Da Luigi
Da Luigi Rulebook
Table of Contents
Table of Contents
Components
- 1 marketplace board
- 90 different guest cards (including 8 starting cards with a different back)
- 90 food dice (10 dessert, 12 pasta, 14 pizza, 16 salad, 18 wine, 20 water)
- 4 ristorante strips (each made of 2 parts)
- 35 flower/lemon tiles
- 1 cloth bag
The Guest Cards
- On the left side of every guest card, one below the other, are the dishes the guest has ordered. The order only counts as fulfilled once the matching colored food dice lie on all its fields. An order consists of 1 to 4 dishes.
- The number in the upper left determines how many points you receive at the end of the game for a fulfilled order. Guests are worth 1 to 5 points.
- The middle of the card shows how much waiting time the guest brings with them.
- The upper right shows, with a symbol, the guest's special ability (more on this later).
The Ristorante Strips
Each ristorante strip consists of 6 time segments. These indicate, in minutes, how long a guest is willing to wait for their order to be fulfilled. Guests always lie on the 6 fields below these time segments. Only 1 guest may occupy a field. Whenever "time passes," a guest is moved one or more time segments to the right. If a guest is pushed past the "10" segment, the order counts as unfulfilled. The player receives a lemon for this, which counts as 1 minus point at the end of the game. Lemons are placed on the field at the right end of the ristorante strip. If a guest has the "flower bouquet" special ability, the player receives a flower bouquet instead, which counts as 1 plus point at the end of the game and is also collected there. Guests whose orders have been fulfilled are collected face down in a pile to the left, below the ristorante strip. Above that is shown how many food dice of each color are used in the game.
Above the ristorante strip, food dice are collected as a supply. At the right end, lemons or flower bouquets are collected. Below the strip's 6 time segments are the fields for guests with open orders — only 1 guest may occupy each field.
Setup
-
Before the first game, carefully punch all the pieces out of their frames.
-
Place the marketplace board in the middle of the table.
-
Sort the 8 starting cards out of the guest cards.
-
Shuffle the remaining 82 cards well. Then count out 12 cards per player and place them as a face-down pile on the red tent of the marketplace. (So with 2 players that is 24 cards, with 3 players 36, and with 4 players 48 guest cards.) Return the remaining guest cards to the box. So only part of the cards is used in each game.
-
Each player receives 1 ristorante strip (made of 2 parts) and 2 starting guest cards with orders showing 2 and 4 dishes respectively. The cards are placed on the guest fields below the players' ristorante strips so that the time matches the guest's waiting time. (So one guest is placed under the 60, the other under the 40.)
-
In addition, each player draws 3 food dice from the bag. These correspond to the special ability of their starting cards (symbols in the upper right). Food dice that match the guests' orders must be placed immediately on the matching colored fields of the guest cards. Food dice for which a player has no free field on their guest cards are placed in their supply above their ristorante strip.
-
The 12 market fields of the marketplace are randomly filled with food dice drawn from the bag. The fields in the top row each receive 1 food die, the fields in the 2nd row each receive 2, the 3rd row each receive 3, and the fields in the bottom row each receive 4 food dice.
Note: The number of food dice on the market fields is shown in the upper right of each field by an image of grey dice.
-
Half of the flower/lemon tiles are placed flower-side up on their corresponding marketplace field. The field next to it is filled with the other half of the tiles, turned to the lemon side.
-
The hungriest player becomes the starting player and begins.
Game Overview
On their turn, a player takes one or more food dice from the marketplace and places them in their supply. The time needed to procure the food strains the guests' patience. For this reason, for every unit of time spent, a guest card in the player's own ristorante is pushed one field further to the right, toward the exit. Afterward, all food dice for which there is a need must be placed on the matching guest cards. If all the fields of a guest's order are filled with food dice, the order is fulfilled. The card is cleared away and scores points at the end of the game. If a guest reaches the exit without the desired food dice, there is a points deduction at the end.
Instead of shopping and serving guests, a player can also bring new guest cards into play. You keep the most lucrative guests and give the impatient or less generous ones to the other players, who must find a way to deal with them. The game ends once the guest card pile is used up, which triggers the final round.
Sequence of Play
The player whose turn it is performs one of the following two actions:
A) SERVE GUESTS (shop, serve, collect payment)
OR
B) WELCOME NEW GUESTS (and possibly serve, collect payment)
Then the next player in clockwise order takes their turn.
A) Serve Guests
This action may only be chosen if the player has at least one guest in their ristorante (i.e., an open guest card).
The "Serve Guests" action consists of:
SHOPPING — SERVING — COLLECTING PAYMENT
1. Shopping
-
The player takes all the food dice from one market field and places them in their supply above their ristorante strip.
-
The time needed to obtain these food dice is shown on the left side of the corresponding row (0, 1, 2, or 3 clocks).
-
For every clock shown, the player must push a guest in their ristorante 1 field to the right.
Note: Taking a food die from the first row is free.
Important: The field the guest is pushed onto must be free!
The player can assign the required time to a single guest or split it across several guests.
Example: The player takes the 4 food dice from the market field in the bottom row. The time required equals 3 clocks. The player moves the female guest 3 time segments to the right. They could also have split the time between both guests, for example moving the female guest 2 fields and the male guest 1 field to the right.
Example: The dice in the market field in the third row would be a good match for the female guest's order. However, the time required is 2 clocks. Unfortunately, the player can only move their male guest 1 field to the right. They could push the female guest out of their ristorante instead, but the newly acquired food dice could then no longer be used for that guest.
