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Liski: Ojojanie

Liski: Ojojanie Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Overview
  • Basic Rules
  • Game Phases
    • Planning Phase
    • Ojojanie Phase
    • Problems Phase
    • Refill Phase
  • Other Rules
    • Empty Deck
    • Fox Cards
    • Fear Tokens
    • Nightmare Cards
  • Puchater Abilities
    • Puchater Characters

Components

  • 40 ojojanie cards
  • 10 complication cards
  • 25 problem cards
  • 6 nightmare cards
  • 25 fox cards
  • 4 grey kit cards
  • 20 fear tokens
  • 5 double-sided puchater character boards
  • 1 help sheet (planszetka pomocy)
  • 10 puchater markers on stands
  • 12 cheese tokens
  • 1 game board

The Lisi app (app.lisiesprawy.pl) is needed to run the timer during the ojojanie phase.

Setup

  1. Lay out the game board and create the decks: ojojanie, grey kit, problems, foxes, complications and nightmares.
  2. Place the cheese tokens and the face-down fear tokens (with the fear symbol facing up) beside the board.
  3. Shuffle the ojojanie, problem, fox and grey kit decks separately, then place them on the matching spaces on the left side of the board.
  4. Choose 1 nightmare card and place it on the orange space at the top of the board. The number of lightning bolts on the card gives the difficulty level (from 1 to 3). Return the other nightmare cards to the box.
  5. Draw 5 face-down complication cards and place them on the pink spaces at the top of the board. Return the remaining complication cards to the box.
  6. Draw 6 face-down problem cards and place 1 face-up in each purple column on the board.
  7. Reveal the first complication card from the left and place it on the problem card in the first column.
  8. Choose your puchater boards and markers. At least 4 puchaters must take part in the game.
    • In a 2-player game, each player has 2 puchaters.
    • In a 3-player game, one player has 2 puchaters and the others have 1 each.
    • In a 1-player game, the player controls 5 puchaters.
  9. Draw 12 face-down ojojanie cards (10 cards in a 5-player game) and divide them evenly among all players. A player with 2 puchaters receives the same number of cards as the others.
  10. Download the Lisi app from app.lisiesprawy.pl.

You are ready to play!

Game Overview

Liski: Ojojanie is a cooperative board game in which you play as fluffy foxes, the puchaters, defenders of the Fox Kingdom. During the game you fight the problems and complications that appear in successive rounds and threaten the foxes around you. In the finale you face the nightmare, the source of all the trouble.

You win if you defeat the nightmare at the end of the sixth round.

You lose if you do not defeat the nightmare in the sixth round, or if you have to place a third fear token under any problem column. Do not worry about losing! Fear has taken over the Fox Kingdom, but you can try to chase it away in the next game.

The game lasts 6 rounds, and each round is divided into 4 phases:

  1. Planning phase, in which you discuss your plan of action and spend cheese tokens. Do not reveal the ojojanie cards you drew.
  2. Ojojanie phase, in which you reveal the ojojanie cards you drew and, under time pressure, arrange them to deal with the fox problems.
  3. Problems phase, in which you check the results of your actions and receive cheese tokens.
  4. Refill phase, in which you prepare the board for the next round and draw face-down ojojanie cards. Do not look at the cards you drew!

Basic Rules

To defeat the problems, complications and the nightmare that appear, you must collect the right sets of ojojanie symbols.

Each problem, complication and nightmare card shows a number, which is the total number of ojojanie symbols you must collect. Some cards also show specific symbols that must be part of the set.

Examples from the rulebook:

  • To defeat the problem "Pogryziony ołówek" (Chewed Pencil), you need 3 symbols in total, including 1 crown and 1 red flower. The third symbol can be any symbol; in the example it is the purple pot.
  • To defeat the complication "Kanapka z koszmarem" (Nightmare Sandwich), you need 6 symbols in total, including 2 crowns and 2 blue boats. The other 2 symbols can be any symbols; in the example they are a crown (supplied by the puchater's marker) and a purple pot.
  • To defeat the nightmare "Zmarzlin", you need 15 symbols of any kind.

You gain ojojanie symbols in 3 ways:

  1. Puchaters. Place a puchater marker on a problem column to gain the symbol from that puchater's board.
  2. Ojojanie cards. You draw them in every round.
  3. Fox cards. You can adopt them during the game.

The fox king marker gives 1 crown. An ojojanie card with a red flower gives 1 red flower. A fox card with a blue boat and a green leaf gives 1 blue boat and 1 green leaf.

