Frantic Brettspiel
Frantic Brettspiel Rulebook
Table of Contents
Table of Contents
- Contents
- Goal of the Game
- Setup
- How to Play
- Turn Overview
- End of a Round
- A New Round
- End of the Game
- Card Effects
- Green Cards (effect activated when you play the card)
- Red Cards (effect activated when you end your movement on the card)
- Blue Cards (effect activated when you play the card or end your movement on it)
- Orange Cards (effect activated when you enter the card's space while moving or end your movement on it)
- Multi-colored Cards (reaction cards)
- White Cards
- Events
- Special Cases - FAQ (Frantically Asked Questions)
Contents
- 94 playing cards
- 6 "How to Play" overview cards
- 1 "Events" overview card
- 6 numbered teleport spaces
- 6 player tokens
- 6 "D6" dice
- 1 "D20" die
- 1 game board
- 1 blackboard + 1 blackboard marker
How-to-play videos and detailed explanations of the individual cards: www.gamefactory-games.com/de/frantic-brettspiel-regelvideo-646076
Goal of the Game
In the Frantic Board Game, the journey is the destination, and the destination is the worst place on earth! So be sure to stay far away from it for as long as possible! At the same time, you're trying to teleport the other players to this place of unspeakable horror.
Setup
At the start of the game, the players agree on a point limit. Here are a few suggestions:
| Players | short | medium | long |
|---|---|---|---|
| 2 to 3 | 99 | 121 | 157 |
| 4 to 6 | 83 | 99 | 121 |
You can also agree on a different limit. The general rule should be: the bigger your group of players, the lower the point limit.
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Place the game board in the middle of the table. All players choose a player token and place it on the start space. Take the D6 of the same color.
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Take a "How to Play" overview card and place it in front of you. Place the "Events" overview card next to the game board, within reach of all players.
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Place the numbered teleport spaces on the locations with the corresponding symbol.
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Shuffle the playing cards and deal a number of cards to each player:
- 2 players: 8 cards
- 3 players: 7 cards
- 4 or more players: 6 cards
Place the remaining cards as a face-down draw pile on the designated space.
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All players now roll the D20. The player with the highest roll is the starting player. In case of a tie, all tied players roll again.
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Players take turns in anticlockwise order.
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In turn order, each player plays a hand card of their choice onto the game board. Keep doing this until all players have 4 cards left in their hand. The effects of the played cards are not triggered yet.
Important: players are not allowed to cover the start space, the end space (skull), or any of the numbered teleport spaces.
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Keep the 4 remaining cards in your hand.
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Time to begin!
How to Play
The game consists of several rounds, and ends when at least 1 player reaches or exceeds the point limit you agreed upon.
The game board will change throughout the rounds, because players will use their cards to play new shortcuts, obstacles and traps each turn. Depending on the color of a card, its effects are triggered when it's played, or when someone enters its space (see page 5 or the "How to Play" overview card).
Turn Overview
On your turn, you must carry out the following 3 actions in order:
1. Playing a Card
Play a card from your hand onto the game board, and activate its effect if necessary.
You may play single-colored cards:
- on empty spaces
- on cards of the same color
- on multi-colored cards
You may play multi-colored cards:
- on empty spaces
- on single- or multi-colored cards (except white cards)
Note: multi-colored cards can be played as a reaction to an action, even outside of your turn (see page 6 and the "How to Play" overview card). The same placement rules apply.
You may play white cards:
- on empty spaces
- on single- or multi-colored cards (except white cards)
Note:
- when you place a card on top of another card, the other card is considered covered.
- white cards can never be covered.
- you may not play cards on a space containing a player token.
- you may not play cards on the start space or the end space.
- Some cards have a border. You must orient them so they point in or away from the direction of movement.
2. Moving
Roll your D6 and move forward as many spaces as the number you rolled. If necessary, activate additional card effects (see page 5 or the "How to Play" overview card).
Example of additional effects: The blue player token moves forward 3 spaces and is then pushed an additional 2 spaces by the red "Push" cards.
