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Despistados en la granja

Despistados en la granja Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • How to Play
  • Voting
  • Scoring
  • End of Round
  • End of Game
  • Starter Mode

Components

  • 36 memory cards (cartas de recuerdo)
  • 36 voting cards (6 per player)
  • 24 clouds

Goal of the Game

In Despistados we must follow the trail of the lost object through the memory cards, and quickly vote for which animal we believe has the object on the last card, in order to be the player who has collected the most clouds at the end of the game.

Setup

  1. Give each player a set of 6 voting cards of the same colour.
  2. Place 11 memory cards at random in the centre of the table, forming a circle, as shown in the picture. Set the remaining memory cards aside.
  3. Place the clouds to form a reserve.

How to Play

To play Despistados it is important to know that every memory card shows the 6 distracted animals (cow, sheep, pig, donkey, rooster and duck) and the 3 main places (barn, tractor and haystack). To follow the path of the lost object we will focus on these elements. Enola does not count as one of the 6 distracted animals.

A game of Despistados consists of six rounds. In the first round, the player who most recently lost something is the starting player; in the next round, the starting player is the player to their left, and so on.

When everyone is ready and focused, the starting player draws the first card from the memory card deck without looking at it, turns it over and quickly places it, showing its reverse side, on a memory card of the circle of their choice.

The card placed starts the path and shows an arrow indicating the direction, left or right, in which we must follow the trail of the object and the animal that lost it (the initial animal). We must pay attention to that animal on the first memory card.

From the initial animal, which has the object on the first card, we will follow the path of the object card by card, checking whether the animal still has it, whether it has given it to another animal, or whether it has left it somewhere.

On each memory card, the distracted animals and the main places can be found in 4 different ways:

  • In pairs. Two animals together and in contact with each other. If one of the two has the object, it will pass it to the other, and we must look at that animal on the next memory card.
  • At a place. An animal in contact with a main place. In this case there are two options:
    • If the animal has the object, it will leave it forgotten in that place.
    • If the object is in that place, the animal will take it and will have it on the next card.
  • Alone. An animal that is neither in a pair nor at a place. If the animal has the object, it will still have it on the next card.
  • Place without an animal. If the lost object is in a place that has no animal in contact with it, on the next card the object will remain in that place.

"What? Again? The rooster has lost his saxophone again… it's the fourth time this week."

Example. The rooster has lost his saxophone. As he is the initial animal of this round, on the first card we must look at him.

  1. The rooster is in contact with the sheep and lends it his saxophone.
  2. The sheep has the saxophone and, being alone, will still have it on the next card.
  3. The sheep is in the haystack, so the saxophone is left forgotten there.
  4. The saxophone remains in the haystack. As no animal is nearby, it will stay there on the next card.
  5. The pig is in the haystack, finds the saxophone and takes it. On the next card we must look for the pig.

We continue this process until we reach the tenth card.

Voting

The animal that has the object on the tenth memory card is the animal you must vote for in the current round.

As soon as you reach the end of the path, quickly choose from your voting cards the one for the animal you think has the object on the tenth card, and place it face down in the centre of the circle. If someone has already voted before you, place your card on top of theirs. It is important to know the order in which the votes were cast.

If on the last card the object is at one of the places and no animal has taken it, you must vote for the last animal that had the object.

Scoring

When all players have voted, we must follow the path together once more to check which animal is correct.

Then the pile of voting cards is turned over and we check who guessed correctly. Among the players who guessed correctly, the one who voted fastest gets two clouds and the second one gets one cloud.

In addition, the fastest player must choose another of the players who guessed correctly and give them one cloud from the reserve.

If only one player guesses correctly in a round, that player directly wins three clouds and does not have to give any away.

In games with 2 and 3 players, no clouds are given away.

Example of voting and scoring in a round. The voting order was: Leo, Anna, Guillem, Berta and Pol. We check the correct answers: Anna, Berta and Pol voted for the correct animal (the duck), but Leo and Guillem got the animal wrong and do not score. Anna, being the fastest, gets two clouds and Berta, as the second, gets one cloud. Anna must also give a cloud to Berta or Pol; as Berta has fewer clouds than Pol, Anna decides to give it to her. In this round, Anna and Berta have each gained two clouds.

End of Round

Before starting a new round, take back your voting card and discard the initial memory card played in this round.

You may play the whole game with the same circle of memory cards, or change some cards after each round to modify the path.

End of Game

The game ends when the sixth round is over. Then, each player adds up the clouds they have collected, and the player with the most clouds wins the game.

In case of a tie, the tied players play a new round, and the player who votes fastest for the correct option wins.

Starter Mode

For your first games, or if you are playing with the youngest members of the farm, you can form the central circle with the 6 memory cards that have a little chick on the back.

On these cards the distracted animals do not interact with any main place; you only need to check whether they are in pairs or alone.

In this mode only 4 rounds are played. Voting and scoring are the same as in the normal mode.