Le Dernier Peuple
Le Dernier Peuple Rulebook
Table of Contents
Table of Contents
Components
- 10 meeples:
- Burp Fairies (x 2)
- Barbarian Fawns (x 2)
- Orc-Ideas (x 2)
- P-Trolls (x 2)
- Polar Zombies (x 2)
- 72 cards:
- Movement cards (x 40)
- Power cards (x 12)
- Territory cards (x 20)
- 40 Victory Point (VP) tokens:
- 1-VP tokens (x 17)
- 2-VP tokens (x 15)
- 3-VP tokens (x 8)
Setup
- Arrange the territory cards clockwise in a circle, numbers facing outward, using cards number 1 through "4 times the number of players."
- Example: for a 3-player game, use territory cards 1 through 12 (4 x 3).
- The remaining territory cards are not used for this game.
- Depending on the number of players, keep only the movement cards matching the orange indicator for that player count.
- Example: for a 4-player game, use movement cards marked 3+ (3 players and up) and 4+ (4 players and up).
- The remaining movement cards are not used for this game.
- Shuffle the movement cards, deal 2 (face down) to each player, then place the remaining cards as a face-down draw pile in the center of the play area.
- Shuffle the 12 power cards, then place this second draw pile (face down) in the center of the play area.
- Also place the bank of VP tokens (face up) in the center of the play area.
- Each player, represented by the people facing them, places on that people's card the 2 meeples of the matching color.
- Example: the player representing the Polar Zombies takes the 2 blue meeples and places them on territory card No. 2.
- Determine the first player at random (rock-paper-scissors, drawing straws, etc.).
The battlefield is now ready! Time to move on to the rules.
Goal
Be the first player to accumulate 12 VP.
Turn Structure
Power Cards Phase (optional)
At the start of their turn, a player may discard a "power" card from their hand (except "Defense") and apply its effect.
Movement Phase (mandatory)
On their turn, a player must do one of the following:
- Draw 2 "movement" cards and add them to their hand.
- The hand limit at any time is 7 cards. Beyond that, the player must immediately discard the excess card(s) of their choice, without applying their effect.
- Discard a "movement" card to move a meeple according to the instructions on that card, then resolve any resulting action(s) from that move, and finally draw a new "movement" card and add it to their hand.
- During the game, if the "movement" card draw pile is empty, it is immediately reshuffled from the discarded "movement" cards.
Play then passes to the player's left-hand neighbor.
Actions
If, at the end of a move, or during a move (if a "split movement" card was used):
- A player's meeple lands on a "territory" card showing a "Draw" symbol (for example, territory card No. 4), that player draws a "power" card and adds it to their hand.
- During the game, if the "power" card draw pile is empty, it is immediately reshuffled from the discarded "power" cards.
- A people's card becomes surrounded by 2 meeples, an event — which depends on the configuration — occurs!
Events
Supply
If the active player's own 2 meeples surround their own people's card, they gain a "2 VP" token.
Example: the yellow player has a meeple on 4 and a meeple on 7. With their card Ⓐ, they can and choose to move their meeple from 4 to 5 Ⓑ. Their own people, on 6, is now surrounded by their 2 meeples. They gain a "2 VP" token Ⓒ.
- VP gained are placed FACE DOWN on the player's people card.
Noble Attack
If the active player's 2 meeples surround an opposing player's people card, the active player gains a "3 VP" token, and the opposing player must return (if they can) a "1 VP" token (if they have no "1 VP" token, they must make change with the bank to return this VP).
Example: the green player has a meeple on 11 and a meeple on 12. With their movement card Ⓐ, they can and choose to teleport their meeple from 12 to 9 Ⓑ. The red player's people, on 10, is surrounded; they return a "1 VP" token Ⓒ, while the green player gains a "3 VP" token Ⓓ.
Sneaky Attack and Ripostes
If a people's card is surrounded by meeples belonging to 2 different players (one of which necessarily belongs to the active player), the player whose people's card is surrounded must return (if they can) a "1 VP" token (if they have no "1 VP" token, they must make change with the bank to return this VP).
Then the active player gains a "2 VP" token, and finally the owner of the second meeple that caused this event gains a "1 VP" token.
Example of a sneaky attack: the blue player has a meeple on 1 and the red player has a meeple on 13. With their movement card Ⓐ, the red player can and chooses to move the blue player's meeple from 1 to 15 Ⓑ. The green player's people, on 14, is surrounded; they return a "1 VP" token Ⓒ. Since the red player is the active player, they receive a "2 VP" token Ⓓ, while the blue player receives a "1 VP" token Ⓔ.
