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La Juguetería

La Juguetería Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Getting to Know the Toy Cards
  • Objective and Game Setup
  • How to Play La Juguetería
  • Example of a Round in La Juguetería
  • Solo Mode: Playing La Juguetería Alone
  • How to Play "Collectors" (Coleccionistas)
  • How to Play "Jugue3"
  • How to Play "PequePóquer"
  • How to Play "Sorting Toys" (Ordenando juguetes)

Game Contents

  • 1 instruction manual
  • 1 six-sided die
  • 30 punch-out coins
  • 72 cards in total: 52 toy cards, 6 wish list cards, 1 "It's your turn" card, 12 cards for "The Pumpkin Hunt" and 1 promo card

Getting to Know the Toy Cards

The elements that appear on all toy cards are very important.

The background colour determines the card's suit. To help colour-blind players we have also included icons in the corners. Every toy (12 in total) is available in the 4 colour suits: blue (circle icon), red (square icon), green (triangle icon) and yellow (cross icon).

Dice have different purposes depending on the game we are playing. In the main system, getting one of the two faces indicated on the die grants victory when we compete against others for the same toy.

Coins also have several uses. In La Juguetería they indicate the value of the toy at that moment. Each toy appears four times: once with a cost of 1 coin, twice with cost 2 and once with cost 3.

Objective and Game Setup

Objective: In La Juguetería the participants try to complete their wish list before the others. To do so they must manage their coins wisely, without letting the various opportunities slip away.

Game setup (2 to 6 participants).

  1. Each player receives three coins and one random wish list card, face down.

  2. Everyone rolls the die, and whoever rolls the highest score will be the starting player of the round, receiving the "It's your turn" card. The others take their turns clockwise.

  3. Shuffle the toy card deck and place it in the centre of the table, leaving a space below it to reveal the first four cards and reserving a space to its right where the discards will be placed (see the example at the bottom of this page). At the start of the game there will be no cards in the discard zone, which will grow at the end of each round. When the toy card deck runs out, shuffle the discards and form a new deck from them to keep playing.

  4. Reveal the 4 toys for sale in the round. These are always drawn and placed from left to right. If a Jack-in-the-box card is revealed among the round's toys, it marks that the next product will be on sale, reducing its cost by 1 coin (it is placed underneath it). If two or more Jack-in-the-box cards appear consecutively, they are placed under the following toys of the round not yet revealed. If there are leftover Jack-in-the-box cards, they go to the discard.

It is very important to understand that Jack-in-the-box cards do not reduce a toy's cost to 1 coin; they reduce it by 1 (a cost of -1). In the example on the right we have the case of the finofaurio (the green dinosaur), which reduces its cost from 3 coins to 2 when a Jack-in-the-box card is placed beneath it. This way, if the toy originally cost 1 coin, it would become free (it would have no cost for whoever tried to obtain it).

Card and component labels on the page: Coins; Wish list cards: played face down in all games except with little ones (peques); Toy cards; Jack-in-the-box cards.

Example of card layout on the table:

  • Zone for placing toy cards.
  • Zone where discarded toys accumulate.
  • Toys for sale in a round.
  • Jack-in-the-box card.

How to Play La Juguetería

The game consists of an indeterminate number of rounds, which end when one of the participants completes their wish list (which is revealed only upon winning).

We now have a starting player (see point 2 on the previous page) and the 4 round toys on the table. Time to play!

On their turn, each player may take one of these actions:

  1. Buy a toy.
  2. Pass the round without buying.

Buying a toy. The first to try to buy a toy will always be the player holding the "It's your turn" card. If one of the toys on offer is of interest to them, they must announce it to the other players. If no one else is interested in that toy, the participant pays its cost by placing the coins to one side of the table (where the rest of the coins have been left) and ends their turn; they may do nothing else for the rest of the round.

Disputing the purchase of a toy between several participants. If the target toy is on the wish list of other players, they may take part in buying it, creating a dispute over who takes it. Respecting the turn order of the round, each interested player rolls the game die trying to obtain one of the two results indicated on the disputed card. The first to achieve it will take the toy.

Note: although the cards show two dice, the game is not played by rolling two dice. Only one die is rolled.

(The example card on the right shows the bear toy. If players were to dispute this toy, they would need to roll a 4 or a 5 on the die.)

Important: After a dispute, if the toy ends up being acquired by a player who did not come up in the turn order, that player has finished their actions for the current round and the turn returns to the player who originally selected the toy. That player may try to buy another of the toys available in the shop, or end their turn and gain 1 coin (see Passing the round without buying on page 4).

Very important: With or without disputes, no player may acquire a toy that is not on their wish list. If someone buys a toy by mistake and realises it after their turn has passed, they must discard it without recovering its cost.