3. Drawing Cards
Draw back up to 4 cards. All other players that now have fewer than 4 cards also draw back up to 4.
This ends your turn: it's now the next player's turn.
End of a Round
A round ends immediately when:
- at the end of a turn, at least 1 of the player tokens has reached or exceeded the end space.
- at the end of a turn, 1 of the players is unable to draw cards because the draw pile is empty.
Important: When a player reaches the end space, that player carries out their entire turn, including any effects AND movement. After that, the round ends.
Players now write down the minus points they scored, which correspond to the position of their player token on the game board.
Example: At the end of the round, the green player token is on the start space and scores 0 points. The red player token scores 23 points. The white player token is on the end space and scores 50 points.
A New Round
If none of the players have reached the point limit that was agreed upon at the start of the game, a new round starts. Return all player tokens to the start space, clear all cards other than the numbered teleport spaces from the game board, and follow the setup steps mentioned on page 2, starting with step 3.
End of the Game
If at the end of a round, at least 1 player has reached the point limit that was agreed upon at the start of the game, the game ends. The player with the fewest minus points wins.
Card Effects
Depending on the color, card effects are activated at different times. The various card colors are marked with the corresponding icons, both in this rulebook and on the overview cards. You can also find a summary of all the card effects on the overview cards.
Icons:
- Play-card icon: Activate this effect when you play the card.
- End-movement icon: Activate this effect when you end your movement on this card.
- Enter-space icon: Activate this effect when you enter this card's space while moving.
- Reaction icon (!!): This effect only activates when you play the card as a reaction to another action. It can be played during or outside of your own turn, by placing it onto the game board.
- Hand icon: This card has an effect while it's in your hand.
- Fist icon: This effect counts as an attack when used against an opponent.
Important: you can also play multicolored reaction cards during phase 1 of your own turn, although that would not activate their effects.
Green Cards (effect activated when you play the card)
SKIP Skip your movement phase.
REVERSE Move backward instead of forward this turn.
REMOTE (attack) Nominate a player token, roll your die and carry out a movement with that player token.
GHOST Ignore all card effects on the game board during your movement.
Red Cards (effect activated when you end your movement on the card)
PUSH Move your player token forward, backward, or through the wall onto the next space. This counts as part of your movement: any additional effects are also activated.
JUMP Jump over the next space in the direction of the arrow, ignoring it completely. This counts as part of your movement: any additional effects are also activated.
- Must be aligned with or against the direction of movement.
SECOND CHANCE Roll your die again and carry out an additional movement.
SWAP (attack) Swap positions with a player token of your choice.
Blue Cards (effect activated when you play the card or end your movement on it)
GIFT (attack) Move someone else's player token 1 or 2 spaces forward. This counts as a movement: any additional effects are also activated.
MAGNET Take a card of your choice from the game board into your hand. You're not allowed to take numbered teleport spaces or cards with a player token on them.
TELEPORT Roll your D6 and move your player token to the corresponding numbered teleport space.
Orange Cards (effect activated when you enter the card's space while moving or end your movement on it)
STOP Your movement ends immediately on this space.
X You may not enter this space. Instead, you simply jump over it. The space itself does not count as a movement step.
SNAIL This space slows you down. You need 2 movement steps to pass it, instead of 1. Important: If you use your last movement step to enter the card, it has no further effect.
Multi-colored Cards (reaction cards)
BLOCK (reaction) Prevent someone from attacking you.
- Play this card when someone targets you with an attack card.
- Attacks are effects used by other players against you or your die roll.
- Events cannot be blocked.
If you block another player's attack the corresponding effect is ignored.
Example: One of the players launches an attack on the yellow player, allowing them to place the yellow player token on teleport space 2. However, yellow plays a "Block" card and cancels the attack.
NICE TRY (reaction) Prevent someone from losing.
- Play this card at the end of a turn in which at least 1 of the player tokens has reached or exceeded the end space.
- Immediately move all player tokens on the end space to teleport space 6.