Transition symbols are the symbols shown beside the down-arrow on each card.

  • Warning on transition symbols! At least 1 ojojanie symbol on a card you place must match 1 of the transition symbols on the card it is placed on.
  • The rulebook shows examples: two stacks are marked correct (checkmarks) and one is marked incorrect (cross).

Note on problem clusters. A problem cluster is a set of undefeated problem, complication and nightmare cards gathered in one column. For a problem cluster you must defeat all the cards in that column at the same time; you cannot defeat them one at a time.

Example from the rulebook: to defeat a problem cluster, you need 6 symbols in total, including 2 crowns, 1 blue boat and 1 purple pot. The 2 free symbols can be any symbols; in the example they are a green leaf (supplied by the puchater's marker) and a blue boat.

Game Phases

Planning Phase

In this phase you plan your strategy together.

  • Place your puchater markers on the problem columns.
  • Use puchater abilities (see Puchater Abilities below).
  • Add to the board the face-up cards you did not use in the ojojanie phase, cards that came back to you during the problems phase, and cards you gained through your puchaters' abilities.
  • Move the ojojanie, fox and grey kit cards already laid on the board in any order you like.
  • Reveal chosen fear tokens (see Fear Tokens below).

You can perform all of these steps in any order. The planning phase lasts until you decide to start the ojojanie phase.

Tip: Talk to each other! Good teamwork depends on clear communication. Say what you plan, ask for help, and point out threatened places. Divide the tasks: let some of you watch the left side of the board and the others the right side. In short, cooperate.

Tip: You may of course add ojojanie and fox cards with non-matching symbols. It is better to follow the transition symbols, which avoids disappointment in the next phase.

Ojojanie Phase

In this phase you start the app and turn on the timer.

  • When the clock starts, reveal the face-down ojojanie cards you drew in the refill phase.
  • Place the newly revealed ojojanie cards, and also the fox and grey kit cards you gained earlier.
  • You may move all laid-out ojojanie, fox and grey kit cards, and the puchater markers.

Note! You do not have to place all the cards you just revealed. You may keep selected cards for the following rounds.

The ojojanie phase ends when the time counted by the app runs out. You may also end it earlier if you decide you have arranged the cards and markers as well as you can.

Tip: Each ojojanie card can have another ojojanie card with the same symbol placed on it. Note that fox and grey kit cards are more complicated.

Tip: When one of you places your last card, that person should check whether the cards are correctly arranged, or whether any symbols are missing. Especially in a game for 3 or more players, do not all focus on the same place!

Note! If a column of undefeated problems contains only complications, place a face-down fear token under it as well.

Problems Phase

In this phase you check whether you arranged the cards correctly in the previous phases.

Start by checking the ojojanie symbols on the cards under the columns you believe are defeated. In this phase you may not move cards.

If you defeated the problems, problem clusters, complications or the nightmare:

  • If a column contains puchater markers, take 1 cheese token for each defeated problem card and each defeated complication card in that column. Divide the cheese tokens among the puchaters who fought in that column. Note! If you placed no puchater marker in a column, you gain no cheese for the problems and complications defeated there.
  • Place defeated problem and complication cards on the matching discard piles marked "Zzz" on the right side of the board.
  • Place the ojojanie and fox cards under the defeated column on the matching discard piles marked "Zzz" on the right side of the board.
  • Shuffle the grey kit cards back into the grey kit deck.
  • Discard the revealed fear tokens from under the column.

If you did not defeat the problems, problem clusters, complications or the nightmare:

  • Place 1 face-down fear token under each column of cards you did not defeat. Remember that 3 fear tokens under the same column mean defeat.

At the end of this phase you take back the cards whose ojojanie symbols do not match the transition symbols. Cards placed correctly in the columns you did not defeat remain on the board for the next round.

Refill Phase

In this phase you prepare the board for the next round.

  • Starting from the first column on the left, add 1 new problem card from the deck to each column.
  • Move the first complication card in the row onto the cards in the column below it. (In the last round, move the nightmare card instead of a complication card.)
  • If a column already has 3 cards, place the card one column further along. If there is no room in the sixth column, place the card in the first column.
  • On the empty spaces left by complication cards, place face-up fox cards from the deck.
  • Draw 12 face-down ojojanie cards (10 cards in a 5-player game) and divide them among all players.

Other Rules

Empty Deck

If any deck runs out, shuffle its discarded cards to form a new deck.