Alternative rule. If there are players who do not enjoy games of negative interaction, or if the game is played with little ones (peques) and you want to avoid causing frustration, the option of disputing toys (direct purchase and in order) may be removed.

Passing the round without buying. If when your turn comes there is no toy for sale that interests you, or you do not have enough coins to buy something you really need, you must pass the round without buying. In exchange you may take one coin from the reserve. Very important: the total number of coins that a single player can accumulate at most is 5.

End of turn. When a player buys or passes the round, the turn passes to the next participant on their left (unless they bought something in a dispute).

End of round. After all players have finished their turns, the toy cards that remain on sale go to the discard. The player who had the "It's your turn" card passes it to the player on their left, who will be the first to try to buy in the new round. Four new toy cards are drawn and the new round begins.

End of game. The game ends when a player completes their wish list and declares that they have won the game. Check that they have the 6 toys on their card; if so, the game is over.

Example of a Round in La Juguetería

This example round may help clear up doubts and situations that arise during a game. We will call the participants Vicky, Paco, María and Marcos. Looking at the example, we can see who starts the round and how many coins each one has at that moment.

Layout shown in the example:

  • Zone for the toy card decks and discards.
  • Toys on sale in this round (four cards, left to right: a rabbit with a cost of 2 coins, a robot with a cost of 3 coins, a rocket with a cost of 2 coins, and a chick with a cost of 1 coin).
  • Players' coins: María has 2 coins, Marcos has 2 coins, Paco has 1 coin, and Vicky has 3 coins.
  • During this round the "It's your turn" card is in Vicky's possession.

Continuation of the example:

As we can see, Vicky holds the "It's your turn" card and will be the first to choose whether she wants to buy any of the toys available. She has three coins, so she could try to get any of them. After consulting her wish list, she announces that she wants to buy the rabbit (conejito).

María announces that she also wants it. She has two coins, which is exactly the price of the rabbit, and she does not want to let it pass.

Since it is Vicky's turn, she is the first to roll the die and gets a 4. As the rabbit's dice show the results 1 and 2, it is María's turn to roll, and she is luckier and obtains a 2 on her roll. María manages to get the rabbit, pays her two coins, takes the card to her play area and leaves the round.

Since she could not make her purchase, it is Vicky's turn to play again. She announces that she now wants to buy the rocket (cohete). Paco and Marcos do not seem interested in that toy (or perhaps Paco, who has only one coin, cannot buy it because it costs two?), so they agree that Vicky may take it. She pays its cost in coins, takes the card to her play area and ends her turn.

It is now the turn of the player to Vicky's left: Paco.

Paco says he wants to buy the clockwork chick (pollito-reloj). He has only one coin, but it is what he needs, and if nobody else is looking for it, it could be his. In fact that "nobody else" is limited to Marcos, since Vicky and María have already bought in this round and therefore cannot do anything until the next one. Paco had forgotten that Marcos bought the clockwork chick in a previous round. Marcos tells him he already has it and is not interested. Result: Paco buys the clockwork chick, paying his coin, thus ending his turn.

Now, following the turn order, the turn would pass to the player on Paco's left. That is María, and we remember that she already made a purchase during a dispute that she won, so she cannot play again in this round. Had she lost the dispute over the rabbit, it would now be her turn to choose whether to buy or pass the round and gain one coin. But that is not the case, so the turn passes directly to Marcos.

Marcos faces a problem with few solutions. He needs the robot (which is also the last toy card left for sale), but that edition costs 3 coins and he only has two. He has no alternative but to pass his turn, so he receives one coin from the reserve, ends his turn and with it the current round. Marcos feels very positive, because at least he now has three coins to try to get some of the upcoming toys. Of his rivals, only Vicky has any coins left over (one). The next round may see no one standing in his way...

The round therefore ends. The robot card goes to the discard pile and 4 new toys are drawn. But a Jack-in-the-box has appeared, and right after it the robot card at a price of 1 coin! That reduces its cost to... 0 coins!! Free!!!

The "It's your turn" card passes to Paco, who gains the initiative of the new round and quickly checks whether the robot is on his wish list. It is! Marcos has just become very nervous...

Solo Mode: Playing La Juguetería Alone

Setup (1 participant). Lay out the table in the same arrangement as the original game, but this time only 3 toy cards are drawn in each round (instead of 4).

The player takes three coins, the die and one random wish list card. They do not need the "It's your turn" card (obviously).

Start and course of the game. Rounds and turns are the same in this case, since there is only one player. This means that if none of the 3 toys on offer are of interest, they go to the discard, one coin is gained (maximum accumulated: 5), and 3 new toys are drawn.