- This does not trigger the teleport space.
RE-ROLL (reaction, attack) Play this card after someone rolled a die. The die result is ignored, and the player must roll again.
- You may use this card on any die roll, including your own.
- You may use this card on a D6 (movement, teleport, during events), or on a D20 (resolving events).
- Only the new die result counts.
- The new die result can be changed again by playing another "Re-Roll" card.
White Cards
Each white card comes with its own rules.
FUCK YOU
- If you have this card in your hand at the end of a round, 21 minus points are added to the position of your player token.
- Immediately advance your player token by 21 spaces, ignoring all card effects on the game board. Then, carry out your movement.
- Take this card in your hand.
Placement rules:
- You can play this card on any card, except on another white card.
- This card cannot be covered.
TROUBLEMAKER
- Skip your movement phase and carry out an event instead.
- Immediately carry out an event.
Placement rules:
- You can play this card on any card, except on another white card.
- This card cannot be covered.
NUMBERED TELEPORT (1-6) Roll your D6 and move your player token to the corresponding numbered teleport space.
- This card cannot be covered or taken into your hand.
- This card can be moved by other events.
Events
To resolve an event, roll your D20, read the event out loud, and carry it out.
The effects are explained below and on the "Events" overview card.
Basic Rules
- If the event has a turn order, start with the player to your right.
- If multiple players are eligible to be targeted by an effect, it applies to them all.
Important: Changes in position caused by events do not count as a movement. Therefore, all card effects are ignored.
The only exception are effects for which the corresponding action is explicitly mentioned as a movement. In that case, the rules for a regular movement apply, and any additional effects are also triggered.
Example (Expansion): You roll a 3 for your blue player token and skip the "Stop" and "Snail" cards before landing on a "Jump" card.
Example (Robin Hood): The black and green player tokens are considered further ahead. They both swap places with the red player token, which is further behind.
Event Effects
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EPIC FAIL - Move the player token that's furthest behind to the frontmost numbered teleport space.
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EARTHQUAKE - In turn order, all players move their player token to the space of the player to their right.
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MARCHING ORDERS - Nominate a player token, roll for it, and move it forward the corresponding number of spaces. This counts as a movement: any additional effects are also activated.
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TELEPORT TERROR - In turn order, all players roll their die. Everyone moves their player token to the corresponding teleport spaces.
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MARKET - Reveal 1 card from the deck for each player. In turn order, everyone takes a card into their hand.
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MEXICAN STANDOFF - Move all player tokens to teleport space 6.
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EXPANSION - In turn order, all players roll their die and move their player tokens forward accordingly.
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RECESSION - In turn order, all players roll their die and move their player tokens backward accordingly.
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RESTOCK - In turn order, everyone plays a hand card of their choice onto the game board.
Special Cases - FAQ (Frantically Asked Questions)
1. Looping Each card only triggers once per turn. For example, if two arrows on "Push" cards point toward each other and you land on them, you only move back and forth once.
2. Jump Around! The "Jump" card allows you to skip the entire space, whether it contains a card or not. The "Stop" card is also completely ignored.
3. Broken Teleport If you end your turn on a numbered teleport space and you then roll the number of the teleport space you are on, you stay in place. For example: Your player token is on teleport space 5 and you roll a 5.
4. Block & Remote If someone plays a "Remote" card on you and you cancel the attack with a "Block" card, the attacker does not carry out their movement phase.
5. Landing on X If a card effect causes you to land on an "X" card, move your player token 1 space forward.
6. Reverse Chance If you play the "Reverse" card and end your backward movement on the "Second Chance" card, you must also carry out the additional backward movement.
7. Swap Block If you land on a "Swap" card, you cannot cancel it with a "Block" card. You have to swap positions with someone else. However, the player you want to swap positions with can prevent this by using a "Block" card.
8. Vandalism If a color can no longer be played because all spaces with other colors are covered, you're allowed to break the rules this once, covering a card you're not supposed to. However, covering white cards still isn't allowed.