

If the expected number of wins is 0 and the number of wins is also 0, you will receive 5 points chips instead of 3 point as a special bonus.

Preparing for the Next Round

Once score calculation is complete, gather all the cards, shuffle them, and deal them again. The player clockwise next to the player who was initially the lead player in this round becomes the lead player at the start of the next round.

End of the Game

The game ends after the same number of rounds as there are players (when each player has served as the lead player once).

The player with the highest score is declared the winner. In the event of a tie, players can either replay a round to determine the overall winner based on total scores, or all cards can be shuffled, and tied players can reveal one card each. The player with the higher card will be the winner. (In this case, the strength of the UMAs is ranked as follows: Yeti > Chupacabra > Mothman > Tsuchinoko.)