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Jusayo

Jusayo Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
    • 1. Play a card
    • 2. Request a card
    • 3. Call out
  • Knocked Out
  • Winning the Game

Components

  • 32 Color Cards:
    • 20 Single Color Cards (5 cards of each color), numbers 2, 3, 4, 6 and 7.
    • 12 Double Color Cards (2 cards of each color pair), numbers 1 and 5.
  • 5 Victory Cards (front: unbloomed side; back: flower side)
  • 1 Game Board, made of 4 connecting pieces
  • Tray (the box bottom, used as turn marker)
  • 1 Meeple

Setup

  1. For the first round, assemble the game board as pictured, but randomize the color order. Then place it in the center of the play area. Each player takes a victory card and places it next to them showing the front (unbloomed) side.
  2. The player who most recently got a request starts the first round. From the second round on, the last round's winner starts.
  3. The starting player randomly reveals a color card. Place the meeple on the game board's space matching the card's color. If it's a double color card, the starting player chooses between the two. Then shuffle all the color cards into a face down deck.
  4. Each player draws a number of color cards based on the player count below. Set aside all remaining cards face down, they won't be used this round.
Player count345
Cards1086

We recommend sorting the cards in your hand in ascending order. You are less likely to make mistakes that way.

  1. The starting player places the tray in front of them. Cards go in the tray when played.

Gameplay

Play proceeds clockwise from the starting player. The player taking their turn always has the tray. On your turn, you must choose one of the following three actions:

  1. Play a card
  2. Request a card
  3. Call out

1. Play a card

Play a card from your hand. The card must match the current color (the same color as the meeple's board space) and it must be the highest number of that color in your hand. After you play a card, pass the tray to the left and end your turn.

Important: A double color card counts as both colors. Whenever a double color card is played, immediately move the meeple to the space matching the card's other color.

Example: It's Jenny's turn, and the current color is blue. Her highest blue card is a blue/red 5. She plays that card and moves the meeple to the red space.

Note: It's best to avoid the "play a card" action. Doing so gives other players information about your hand, as well as reducing your future options. Now everyone knows that Jenny doesn't have a blue card greater than 5.

2. Request a card

Hold out the tray to a player, and request a card from them by saying "jusayo". The target of the request must play a card if they have a playable card. Playing a card follows the "Play a card" rule above.

If the target of the request does not have a card matching the current color, they say "I can't". In this case, the player with the tray is knocked out of this round (see Knocked Out below).

Regardless of the result, the player with the tray ends their turn by passing the tray to the left.

3. Call out

Hold out the tray to a player and call them out by saying "bet you can't". The called out player must play a card following the "Play a card" rule. If they can't play, they must say "I can't", and are knocked out of this round.

If the called out player does play a card, the player with the tray is knocked out instead.

Regardless of the result, the player with the tray ends their turn by passing the tray to the left.

Knocked Out

You are knocked out of the round in the following cases:

  1. When you request a card and the target cannot play.
  2. When you call out and the target does play.
  3. When you are called out and you cannot play.

The knocked out player immediately puts their cards face down in front of them. Then move the meeple one space in the arrow's direction. The knocked out player no longer takes their turn. Ignore the knocked out player when passing the tray.

Note: When you are called out, you can play a double color card. In that case, move the meeple for playing the double color card, then move it again for knocking out the player who called you out.

Winning the Game

The last surviving player wins the round. The round winner flips their victory card to the flower side if it is on the unbloomed side. Prepare the next round as described under Setup. The round winner starts the next round.

If a player who has their victory card on the flower side wins a round, they win the game. Congratulations!