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Débrouille-toi!

Débrouille-toi! Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Goal
  • Playing a Challenge
    • Mac Givrette sets a mission
    • Choose the tools that inspire you
    • Succeed together in the mission…
    • Impress Mac Givrette!
    • Mac Givrette adjusts the difficulty
  • End of the Challenge
    • Help your captain dethrone Mac Givrette!

Contents

  • 56 Mission cards
  • 112 Tool cards
  • 1 score sheet

Setup

Write your name on the score sheet and stick the Mac Givrette sticker inside the lid at the top of the box.

Before each game, turn the score sheet to its Adventurers side and place it beside the lid, showing Mac Givrette.

Shuffle each deck and place them back in the box: the Mission cards face down in the centre, and the Tool cards face up on the sides.

Goal

Débrouille-toi! is a cooperative game. Your goal is to win together against the game, in good humour!

One round of play is called a challenge. A challenge ends as soon as each player has been the ignorant one once (twice with 2 or 3 players).

Playing a Challenge

Mac Givrette sets a mission

A player volunteers to be the ignorant one and closes their eyes.

The volunteer's left-hand neighbour draws 2 Mission cards (depending on the difficulty, this may sometimes be 3, 4 or 5 Mission cards).

The last Mission card drawn is always the correct one, the one the ignorant player must guess.

Silently, the neighbour shows this mission to the other teammates or whispers it in their ear.

The neighbour then shuffles the Mission cards they drew and lays them out in the centre of the table, from left to right, face up and oriented so that the ignorant player can read them.

The ignorant player opens their eyes and starts their turn by reading each mission aloud, for example: "We must either shave a house or work at the circus."

Choose the tools that inspire you

The ignorant player takes the box, chooses one of the two visible Tool cards and shows it to their left-hand neighbour, asking for example: "For our mission, do we need a crane?"

The other Tool card stays in the box, available for a later choice.

Only the left-hand neighbour may answer. They must just say "yes" or "no", but they may play with their voice to nuance the answer, for example a weak "mmm-yes" or a firm "NO!"

Before answering, they may also consult their teammates, who give their opinion silently by nodding or gesturing with their hands.

If the answer is yes, the tool is judged useful. The ignorant player places the card in the centre, below the Mission cards, from left to right.

If the answer is no, Mac Givrette wins the tool! The card goes face down into the lid, and it scores Mac Givrette 1 point.

Warning! Mac Givrette has a supersonic detector written around the box. It says: "Supersonic detector of words other than yes or no spoken by the one who must speak, and detector of words spoken by those who must not speak but speak anyway!"

If this detector is triggered, Mac Givrette also wins the card!

The detector is fairly permissive. As long as the words are used to read the content of a card, it is not triggered. For anything else, however, it is!

Succeed together in the mission…

The ignorant player chooses a new tool and addresses the next teammate to the left, who answers yes or no. They continue their turn in this way, knowing that for each "no" from an Adventurer, Mac Givrette wins 1 point…

The aim of the game is therefore to say "yes" as soon as you think you can manage with a tool!

However, at the fourth "yes" (never before), the ignorant player must guess the correct mission, using the four Tool cards placed in the centre (and without looking at those won by Mac Givrette).

If the ignorant player picks the wrong mission, Mac Givrette wins the Mission cards, which go into the lid and score 1 point each. The 4 Tool cards are removed from the game and the challenge round ends.

If the ignorant player finds the correct mission, the Adventurers win the 4 Tool cards, that is 4 points, plus the guessed Mission card, which becomes a bonus point. The remaining card or cards may still be won.

Impress Mac Givrette!

Together, tell the story of how you cleverly used each of the 4 tools to accomplish your mission!

Then, rate yourselves: depending on your ingenuity (and availability), take 0, 1, 2, 3 or 4 of the remaining Mission cards. They count as bonus points. Finally, stack your points in the places provided on the back of the score sheet.

Discard any Mission cards that remain.

Mac Givrette adjusts the difficulty

On the next turn, the left-hand neighbour becomes the ignorant one, and:

  • if the previous mission succeeded, their left-hand neighbour draws 1 Mission card more, without exceeding 5 missions;
  • if the previous mission failed, their left-hand neighbour draws 1 Mission card fewer, but at least 2.

The ignorant player must always have exactly 4 tools to guess from.

Bonus points are also jokers, which only the ignorant player may use: by removing a bonus card from the game, they immediately eliminate the two visible Tool cards in the box!

End of the Challenge

Help your captain dethrone Mac Givrette!

At the end of the challenge, count on the one hand the points won by Mac Givrette and, on the other, the points of your team!

Each card is worth 1 point, bonus points included.

Your victory or defeat also counts in the team's battle against Mac Givrette, led by your captain!

The captain notes the result on their score sheet and, after each new game as captain, also notes the cumulative scores.

From one challenge to the next, the captain may of course play with different Adventurers.

At the end of the thirteenth challenge, the score between Mac Givrette and the Adventurers is final!