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Kimaloé

Kimaloé Rulebook

Table of Contents

Table of Contents

  • Setup
  • Particularities of Kimaloé
  • It Is Your Turn: What to Do?
    • A. Move your truck (mandatory)
    • B. Play cards (optional)
  • The Count: the Only Moment When Points Are Calculated
  • Drawing New Cards
  • Special Actions
    • During the movement phase
    • During the card-placing phase
  • Your Turn Is Over? Pass the Die!
  • So, Who Wins?
  • Special Cards
  • Reminders and Tips

Setup

  1. The game board is placed in the middle of the table. It represents an Earth with 6 continents.
  2. The 9 special cards are shuffled and placed face down (the Kimaloé side visible) on the space provided for them.
  3. Each player chooses a colour and receives 1 truck, loaded with 1 crate of equipment (small cube), which they place on the continent marked with the crate symbol.
  4. The 2 ladder boards are placed end to end against the continent indicated by the crate symbol.
  5. The 15 child boards are shuffled, and 1 is placed against each of the 5 remaining continents.
  6. The 10 child boards not used for now are placed face down within reach of the players.
  7. Each player takes the two pawns of their colour (a small one, the child, and a large one, the adult) and places them at the foot of their ladder, which serves as the score track.
  8. Each player shuffles their 27 "rights cards" of their colour (circle on the back) and forms a personal draw pile, which they place in front of them.
  9. Each player then draws the first 7 cards from their pile. These constitute their starting hand. Tip: once in your hand, sort the cards by background colour (yellow, blue, pink).
  10. The youngest player receives the die. They play first.

Particularities of Kimaloé

The particularity of this game is that during the game you will score two different types of points:

  • Small points, which move your child pawn forward.
  • Large points, which move your adult pawn forward.

WARNING: there is a solidarity rule to respect. At no moment in the game may there be more than 3 empty spaces (that is, a gap of 4 points) between the child and the adult pawn of the same player.

It Is Your Turn: What to Do?

Your turn has 2 phases: A. Move your truck, then optionally B. Play cards.

A. Move your truck (mandatory)

Roll the die and obtain a result between 1 and 3. Then move your truck by as many continents as the die shows. Movement is clockwise.

Note: several trucks may be on the same continent.

B. Play cards (optional)

Once your movement is complete, you may choose and play one or more "rights cards" from your hand to help the child of the continent on which your truck stands.

How do you play a card? After showing it to your opponents, place it face down (sky side visible) on the corresponding right.

  • Wrong! (the card shown with a red cross): the card does not match the right.
  • Right! (the card shown with a green tick): the card matches the right.
  • Placed: the card now lies on the right, sky side visible.

The Count: the Only Moment When Points Are Calculated

As soon as a child has all of its missing rights covered, and its sky is therefore fully clear, there is immediately a count. It is carried out completely before the game continues.

  1. First, the player who placed the last card(s) of the project scores 2 bonus points, which they distribute as they wish between their child and adult pawns (for example 2 to the child, or 2 to the adult, or 1 each).

  2. Then, the player with the most points on this project must score large points, and their adult pawn climbs that many spaces on their ladder. The other players present on the project score small points, and it is their child pawn that climbs its ladder. In case of a tie for large points, the players concerned by the tie must score large points.

Example from the rulebook: a player with the most points scores 4 large points (adult pawn moves 4 spaces); another scores 3 small points; a third scores 2 small points.

Warning: you must always respect the solidarity rule, even during a count. Any points in excess are therefore lost!

  • Once the points are calculated, slide the board of the child concerned under the pile of waiting boards. The "rights cards" return under the draw piles of their respective owners.
  • A new child board is then placed in the place of the one just removed. A new project needing the help of the players is thus opened.
  • The player whose turn it is may still play cards, and possibly trigger further counts.

Drawing New Cards

Instead of rolling the die and moving your truck, you may pass your turn and draw 1, 2 or 3 cards (you may never have more than 10 cards in hand). Your actions are therefore limited to drawing these cards (no die roll, no truck movement, no card placement).

Special Actions

During the movement phase

Immediately after the movement given by the die, if your truck still carries a crate of equipment, you may unload it and continue your movement by 1 additional continent, either forward or backward.

When your truck is empty and you stop on a continent where one or more crates of equipment are present, load one of them. You may then make a new delivery from the following turn.

During the card-placing phase

Each continent allows one action or one type of special action, recognisable by the small symbol to the right of the continent:

  • +3 (gold coin with "+3"): score 3 points, distributed as you wish (small points, large points, or a mix of the two), while respecting the solidarity rule.
    • Note: unless you play an action card, this will be the only action possible on this continent, since there is no child to help there.
  • Three cards (three gold coins with yellow, blue and pink cards): 3 of the 6 continents allow you to play one or more cards of the colour indicated (yellow, blue or pink background) on all the other continents (while of course respecting the illustrations).
  • At the end of your turn, the card-7 symbol: you may draw cards from your draw pile until you have 7 cards in hand. Before drawing, you may put back under your draw pile any cards you already have in hand.
  • At the end of your turn, the special-card symbol: draw a special card and keep it secret. You may play it from the following turn.
    • Note: the effects of special cards are explained on the last page.

Your Turn Is Over? Pass the Die!

Once you have finished your turn, pass the die to the next player (on your left). It is now their turn to play.

So, Who Wins?

As soon as a pawn reaches the ideal Earth, this triggers the end of the game. The player whose turn it is may finish their turn normally, after which the game is over. The player whose pawn reached this ideal Earth has won.

In case of a tie between players, the position of their second pawn breaks the tie. In case of a further tie, the players concerned share the victory.

Special Cards

When you play a special card, place it face up on the discard pile provided for this purpose.

If the special card draw pile runs out during the game, shuffle the discard pile to create a new draw pile.

Special cards may only be played during your own turn, with the exception of the "After you" card, which you may also play during a count triggered by another player.

Special cards do not count towards the hand limit.

The special cards are:

  • Material Delivery: move your truck by one continent more or one continent fewer than the die allows.
  • Intercontinental Aid: this turn, you may play cards of the indicated colour (here pink) on all continents of the game, while still respecting the rights required.
  • Transport: go immediately to the continent of your choice. This card must be played in place of the die roll!
  • +3 small points: move your child pawn forward 3 spaces. Respecting the solidarity rule.
  • +3 large points: move your adult pawn forward 3 spaces. Respecting the solidarity rule.
  • "After you": during a count, change the pawn that receives the points. Thus your adult pawn advances in place of your child pawn, or vice versa. Respecting the solidarity rule.

Reminders and Tips

Easily forgotten:

  • Taking your 2 bonus points when you complete a project.
  • The solidarity rule between the adult pawn and the child pawn (even during a count).
  • Taking advantage of the +3 continent: 3 points distributed as you choose is a good opportunity to move your pawns in an ideal way.
  • Playing the particular action. Each continent offers one, and each can prove very useful.
  • Keeping your special card for a later turn: its effect is therefore not applied as soon as you draw it.

Be careful not to:

  • Play too many cards on the same continent. During a count, you risk losing many points because of the solidarity rule.
  • Separate too quickly from your equipment cube, or leave it for a move that was not really worth it. You would then be at the mercy of the die roll.