Fox Cards

Foxes are stronger ojojanie cards. You can gain them (adopt them) using your puchaters' abilities, paying cheese tokens for them. The player who paid for a fox takes it and places it face-up beside their puchater board. When you use a fox card, place it on the blue "Zzz" discard pile on the right side of the board.

There are 3 kinds of fox cards:

  1. Cards giving 2 identical ojojanie symbols (example: Felisja).
  2. Cards giving 2 different ojojanie symbols (example: Briegilda).
  3. Cards giving any ojojanie symbol. The transition symbol on these cards means that you can place a card with any ojojanie symbol on them (example: Smokolisek).

Fear Tokens

In the planning phase you may reveal any number of face-down fear tokens, which make it harder to defeat the cards in a given column. If you defeat all the cards in a column under which fear tokens are revealed, discard those tokens too. Some puchaters' abilities let you pay a cheese token to remove a fear token from under a column.

Add the ojojanie symbols on the revealed fear tokens to the symbols on the cards in that column.

  • A fear token showing a number (2) increases the number of required symbols by 2.
  • A fear token showing specific symbols (for example, a purple pot) usually replaces any symbol.

Note! If, after revealing a fear token, the total of specific symbols exceeds the total printed on the card, you must use the higher value to defeat that problem or problem cluster.

Examples from the rulebook:

  • "Rozbity kubek": to defeat this problem you need 4 symbols in total, including 1 crown and 2 green leaves. The example shows a fear token with a green leaf and the number 2 under the card.
  • "Skołtunione futro": to defeat this problem you need 4 symbols in total, including 3 purple pots and 1 green leaf. The example shows a fear token with a purple pot and the number 2 under the card.

Nightmare Cards

There are 2 nightmare cards whose effects are more complicated.

  • "Zniszczona": each round, together with a complication or nightmare card, add 1 extra problem card to the column.
  • "Spuchlina": works in the same way as "Zniszczona", but in addition place a face-down fear token under the column on which you placed the extra problem card.

Note! Both cards are in effect from the first round.

Puchater Abilities

You may activate your puchaters' abilities in the planning phase by paying cheese tokens. Each player may use a chosen ability as many times as they wish, provided they can pay for it. Spent cheese tokens go back to the pool beside the board. Cheese tokens cannot be exchanged: they belong to the puchater who earned them.

With puchater abilities you can:

  • Remove a fear token. Remove 1 fear token from under any column and return it face-down to the fear token pool beside the board.
  • Draw 3 foxes, adopt 1 of them, and shuffle the rest back. Draw 3 face-down fox cards, choose 1, and place it face-up beside your puchater board. Shuffle the other 2 fox cards back into the fox deck.
  • Draw 3 ojojanie cards (without revealing them). Draw 3 face-down ojojanie cards and place them face-down with your other face-down ojojanie cards. Remember that you may reveal the drawn cards only at the start of the next ojojanie phase!
  • Remove a problem from a problem cluster. Take 1 problem card from any column that contains more than 1 problem card and place it on the purple "Zzz" discard pile on the right side of the board. You cannot use this ability to remove complication or nightmare cards!
  • Adopt a fox from the board. Choose 1 of the face-up fox cards at the top of the board. Place the chosen card face-up beside your puchater board.
  • Adopt a grey kit. Draw 1 grey kit card from the deck. Each grey kit card reduces by 3 the number of ojojanie symbols you must collect under a given problem column. Grey kit cards give no specific symbols, so place them under the columns first. You may place other cards on grey kit cards, with any symbol.

Grey kit cards you used to defeat problem, complication or nightmare cards are shuffled back into the grey kit deck.

Example: "Szaricka" (grey kit card): you must add only 6 symbols, including 1 green leaf, 1 crown and 1 blue boat.

Puchater Characters

The rulebook shows the abilities of three characters, which are printed on their boards:

  • Lisia Kapitanka (blue boat marker). Pay 1 cheese token to: adopt a grey kit; or draw 3 foxes, adopt 1 of them, and shuffle the rest back; or adopt a fox from the board.
  • Lisia Łotryni (red flower marker). Pay 1 cheese token to: draw 3 ojojanie cards (without revealing them); or remove a problem from a problem cluster; or adopt a fox from the board.
  • Lisi Mag (purple pot marker). Pay 1 cheese token to: remove a problem from a problem cluster; or adopt a grey kit; or adopt a fox from the board.

Note! The rulebook does not print the abilities of the remaining puchater characters on the 5 double-sided boards. Those abilities are not transcribed here.