Example of a passive riposte: the red player and the yellow player each have a meeple on 11. With their movement card Ⓐ, the green player can and chooses to teleport their meeple from 12 to 9 Ⓑ. The red player's people, on 10, is surrounded; they return a "1 VP" token Ⓒ. Since the green player is the active player, they receive a "2 VP" token Ⓓ. The green player decides to share this event with the red player rather than the yellow player. The red player then receives a "1 VP" token Ⓔ. (In the end, the green player will have gained 2 VP.)
- If several resolutions are possible for an event (as in the example opposite, because of the initial placement of the red and yellow players' meeples), the active player chooses which of the players involved will gain the 1 VP.
Example of an active riposte: the red player has a meeple on 9 and the green player has a meeple on 12. With their movement card Ⓐ, the red player can and chooses to teleport the green player's meeple from 12 to 11 Ⓑ. The red player's people, on 10, is surrounded; they return a "1 VP" token Ⓒ. Since the red player is the active player, they receive a "2 VP" token Ⓓ, while the green player receives a "1 VP" token Ⓔ. (In the end, the red player and the green player will each have gained 1 VP.)
Repositioning
Immediately after resolving the event, proceed to the repositioning phase.
To do this, the active player discards from the movement draw pile a "movement" card and repositions their meeple onto the "territory" card bearing the same number as the discarded "movement" card.
Then, the active player discards from the draw pile a second "movement" card and repositions, in the same way, the second meeple that took part in the event.
- A repositioning never triggers an action.
Movement Card Effects
↓ "light grey": Concerns one of your own 2 meeples.
↑ "dark grey": Concerns a meeple belonging to an opponent of your choice.
Number: Teleports one of your 2 meeples (if ↓ "light grey") or an opponent's meeple of your choice (if ↑ "dark grey") directly onto the "territory" card of the matching number.
+X: Move one of your 2 meeples (if ↓ "light grey") or an opponent's meeple of your choice (if ↑ "dark grey") X spaces clockwise.
-X: Move one of your 2 meeples (if ↓ "light grey") or an opponent's meeple of your choice (if ↑ "dark grey") X spaces counter-clockwise.
+X (+Y +1): Move one of your 2 meeples Y spaces clockwise, resolve any resulting action, then move your meeple 1 further space, still clockwise. (a "split movement" card)
-X (-Y -1): Move one of your 2 meeples Y spaces counter-clockwise, resolve any resulting action, then move your meeple 1 further space, still counter-clockwise. (a "split movement" card)
Example: the yellow player's meeples are on 10 and on 15. On their turn, the yellow player discards a "split movement" card +3 (+2 +1). They first move their meeple from 10 to 12 (10 +2), and therefore draw a "power" card. Then they move this same meeple from 12 to 13 (12 +1), and therefore nobly attack the green player's people on 14.
- If the first phase of the movement (+Y or -Y) leads to an event, the event is resolved, the meeples involved are repositioned, and in that case the remaining movement (+1 or -1) is not played.
Power Card Effects
Strength: Gain a "2 VP" token from the bank.
Healing: Gain a "1 VP" token from the bank.
Thief: Steal 1 VP from the player of your choice (if they have no "1 VP" token, they must make change with the bank to give you this VP).
Bandit: Randomly steal a card from the hand of the player of your choice.
Curse: The player of your choice must return (if they can) 1 VP to the bank (if they have no "1 VP" token, they must make change with the bank to return this VP).
Black Magic: Randomly choose a card from the hand of the player of your choice, which you discard without applying its effect.
Barter: Swap your hand of cards with that of the player of your choice.
Speed: Play 2 consecutive turns.
Club: The player of your choice must skip their next turn.
Swap: Swap the position of one of your meeples with that of the player of your choice. (Do not resolve any action that this new configuration might trigger.)
Luck: Draw a "movement" card and a "power" card and add them to your hand.
The next card is to be played out of turn when you are the target of an attack or of a "power" card (except "Swap").
Defense: You do not suffer the effect, and the attacker(s) do not gain any VP. Furthermore, in the case of a countered attack, the attacking meeples are still repositioned.
End of Game
The game ends as soon as one or more players reach 12 VP (or more).
The last active player (meeting this condition) wins the game.