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Liebe & Intrige

Liebe & Intrige Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • Theme of the Game
  • Course of Play
    • 1. Visit One of the 6 Locations on the Board
    • 2a. Carry Out the Actions Belonging to This Location
      • Casanova Die
      • Drinking Die
    • 2b. Intrigue Against a Daughter of Another Player Who Is Present at This Location
      • Intrigue Die
    • 3. Draw an Event Card
  • Marriage
  • End of the Game
    • Most Respected Family
    • Most Beautiful Family
    • Most Educated Family

Game Components

  • 1 game board
  • 4 daughter figures, 12 wedding rings and 36 attribute markers (in each case in the player colours yellow, red, green, blue)
  • 12 daughter boards
  • 84 gentleman cards
  • 46 event cards
  • 1 Casanova die, 1 drinking die and 1 intrigue die
  • 1 medal "Most Respected Family" (Angesehenste Familie), 1 medal "Most Beautiful Family" (Schönste Familie) and 1 medal "Most Educated Family" (Gebildetste Familie)
  • 1 rulebook

Setup

With 2 players, the gentleman cards with the brown background are removed from the game.

The gentleman cards are shuffled and face-down stacks are formed at the individual locations on the board:

  • Theatre: 3 gentleman cards
  • Dive Bar (Spelunke): 7 gentleman cards
  • Boulevard: 2 gentleman cards
  • Soup Kitchen: 3 gentleman cards
  • Park: 5 gentleman cards
  • Tailor's Shop: no gentleman cards

The remaining gentleman cards are placed as a face-down draw pile on the space of the board provided for it.

The event cards are likewise shuffled and placed as a face-down draw pile on the space of the board provided for it. The 3 medals are placed next to the board.

Each player is dealt 3 daughter boards face down. He places them face down in front of him. Each player turns over his top daughter board and places one attribute marker of his colour on each of the 3 pink-marked spaces.

Finally, each player takes the daughter figure and the wedding rings of his player colour.

Theme of the Game

Each daughter has 3 attributes:

Reputation (Ansehen), Beauty (Schönheit), Education (Bildung)

Depending on her development she has between 0 and 5 attribute points in each. In the course of the game she can gain attribute points by visiting certain locations or through event cards, and can also lose them. A value lower than 0 or higher than 5 can never be reached, however.

Of each of the 14 gentlemen who wish to marry, 6 gentleman cards are in the game. At each location of the board one meets exactly those gentlemen whose gentleman cards are in the stack there.

The gentlemen have their demands: each gentleman card shows how many attribute points of Reputation, Beauty and Education a daughter must have at least in order to marry the gentleman in question. The number of victory points a player receives in the case of a marriage is shown at the top right of the gentleman card.

A marriage takes place when a daughter has collected at least 3 cards of the same gentleman and fulfils this gentleman's demands. It is therefore important on the one hand to meet gentlemen who wish to marry and on the other hand to develop the daughters' attributes.

Course of Play

The player who was most recently a guest at a wedding is the starting player. After that the players take turns clockwise. A turn proceeds as follows:

  1. Visit one of the 6 locations on the board.
  2. a) Carry out the actions belonging to this location, or b) Intrigue against the daughter of another player who is present at this location.
  3. Draw an event card.

1. Visit One of the 6 Locations on the Board

The active player chooses one of the 6 locations on the board (Theatre, Dive Bar, Boulevard, Soup Kitchen, Park or Tailor's Shop) and places his daughter figure there. In every turn the daughter figure must be moved to a different location.

2a. Carry Out the Actions Belonging to This Location

At the various locations it is shown which attribute markers on the daughter board are advanced, and by what amount, on a visit.

If a die symbol (the Casanova die symbol or the drinking die symbol) is shown at a location, the player must roll the corresponding die immediately.

Casanova Die

In the Park and in the Dive Bar the daughter can encounter Casanova, but he is choosy and prefers to get involved with beautiful women.

If the player rolls [a four-leaf clover], Casanova happens not to be present; nothing happens to the daughter.

The symbols [a hat marked 0, a hat marked 2 and a hat marked 4] show how choosy Casanova currently is, that is, from which Beauty value he takes an interest in the daughter.

The daughter loses 1 attribute point of Reputation if she has at least as many Beauty attribute points as the number on the die shows.

Example 1: Ludmilla has 3 attribute points of Beauty. With [the hat marked 4] Casanova takes no notice of her, with [the hat marked 2] and [the hat marked 0], however, he gets involved with her.

Drinking Die

In the Dive Bar it can happen that the daughter drinks too much. If the player rolls [a four-leaf clover], nothing happens to his daughter. With [the bottle] the daughter suffers alcohol poisoning and loses 1 attribute point of Education.

Finally, the active player looks at the stack of gentleman cards belonging to the location; he must lay out one of the cards face up beneath his daughter board. He puts the remaining gentleman cards back face down. To replace the card taken, a gentleman card from the draw pile is added face down to the stack, as long as any remain.

