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Furruits

Furruits Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Protection Card
  • Game Structure - Start of a Round
  • A Player's Turn
    • Option 1 - Draw a Furruit Card
      • Furruits (8x10)
      • Bad Apple (24)
    • Option 2 - Sell at the Market
  • Card Effects
    • Inflate (12)
    • Swap (4)
    • Rotate (5)
    • Draw (8)
    • Look Ahead (4)
    • Double (7)
    • Stop (3)
  • End of the Game
  • Solo Rules

Components

  • 147 x Furruit Cards
  • 24 x Market Cards
  • 5x Protection Cards
  • 4x Inflation Cards

Setup

  1. Shuffle the Market Deck thoroughly and place it on the table. Draw Market Cards until you get 4 different Furruits and place them faceup next to the Market Deck. Shuffle the duplicate Furruits back to the Market Deck (if any). Sort the faceup Market Cards in descending order based on the number of coins on the cards.
  2. Place the Inflation Cards next to the Market Deck.
  3. Give each player a Protection Card.
  4. Shuffle the Furruit Deck very thoroughly. Make room for a discard pile next to it. The player who most recently ate a fruit is the First Player.

Protection Card

The Protection Cards can send back a Bad Apple Card (shuffle it back to the deck). You can only use it once per game however, so use it wisely!

Game Structure - Start of a Round

The game is played throughout 3 rounds in which players take turns until everyone has left the round. At the start of each round (except the first), you always do the following:

  1. Shuffle thoroughly all Bad Apple Cards, and the Discard Pile back to the Furruit Deck (sold Furruits and used Protection Cards stay out of the game).
  2. Reset the Market by discarding all faceup Market Cards and draw new ones following step 1 of the setup instructions.
  3. Change the First Player to the Player who was first to leave the previous round.

A Player's Turn

Players take turns in clockwise turn order, starting with the First Player. On your turn you have two options to choose between:

Option 1 - Draw a Furruit Card

Draw a card from the Furruit Deck and keep it or resolve it depending on the card (keep Furruit, Bad Apple & 1x cards, and immediately resolve and discard cards with the flash symbol to a Discard Pile). Cards are revealed to all players, and no cards are kept secret.

Furruits (8x10)

Lovely Furruits to gather and sell at the market! There are 8 different Furruit types, and 10 cards of each type. Stack multiple cards on top of each other to easily keep track of your different types.

Bad Apple (24)

Nasty Bad Apples that will steal half of your cards! If you have less than 2 Furruit Cards when getting a Bad Apple, keep drawing until you get another card (and shuffle the Bad Apple back into the deck). Otherwise, follow these instructions: If it's your first Bad Apple for the round, keep the card and discard half of your Furruits Cards (rounded up, not including your Bad Apple or Protection Cards). If you draw it a second time, the same thing happens, but you also have to leave the round WITHOUT selling.

Option 2 - Sell at the Market

Leave the round and sell your Furruit Cards according to the market value. The Market value for each Furruit is decided by the number of depicted coins on its Market Card. You may ignore the market value and instead sell one of each Furruit for a total of 40 coins (the back of the Market Cards helps you remember this), but you can't decide to keep a Furruit if it has a market value. Sold Furruits are removed from the game. Place the sold cards faceup above the Market Cards, keeping Furruits of the same type in the same pile (for reference, so players can see which Furruits has been sold and how many are left). Write down your profit and keep all your cards that you didn't sell for the next round (if there is one).

Sell example (illustration in the rulebook): The Player sells their Furruits for 16 coins (Purrears = 10, Pawberry = 4 & Grrrapes = 2).

Card Effects

Inflate (12)

Immediately increase the value of a Market Card by 1, by placing an Inflation Card underneath it, displaying the value increase.

Swap (4)

Immediately swap one of your Furruit Cards with another Player's if possible. You decide which cards are swapped but Bad Apples and Protection Cards can't be swapped.

Rotate (5)

Each player has to immediately give the opponent to their right one of their Furruit Cards if able. The players decide for themselves which card they want to give, but you can't give away Bad Apples or Protection Cards.

Draw (8)

Force players that are still in the round to immediately draw 3 Furruit Cards. You may split the amount and decide on different players (including yourself) as targets. Draw the cards one at a time, resolving them in order.

Look Ahead (4)

Immediately look at the top 3 cards of the Furruit Deck without showing other players, and place them back in the same order.

Double (7)

You may save the card and multiply one of your Furruit types by 2 when selling. You can not use two Double Cards on the same Furruit type. Discard to the Discard Pile after it's been used.

Stop (3)

You may save the card and use it at any time if you're still in the round to cancel any Card Effect (even other Stop cards) except Bad Apples and Protection. Discard to the Discard Pile after it's been used.

End of the Game

After the 3rd round, the game ends and the player with the most total coins from all the rounds wins the game! If tied, the players enjoy a well-deserved shared victory!

Solo Rules

When Playing Solo, you play for High Score according to the chart below. You follow the rules for 2 Players, but play for both players yourself. By the end of the game, you only score for the player with the lowest score!

ScoreResult
0-39Mouldy Peach
40-69Simple Sapodilla
70-99Smashing Pumpkin
100+Divine Dewberry