-
The player may voluntarily push a guest out of their ristorante, i.e., 1 segment to the right past time segment "10." To do so, however, they must take 1 lemon (see "Order Not Fulfilled" below).
-
If a player cannot pay in full for a purchase, they may not carry it out. For example, it is not allowed to move a guest who is on segment "20" 3 time segments to the right if only 2 segments are available.
Note: It can happen that a player could fulfill a guest's order with the food dice taken from the market, but must push that guest out of their ristorante beforehand to pay for it. In that case, the order is not fulfilled.
2. Serving
After shopping, the player must assign all the food dice in their supply to their guests, i.e., place them on the matching open fields of their orders. The player decides which food die goes to which guest. Only food dice that are not needed — and later also brown dice (jokers) — remain in the player's supply.
Note: Only one of each player's starting guests wants 1 dessert (brown food die) as part of their order. Otherwise this color does not appear on the guest cards.
3. Collecting Payment
Once the player has placed all the desired food dice on a guest card, that order counts as fulfilled. The player receives as many points at the end of the game as shown in the upper left corner. The used food dice are placed next to the marketplace. They do not go back into the bag! The card is then placed face down on the pile of fulfilled orders.
B) Welcome New Guests
-
A player must choose this action at the latest when there is no longer a guest in their own ristorante.
-
To do this, the player takes 1 more guest card than there are players from the guest card pile and places them unseen in front of themselves. (So in a 2-player game they take 3, in a 3-player game 4, and in a 4-player game 5 guest cards.)
-
The player then reveals the cards one at a time and decides for each revealed guest whether to keep them or give them to another player.
-
The player must give 1 guest to each other player; they themselves must take 2 guests.
-
The player who receives a guest must place it on the field below the time segment of their ristorante strip that matches the guest's waiting time. If a guest is already there, it must be pushed 1 field to the right, since only one guest may occupy each field. If a guest is already on that field too, it must likewise be pushed, and so on. If a guest is pushed past time segment "10," the order counts as unfulfilled (see "Order Not Fulfilled").
Example: The player receives a new guest. They must place it on the field under time segment "30." However, a guest is already there, so it is pushed one field to the right. There, too, a guest is already present and must also be pushed further. Since this field is occupied as well, the guest there is pushed to the exit. It leaves the ristorante without its order being fulfilled.
-
Whenever a guest enters a ristorante, their corresponding special ability is executed immediately (symbol in the upper right corner, see "The Guest Cards' Special Abilities").
-
Only afterward does revealing guest cards continue.
-
At the end of their turn, the player must assign all matching food dice in their supply to their guests (serving, collecting payment: see above).
The Guests' Special Abilities
- 1 food die symbol: The player immediately draws 1 food die from the bag and places it in their supply.
- 2 food die symbols: The player immediately draws 2 food dice from the bag and places them in their supply.
- Lemon symbol: The player must take 1 tile from the marketplace and place it lemon-side up on their ristorante strip.
- Flower symbol: The player may take 1 tile from the marketplace and place it flower-side up on their ristorante strip.
- Arrow symbol: The player must push one of their guests 1 field to the right. This can also be the new guest with this special ability.
- Discard symbol: The player must discard something: either 1 food die (from their supply or from one of their guests), 1 flower bouquet, or 1 lemon. If the player has none of these, they discard nothing.
- Guest symbol: The player must draw 1 (additional) guest from the face-down guest card pile and place it in their ristorante according to the rules.
Additional Rules
Order Not Fulfilled
Whenever a guest is pushed past time segment "10," they leave the ristorante. Their order was not fulfilled. If there are still food dice on the card, they are placed next to the marketplace. The card is then placed on the blue discard field of the marketplace (next to the face-down guest card pile). The owner of the ristorante must take 1 tile and place it lemon-side up on their ristorante strip.
Returning a Lemon or Flower Bouquet
A player can have either only lemons or only flower bouquets in front of them. If a player already has, for example, 2 lemons and would receive 1 flower bouquet, 1 lemon is instead returned to the supply.
Refilling the Marketplace
If, at the end of a turn, all the fields of one row of the marketplace are empty, those fields are refilled with food dice drawn face down from the bag. Empty fields in other rows are not refilled.
Empty Bag
When the bag is empty, all food dice collected next to the marketplace are placed back in the bag.
Not Enough Food Dice?
Should it happen that no more food dice are available, every player who has more than 10 food dice in their supply must place dice of their choice back in the bag until they have only 10 left.
Joker
2 brown food dice (= dessert) can be used as a joker for 1 food die of any color. 4 food dice of any color can likewise be used as a substitute for 1 food die of any color.
These jokers are only assigned to a guest when doing so fulfills that guest's order, i.e. when "collecting payment" follows immediately afterward.
Example: A player could give up 1 blue, 2 green, and 1 yellow die in order to replace 1 missing red die.
Game End
As soon as the guest card pile is used up during the "Welcome New Guests" action, the end of the game is triggered. If more guest cards are still needed for the player to fully carry out their action, the missing cards are taken from the unused guest cards that were returned to the box at the start of the game. After this turn, every player (including the one who triggered the end) gets exactly one more turn to acquire food dice and fulfill any remaining open orders during the "Serve Guests" action.
Afterward, players count the points brought in by their served guests. Guests whose orders have not been fulfilled score no points. For every lemon a player has, 1 point is deducted; for every flower bouquet, 1 point is added.
The player with the most points wins. In case of a tie, the tied player with more food dice in their supply and on their guest cards wins. If there is still a tie, there are multiple winners.