If the player wants to buy any of the toys on offer in a round, they must roll the die up to 3 times, trying to obtain one of the two successful results shown on the dice of the toy card. If they succeed, they pay the cost and discard the remaining toys on the table, moving on to the next round. If they do not succeed, the toy is automatically discarded, because it is taken for granted that another buyer has obtained it. They must then choose between trying to buy one of the remaining toys, or passing the round and gaining one coin.

The system is very similar to the original, although in this case the game ends in victory when the player obtains the 6 toys on their wish list, or ends in defeat if the toy deck runs out without achieving that objective.

Note: discards are not shuffled to form a new deck to keep playing.

How to Play "Collectors" (Coleccionistas)

Setup (2 to 4 participants). This mode is played without Jack-in-the-box cards.

  1. Each player receives one random wish list card, which they will not reveal.

  2. Shuffle the toy card deck and deal 6 cards to each player. These are kept in hand without showing them to the others (unless playing with little ones).

  3. Place the remaining deck in the centre of the table within everyone's reach and reveal the first card beneath the draw deck.

  4. After choosing the starting player (by any method), the game begins.

Objective of the game: the winner is the first player whose hand of 6 cards contains the same 6 toys that appear on their wish list card.

Start and course of the game. On their turn, each player may either take the last card of the discard pile or the first card of the toy deck.

Having done so they will have 7 cards, so they must leave one of them on the discard pile, keeping 6 again.

Example (from the page): In the example of an opening hand, this participant has been dealt 2 of the toys needed according to their wish list. Now the rocket (cohete) from the discard pile is of interest to them, and in exchange they must abandon in its place one of the toys that do not help them win (although the others might need them): the little elephant, the robot, the finofaurio or the little bear (osito). Which will they leave in the discard pile?

After the discard, the turn passes to the next player, who must decide where it is worth drawing from... And so on.

Illustrations on the page: "Example, toy deck" (a card from the deck); "Example, discard pile card" (the rocket); "Example, opening hand of a player" (six toy cards: a cube, a rabbit, an elephant, a robot, a dinosaur (finofaurio) and a bear).

How to Play "Jugue3"

Setup (2 to 4 participants). Played with Jack-in-the-box cards.

The setup is the same as for "Collectors" above, and it is played in exactly the same way, except that this time the winner is the player who holds 2 trios (sets of three matching cards) of 2 of the toys that appear on their wish list card in their hand.

Jack-in-the-box cards act as wildcards, so they may be used to form the necessary trios.

Example on the page: a wish list and a winning hand are shown on the right side of this text.

How to Play "PequePóquer"

Setup (2 to 4 participants). Played without Jack-in-the-box cards.

  1. Shuffle the toy card deck, deal 5 cards to each player, and leave the rest of the deck in the centre of the table within everyone's reach.

  2. Choose the starting player, who will rotate after each round (use the "It's your turn" card).

Start, course and objective of the game. Each player, in turn order, may discard as many cards as they wish from their opening hand, drawing new toys from the toy deck in the same number, trying to find a combination that gives them the highest value of cards in the round (see the value table below). Discards must be made in a space adjacent to the toy deck, with the cards face down so that no one sees what is discarded.

When everyone has discarded and drawn (this can only be done once per round), the players' cards are shown to see who has achieved the best combination. If there is a tie in the type of winning combination, it is settled by counting the number of coins on the combined cards of each player. If there is still a tie, what is counted is the points on the dice.

The player who wins the round receives one coin. The player who achieves three wins, wins the game.

Table of values (from lowest to highest):

CombinationRequirement
Pair (Pareja)2 equal toys
Double pair (Doble Pareja)2 equal toys + another 2 equal toys
Trio (Trío)3 equal toys
Colour (Color)5 different toys with the same background colour
Full house (Full)3 equal toys + another 2 equal toys
PequePóquer4 equal toys

How to Play "Sorting Toys" (Ordenando juguetes)

Setup and mechanics (2 to 4 participants). Played without Jack-in-the-box cards.

Choose the starting player, give five coins to each participant, shuffle the toy deck, deal five cards to each player, leave the remaining deck in the centre of the table, and reveal one card face up which will mark the toy and colour of the card that "rules" ("que manda").

Each player in turn must try to play a card of the same toy or the same colour as the ruling card. If they have none, they must draw from the central deck until they can play one, or else pay the coin cost marked on the ruling card (only if they have it, of course), in which case they reveal a new card from the toy deck, which will now be the ruling card, ending their turn.

The first player to be left with no cards in hand wins.

Special rules with more than 2 participants: when a Train (Tren) card is put into play, the "switch track" (cambio de vías) action is activated, which reverses the turn order of the players. When a Rocket (Cohete) card is played, the "space jump" (salto espacial) action is activated, which skips the turn of the next player.


Page 8 footer (publisher credits, copyright and contact details) is not transcribed.