A daughter can only be in love with 3 gentlemen at the same time: therefore at most cards of 3 different gentlemen may be laid out beneath a daughter board. If the active player takes the card of a 4th gentleman, he must put all the cards of one of the 3 previously laid-out gentlemen onto the discard pile.

Example 2: Henriette must take a new gentleman card. Unfortunately, among the gentlemen available to choose from there is neither Alexander, nor Giselbert, nor Cornelius. She therefore has to part with Giselbert, for example, and take Bodo.

If the draw pile is used up, the discard pile is shuffled and made available as the new draw pile.

2b. Intrigue Against a Daughter of Another Player Who Is Present at This Location

If the active player has entered a location where another player's daughter figure is also located, he can intrigue against that daughter in order to obtain one of her laid-out gentleman cards. An intrigue can only be carried out, however, if both players have at least 1 gentleman card of any kind laid out beneath their daughter boards.

In the case of an intrigue, the actions belonging to the location (rolling dice, attribute increases, gentleman cards) are not carried out!

No intrigues may be carried out in the Tailor's Shop.

Intrigue Die

The active player rolls the intrigue die once. If he rolls [a four-leaf clover], the intrigue succeeds and the active player may take a gentleman card of his choice from the other player and lay it out beneath his own daughter board. With [a speech bubble] the intrigue fails and the other player may choose one of the active player's laid-out gentleman cards. He lays it out beneath his own daughter board.

Here too: at most gentleman cards of 3 different gentlemen may be laid out beneath a daughter board.

Important! If a player wants to carry out an intrigue at his current location, he may, as an exception, forgo the otherwise mandatory change of location.

3. Draw an Event Card

Every turn ends with an event card being drawn from the draw pile and taken into the hand face down.

During his turn the active player may play any number of event cards. Event cards that show [a green arrow symbol] at the top right can also be played outside one's own turn, in reaction to certain event cards.

After drawing the event card at the end of his turn, a player may hold at most 5 event cards in his hand.

If the draw pile of event cards is used up, the discard pile is shuffled and used as the new draw pile.

Example 3: A possible turn. Otilie visits the Theatre. She receives one attribute point of Education. Then she looks at the stack of gentleman cards. Since she already has a gentleman card of Alexander, she now takes another card of this gentleman. The two remaining gentleman cards she puts back face down together with a card from the draw pile. She then also plays the event card "The Diadem" ("Das Diadem") and thereby receives 1 attribute point of Beauty. Drawing an event card ends the turn.

Marriage

If a player has collected at least 3 gentleman cards of one gentleman and has developed the attributes Reputation, Beauty and Education of his daughter far enough that she meets the demands of this gentleman, the marriage takes place immediately (also outside his own turn).

Example 4: Anna Maria has collected 3 gentleman cards of Theobald. In addition she has raised her attribute points of Reputation to 3, Beauty to 1 and Education to 4, and will now marry Theobald.

The player places a pair of wedding rings of his colour on the board beneath the portrait of the gentleman.

Cards of this gentleman that lie beneath other players' daughter boards are given to the player whose daughter has just married this gentleman.

Then the player sets aside the daughter board with the attribute markers and the bridegroom's gentleman cards next to him. Other gentleman cards that lay beneath the daughter board go onto the discard pile.

Finally the next daughter board is turned over and one attribute marker is placed on each of the 3 pink-marked spaces.

A marriage ends one's own turn: without carrying out any further actions, the active player directly draws an event card. The daughter figure remains at the location.

Married gentlemen can no longer be married by other daughters. If in the further course of the game a player finds the card of an already married gentleman, he adds it to the other cards of this gentleman and draws a new gentleman card from the draw pile in its place.

End of the Game

The game ends as soon as a player has married off all 3 daughters; the current round is, however, still played to its end.

Now the medals are awarded:

Most Respected Family

The player whose daughters together have the highest number of attribute points of Reputation receives the medal "Most Respected Family" (Angesehenste Familie), worth 2 victory points.

Most Beautiful Family

The player whose daughters together have the highest number of attribute points of Beauty receives the medal "Most Beautiful Family" (Schönste Familie), worth 2 victory points.

Most Educated Family

The player whose daughters together have the highest number of attribute points of Education receives the medal "Most Educated Family" (Gebildetste Familie), worth 2 victory points.

Daughter boards not yet turned over at the end of the game also count, with the values of the pink-marked spaces. In the case of a tie between several players, the corresponding medal is not awarded.

The players now add up the victory points they have earned through

  • married gentlemen,
  • laid-out event cards (Expansion of the Manor / "Ausbau des Herrensitzes", Unexpected Inheritance / "Unverhofftes Erbe"), and
  • possession of a medal.

The player with the most victory points wins; in the case of a tie there are several winners.